TEXT: The Botanist
  This supplement is an additional subclass option for the Artificer class in Dungeons and
  Dragons 5th edition, this contains new role playing options, abilities and creatures for
  the Artificer.
  This sub-class explores the study of mixing arcane magic and primordial nature, trying to
  fuse mathematical formulas with the unpredictability of nature. As you unlock and
  master spells that can pull upon the forces of nature you learn that the arcane can even
  bring nature to a new level of existence.
  credits
  Designer Kyle M. Matos, Lauren Black
  Editor: Lauren Black
  Layout Designer: Kyle M. Matos
  Artist: Camille Bachmann, Jason Engle,
  Marianna Kladi & Camille Bachmann
  
  The Botanist
  I saw the monstrous plant she called a friend long before I
  ever saw her, it was a goliath of vines, and gnarled branches.
  Even in battle she was slinging spells while it was on the
  front line withstanding almost anything that was thrown at it.
  During the Last War artificers experimented with all sorts of
  specialization, whatever could possibly give them an edge
  over the other great houses. A lot of these experiments into
  different specializations did yield great promise but with the
  threat of war looming over the heads of all, most of the newly
  discovered specializations needed to be shelved so the
  already known and reliable ones could be created at a faster
  rate.
  Now with the Last War finally over and artificers dispersed
  to go about their own business there has been a surge in the
  number of fields of study that have started to emerge, one of
  these new fields is the specialty of Botany, the study of plants
  and other such living organisms. As botanists have tinkered
  with such plants over the years there have been a number of
  startling and amazing discoveries made: Just like treants and
  other such beings, common house plants have been shown to
  be much more alive than people had realized and with the
  arcane knowledge of such artificers there have even been
  ways to make these plants even more conscious.
  Although botanists focus their interest on the study of
  plants doesn’t mean that they shy away from working with
  crafted wood or processed metal. They are just as
  comfortable tinkering with clockwork gadgets and crafting
  finely made wooden wands as any other artificer but some
  come with a more natural style or intertwined trick so people
  know it came from the hands of a botanist.
  Whether it was found out through the study of other
  artificers or through mere chance it seems that the same
  patterns that exist in magic and the arcana itself can be found
  in the natural world in such things like trees and flowers
  allowing some to meld the magic and nature into one.
  Botanists are more explorers than they are adventurers,
  wanting to go out and see what other types of plants inhabit
  this world, which kinds can be used to further their
  experiments and which are just a marvel for them to behold.
  So how did you become a botanist? Did the ways of working
  with metal and machines just not appeal to you or did you
  always have a fondness for the natural world and wanted to
  bring it into your specialization?
  Note for Players
  Although this is your sub-class if you’re going to be
  roleplaying the creation of your plant consider
  roping in other party members, especially if you
  have a druid or nature domain cleric in your party.
  Branches and Brass
  Botany like the other artificer specializations has many types
  of branches within them, through experimentation botanists
  have figured out many ways to engineer and enchant a variety
  of different kinds of plants that help fit their needs. There
  have been three tried and tested base plant enchantments
  that give most botanists the greatest amount of utility when
  exploring the world: the Razor-Wipe Plant, the Steel-Bark
  Plant and the Gnarled Vine Plant.
  The Steel-Bark plant is a hardy defender
  usually created from the mixture of
  Abjuration magic and strong thick plant,
  while the Razor-Wipe plant is a swift and
  nimble attacker that mixes Evocation
  with a variety of poisonous plants,
  the last is the Gnarled-Vine plant
  the pinnacle of a botanists utility,
  often formed of Transmutation
  magic and ivy vine plants to be
  useful on and off the battlefield.
  1
  THE BOTANIST
  
  Botanist Features
  Level Features
  3rd Sentient Nature, Botanist Spells, Spellcasting Tools
  5th Genetic Enchanting
  9th Growth
  15th Over Growth
  Spellcasting Tools
  When you adopt this specialization at 3rd level, you gain
  proficiency with any kind druidic focus and can use it as a
  spellcasting focus.
  If you already have proficiency with druid focuses, you gain
  proficiency with one type of artisan's tools of your choice.
  Botanist Spells
  Starting at 3rd level, you always have certain spells prepared
  after you reach particular levels in this class, as shown in the
  Botanist Spells table. These spells count as artificer spells for
  you, but they don't count against the number of artificer spells
  you prepare.
  Artificer Level Spell
  3rd
  Entangle, Hail of Thorns
  5th
  Barkskin, Locate Animals or Plants
  9th
  Erupting Earth, Plant Growth
  13th
  Control Water, Grasping Vine
  17th
  Commune with Nature, Tree Stride
  Sentient Nature
  Starting at 3rd level you’ve been able to combine your arcane
  experimentations into the world of nature and primal magic,
  through this experimentation you have given life to a sentient
  plant that is friendly to you and will be your companion,
  obeying all your commands. You can determine each plant's
  appearance, some plants taking on the form of a humanoid
  figure made of gnarled branches and curled vines, while
  others look like massive vine beasts with sharp maws.
  There are multiple types of plants that you can create but
  you may only have one plant granted by this ability at a time.
  When you create this plant you can pick one of the plant stat-
  blocks from below and that will be your plant companion. If
  your plant dies or if you wish to choose another plant from
  the options below you must spend 8 hours with a druidic
  focus creating your new plant, and if you still have a plant
  companion with you when you crate a new one the pervious
  plant turns into an unenchanted small plant.
  In combat, your plant shares your initiative count, but it
  takes its turn immediately after yours. It can move and use its
  reaction on its own, but the only action it takes on its turn is
  the Dodge action, unless you take a bonus action on your turn
  to command it to take one of the actions in its stat block or
  the Dash, Disengage, Help, Hide, or Search action.
  Regardless of the plant you have they all have the common
  ability to fit and move through smaller spaces as if the space
  was difficult terrain. Regardless of your plant's size it can
  move through small cracks and tight spaces as if they were
  difficult terrain, they can also end their movements in such
  spaces without taking damage or being pushed out to another
  space.
  Genetic Enchanting
  Starting at 5th level your plants gains resistance to one of the
  following damage types of your choosing: acid, cold, force,
  lightning, necrotic, psychic, radiant, or thunder.
  In addition while you are adjacent to your plant you gain
  the resistance your plant has from this ability.
  Growth
  Starting at 9th level your knowledge of the arcane and the
  natural world has increased exponentially letting you morph
  your plant closer to its perfect form of the bridge between
  nature and arcana. Your plant gains the following abilities
  and traits:
  Your plant's size increases to Medium.
  The damage die of you plants attack increases by 1 die
  type. (d4 > d6 > d8 > d10 > d12)
  Your plant is immune to poison damage.
  Your plant's reach increases by 5 feet.
  Over Growth
  Starting at 15th level your plant has become the perfect
  merging of arcane magic and primal nature. Your Plant gains
  the following abilities and traits:
  Your plant's size increases to Large.
  The damage die of you plant's attack increases by 1 die
  type. (d4 > d6 > d8 > d10 > d12)
  Your plant gains a +2 bonus to AC.
  Your plant's reach increases by 5 feet.
  2
  THE BOTANIST
  
