Plantaemancer (5e Class)

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Plantaemancer[edit]

<!-Introduction Leader->[edit]

Creating a plantaemancer[edit]


Quick Build

You can make a plantaemancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Outlander or Hermit background. Third, choose the mold earth, shillelagh, and thorn whip cantrips.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, and Shields
Weapons: Simple and Martial non-metal weapons
Tools: Herbalism Kit, Poisoner's Kit
Saving Throws: Charisma, Constitution
Skills: Choose 2 from Animal Handling, Nature, Persuasion, Sleight of Hand, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Club; or (b) Quarterstaff
  • (a) Wooden Shield; or (b) Martial Melee Weapon
  • (a) Herbalism Kit; or (b) Poisoner's Kit
  • (a) Druidic Focus; or (b) Component Pouch
  • (a) Leather Armor or (b) {{{item5b}}}
  • If you are using starting wealth, you have 2d4 x10 gold in funds.

Table: The

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 3 Spellcasting, Verdant Speech 2
2nd +2 3 Natural Path, Path Feature 3
3rd +2 3 4 2
4th +2 4 Ability Score Improvement, [[#|]] 4 3
5th +3 4 Path Feature, One With Nature 4 3 2
6th +3 4 [[#|]] 4 3 3
7th +3 4 Path Feature 4 3 3 1
8th +3 4 Ability Score Improvement, [[#|]] 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 5 Path Feature 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 5 Ability Score Improvement, Path Feature 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 5 4 3 3 3 2 1 1
15th +5 5 Path Feature 4 3 3 3 2 1 1 1
16th +5 6 Ability Score Improvement, [[#|]] 4 3 3 3 2 1 1 1
17th +6 6 4 3 3 3 2 1 1 1 1
18th +6 6 Natural Mastery, Path Feature 4 3 3 3 3 1 1 1 1
19th +6 6 Ability Score Improvement, [[#|]] 4 3 3 3 3 2 1 1 1
20th +6 6 Path Feature 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Cantrips: You know three cantrips from the Plantaemancer Spell List. You learn an additional cantrip at 4th and 10th level.

Preparing and Casting Spells: The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.

You prepare the list of plantaemancer spells that are available for you to cast, choosing from the plantaemancer spell list. When you do so, choose a number of spells equal to your Charisma modifier + your plantaemancer level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.

Spellcasting Ability: Charisma is your casting ability for plantaemancer spells. When a spell refers to your spellcasting ability, you use Charisma. In addition, you use your Charisma to determine the save DC of any plantaemancer spell which requires one, and when making an attack roll with one.

Spell save DC= 8 + your proficiency bonus + your Charisma modifier Spell attack modifier= your proficiency bonus + your Charisma modifier Ritual Casting: You may cast any plantaemancer spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.

Spellcasting Focus: You may use a druidic focus as a spellcasting focus for your spells. Druidic foci include mistletoe, totem carvings, yew wands, or oaken staves.

Verdant Speech[edit]

At 1st level, you have the ability to speak with plants. When you speak they understand you and can choose to respond, but they are not compelled to answer or follow commands.

Natural Path[edit]

At 2nd level, you chose a Natural Path. Choose between Path of Destruction and Path of Resurrection, both detailed at the end of the class description. Your choice grants you features at level 2 and again at 5, 7, 10, 12, 15, 18, and 20.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

One With Nature[edit]

At level 5, plant matter begins to grow from and fuse with your body as a result of your interactions with the fey and nature's magic. This foliage grants you advantage on stealth checks to hide in natural settings.

Natural Mastery[edit]

<!-Class feature game rule information->

Path of Destruction[edit]

Plantaemancers who follow the Path of Destruction use their magic and minions to, well, destroy. They take the druidic/outlander ideas that nature is inherently superior to anything manmade to the extreme by weaponizing nature to destroy unnatural and harmful creatures and structures alike, sometimes indiscriminately. Despite this surface-level 'cause', they are more inclined to take their power and use it selfishly- they bend plant life to their will to further their own agenda.

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Path of Resurrection[edit]

<!-Introduce this subclass here->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

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3rd Level

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4th Level

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5th Level

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6th Level

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7th Level

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8th Level

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9th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the plantaemancer class, you must meet these prerequisites: Charisma of 13 or above.

Proficiencies. When you multiclass into the plantaemancer class, you gain the following proficiencies: Nature, Survival.



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