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(Created page with "=== Overview === Naturalists work to combine the beauty of nature with their desire to invent and improve, easily mistaken for Druids in some places, Naturalists are not above breaking Nature in order to improve it or implement some invention to aid them or others. Seeing it not as a desecration of nature but rather as a step in pushing the natural world forward, hopefully in a mutually beneficial manner. Using metal armour impedes your connection to the natural world an...")
 
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<sub>[[Mechanomancer|<< Back to Mechanomancer]]</sub>
=== Overview ===
=== Overview ===
Naturalists work to combine the beauty of nature with their desire to invent and improve, easily mistaken for Druids in some places, Naturalists are not above breaking Nature in order to improve it or implement some invention to aid them or others. Seeing it not as a desecration of nature but rather as a step in pushing the natural world forward, hopefully in a mutually beneficial manner. Using metal armour impedes your connection to the natural world and as such you are limited to armour made of leather, bone or scales only.
Naturalists work to combine the beauty of nature with their desire to invent and improve, easily mistaken for Druids in some places, Naturalists are not above breaking Nature in order to improve it or implement some invention to aid them or others. Seeing it not as a desecration of nature but rather as a step in pushing the natural world forward, hopefully in a mutually beneficial manner. Using metal armour impedes your connection to the natural world and as such you are limited to armour made of leather, bone or scales only.

Latest revision as of 14:18, 28 February 2024

<< Back to Mechanomancer

Overview

Naturalists work to combine the beauty of nature with their desire to invent and improve, easily mistaken for Druids in some places, Naturalists are not above breaking Nature in order to improve it or implement some invention to aid them or others. Seeing it not as a desecration of nature but rather as a step in pushing the natural world forward, hopefully in a mutually beneficial manner. Using metal armour impedes your connection to the natural world and as such you are limited to armour made of leather, bone or scales only.

Tools of the Trade

You gain proficiency with alchemist supplies (or smith's tools if you already are proficient with alchemist's supplies). The subtle machinations of nature often require a chemical ... adjustment.

Naturalist Spells

3rd-level Naturalist Feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Naturalist Spells table. These spells count as mechanomancer spells for you, but they don't count against the number of mechanomancer spells you prepare.

Naturalist Spells
Mechanomancer Level Spell
3rd Entangle, Faerie Fire
5th Enlarge/Reduce, Spike Growth
9th Elemental Weapon, Plant Growth
13th Conjure Woodland Beings, Stone Shape
17th Commune with Nature, Tree Stride

Natural Weapons

3rd-level Naturalist Feature

Your pursuit of the symbiosis of nature and mechanical whim have led to you being able to turn any wood, plant matter or animal matter/bone into a weapon of your choosing. You gain immediate proficiency in the weapon you create.

This natural weapon also acts as a spellcasting focus for any spells that require it.

Dropping, Creating a new Natural Weapon or Relinquishing the weapon will turn it back into it's base material, sheathing or stowing doesn't count as relinquishing.

As long as you are not in combat, you can accomplish this as often as you like. In combat, you can create a Natural Weapon as a bonus action a number of times equal to your proficiency bonus and you regain all charges when you finish a long rest.

Natural Weapons can be Infused.

Deadly Nature

3rd-level Naturalist Feature

When using a Natural Weapon, you gain access to the following bonuses:

An extension of the self - The weapon acts as a natural extension of your will, and as such you gain a +1/+1 on your attack/damage rolls.

Thorny Attacks - Upon making a successful attack, you may cause a part of your weapon to worm its way into your opponent causing 1d6+1 damage per turn unless they make a successful strength check against your spell save DC (8 + Prof + Int Bonus)

One with Nature

You are able to bend your natural surroundings to your will, and can use that to accomplish the following tasks a number of times equal to your proficiency bonus and you regain all charges when you finish a long rest:

Safe Haven - When resting in a outdoor environment, you can command the natural environment to provide you with a safe haven that will hide you and your party from predators and cursory examination

Locate Object - You can coerce the plants and trees to tell you if a particular landmark or object rests within a 5 mile radius

Pass without Trace - When in an outdoor natural environment you can radiate a camouflaging aura, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Elemental Weapon

5th-level Naturalist Feature

You can now imbue your Natural Weapon with an element to enhance its attack

Fire - Your weapon burns with a bright flame, that illuminates a 30ft radius. Successful attacks with this weapon cause an additional 1d6 damage, your Thorns also deal 2d6+1 Fire Damage per turn. The flame can be used to light objects on fire if they can burn.

Ice - Your weapon is covered in a shimmering frost. Successful attacks with this weapon cause an additional 2d4 damage and the target must complete a save against your DC or suffer from halved movement speed and a -2 on attack rolls.

Earth - Your weapon takes on the appearance of a shard of obsidian. An earthen covering extends from the weapon up your arm, granting an additional +1 AC and temporary hitpoints equal to twice your level. Thorns from this weapon have a low chance to paralyse your opponent (opponent gets an advantage roll against your spell DC to not be paralysed)

Wind - Your weapon becomes made of wind, howling when you swing. Successful attacks with this weapon cause an additional 1d6 damage, if an attack is successful you may choose to cast a localised thunderwave from the blade, dealing 1d8+2 damage (halved on successful Con save against your DC) and pushing the opponent back 15ft

Acid - Your weapon is covered in scales and eyes, a odious green liquid drips from the tip. Successful attacks with this weapon cause an additional 1d4 damage, regardless of whether an attack hits or not, you may choose to create a splash of acid causing 1d6 damage per turn unless your opponent makes a successful Dex save against your DC. This weapon will cut through nearly any non-magical metal at a rate of 2" per round.

Natural Weapons Perfected

9th-level Naturalist Feature

Upon reaching the 9th level, the Mechanomancer has perfected the creation and use of their Natural Weapons, allowing them to create two at once and dual wield them using the standard Dual Wield rules.

When Dual Wielding Natural Weapons, the Mechanomancer has the Dual Wield feat. If they have the Dual Wield feat already, they gain the benefits of Two Weapon Fighting Style as well.

Each Weapon can be a different Element

In addition to this, you are now able to make two Infusions on your Natural Weapons.

Natural Construct

15th-level Naturalist Feature

Your ability to work with Nature has truly hit it's peak at 15th Level. Once per Long Rest you are now able to build a constructs body around yourself using natural materials, this construct will last 1 hour. This process takes a full turn but when completed gives you the following benefits:

Size Increase - When encapsulated in the construct, you are one size larger than normal, so from Medium -> Large, or Large -> Huge.

Strength Increase - For any and all purposes, you have a strength of 21

Construct Dual Wielding - You are able to create and use Natural Weapons when in this form and if your size is Large or bigger, you can dual wield two handed weapons as if they were one handed weapons.

Armour Increase - You are heavily armoured in this form, equivalent to Full Plate Mail +2

Temporary Hit Points - The construct has hit points equal to your current max total HP, if it loses all these hit points the construct is destroyed. You will emerge with whatever hit points you had when entering the construct.