  3
  Razor-Whip Plant
  Small Pant, Neutral
  Armor Class: 14
  Hit Points equal the plants Constitution modifier +
  your Intelligence modifier + four times your
  artificer level
  Speed: 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 12 (+1) 8 (-1) 14 (+2) 10 (+0)
  Saving Throws: Dex +4, Wis +4
  Skills: Perception +4, Stealth +5
  Senses: Tremor Sense 10 feet, passive Perception
  20 feet
  Languages: understands the languages you speak
  Damage Resistances: Piercing
  Damage Vulnerabilities: Fire
  Poison Strike. Whenever you hit a creature with an
  attack that creature takes on-going damage equal to
  your proficiency bonus at the start of its turn, they
  also make a Constitution save against your spell
  save DC at the end of each of its turns to end this
  damage. Once you use this ability you can’t use it
  again until you complete a short or long rest.
  Arcane Rejuvenation: If your plant has died within
  the last hour, you can use your action to touch it
  and expend a spell slot of 1st level or higher. Your
  plant returns to life after 1 minute with all its hit
  points restored.
  Actions
  Attack Action: Melee weapon attack: +4 to hit,
  reach 5 ft, one target. Hit: 2d4 + 4 piercing
  damage.
  Steel-Bark Plant
  Small Pant, Neutral
  Armor Class 16
  Hit Points equal the plants Constitution modifier +
  your Intelligence modifier + six times your
  artificer level
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 14 (+2) 9 (-1) 12 (+1) 8 (-1)
  Saving Throws: Con +4, Wis +4
  Skills: Perception +4, athletics +5
  Senses: Tremor Sense 20 feet, passive Perception
  20 feet
  Languages: understands the languages you speak
  Damage Resistances: Bludgeoning
  Damage Vulnerabilities: Fire
  Bark Roots: Whenever your plant is attacked you
  can spend your reaction to command your plant to
  form its bark roots. Until the end of your next turn,
  your plant has a +3 bonus to AC, including against
  the triggering attack. Once you use this ability you
  can’t use it again until you complete a short or long
  rest.
  Arcane Rejuvenation: If your plant has died within
  the last hour, you can use your action to touch it
  and expend a spell slot of 1st level or higher. Your
  plant returns to life after 1 minute with all its hit
  points restored.
  Actions
  Attack Action: Melee weapon attack: +4 to hit,
  reach 5 ft, one target. Hit: 1d6 + 2 bludgeoning
  damage.
  Gnarled-Vine Plant
  Small Pant, Neutral
  Armor Class 15
  Hit Points equal the plants Constitution modifier + your
  Intelligence modifier + five times your artificer level
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  14 (+2)
  9 (-1)
  14 (+2)
  9 (-1)
  Saving Throws: Con +4, Wis +4
  Skills: Perception +4, Survival +5
  Senses: Tremor Sense 30 feet, passive Perception 20
  feet
  Languages: understands the languages you speak
  Damage Resistances: Slashing
  Damage Vulnerabilities: Fire
  Entanglement: As a movement option your plant can
  move its speed through creatures for the duration of
  this movement, any creature your plant moves through
  has its speed reduced to 0 ft until the end of its next
  turn and this movement does not provoke attacks of
  opportunity. Once you use this ability you can’t use it
  again until you complete a short or long rest.
  Arcane Rejuvenation: If your plant has died within the
  last hour, you can use your action to touch it and
  expend a spell slot of 1st level or higher. Your plant
  returns to life after 1 minute with all its hit points
  restored.
  Actions
  Attack Action: Melee weapon attack: +4 to hit, reach 5
  ft, one target. Hit: 1d8 + 3 slashing damage.
  THE BOTANIST
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Botanist - An Artificer Sub-Class [5E].pdf