This class is pretty big and complicated. Dwellers are the 8th clan in Arret, dwelling in the Livingwoods per the Great Gardeners request to learn how to control the plants for the peoples good. The Livingwoods are a dangerous place with unpredictable plants everywhere, but its home. They are crafty, smart people with a passion for figuring stuff out, and are completely used to terrible conditions. Dwellers split up their research on the Livingwood plants by a theory of there being 8 plant types with their own themes and such. Once a Dweller gets acclimated they can choose which type they want to research.
hit dice:
1d8
hit points at 1st level:
8 + Constitution Modifier
hit points at higher levels:
d8 x (level) + Constitution Modifier
armor proficiencies:
Bark Armor, Tempered Teem Moss Armor
weapon proficiencies:
Throwing Daggers, Hatchet, Sling, Quarterstaff, Throwing Sticks, Wooden Bow
tools:
saving throws:
Intelligence, Dexterity
skills:
Arcana, Nature
starting equipment:
Pot Strap(Holds 3 Livingwoods or 3 types(in the case of Seeds, Mold))
At level 2, Pot Strap changes based on your Specialty:
Juggernaut: Pot Sash(Holds 4 plants)
Slinger: Seed Belt(Holds 4 different types of Seeds)
Brewist: Root drying set-up(Can dry 5 roots when not moving)
Illusionist: Fruit Bag(Holds 5 fruit)
Mossier: 4 Mossy Armbands(Holds 4 Mosses)
Speedster: Vine Sash(Holds 4 Vines)
Sporous: 4 Mold pockets(Holds 4 types of mold)
Acrobat: Mushroom backpack(Holds 4 Fungi)
And choose between the following:
A)Throwing Sticks, B)Wooden Bow, C)Quarterstaff
A)Hatchet, B)Rope (Hempen), C)Waterskin
A)Tinderbox, B)Mess Kit
spellcasting:
Potency Variables are added to the damage of the attack, or the players roll against a DC when using the corresponding plant(if there is a chance for both, the PV is added to the damage of the attack).
Plants
Plants are reusable and stay alive in containers with soil and water. Plants have 3 stages of potency, known as your Potency Variable: Great=+1d4(if constantly taken care of), and Good=N/A(if exposed to air and sun). If you want to make more Pots, make a Survival check with supplies you deem adequate. The rest is up to the DM!
Fruit:
Fruits are not reusable and can be stored in cool, neutral containers. Fruit has 3 stages of potency, known as your Potency Variable: Fresh=+1d4(newly obtained), and Ripe=N/A(kept in a cool, dry place). If you want to make another Seed pocket, make a Survival check with supplies you deem adequate. The rest is up to the DM!
Roots:
Roots are not reusable and can be stored in any condition. Roots have 3 stages of potency, known as your Potency Variable: Dry=+1d4(if left in the sun for a Long rest), and Good=N/A(If keep with you, not in wet). If you want to make another rung for the root dryer, make a Survival check with supplies you deem adequate. The rest is up to the DM!
Mold:
Mold spores are reusable and stay alive in containers with warm humid air. Mold has 3 stages of potency, known as your Potency Variable: Large=+1d4(if the network has been developing for a short rest), and Good=N/A(If the network takes up a pocket). If you want to make more Mold Pockets, make a Survival check with supplies you deem adequate. The rest is up to the DM!
Vines:
Vines are reusable and stay alive in containers with soil and water. Vines have 3 stages of potency, known as your Potency Variable: Great=+1d4(if constantly taken care of), and Good=N/A(if exposed to air and sun). If you want to make more Sash pockets, make a Survival check with supplies you deem adequate. The rest is up to the DM!
Fungi:
Fungi are reusable and stay alive in containers with fertilizer and water. Fungi have 3 stages of potency, known as your Potency Variable: Great=+1d4(if constantly taken care of and given fertilizer), and Good=N/A(if exposed to soil and decaying matter). If you want to make more space in your backpack, make a Survival check with supplies you deem adequate. The rest is up to the DM!
Seeds:
Seeds are not reusable and can be stored in any condition, but it's best not to mix them. Seeds have 3 stages of potency, known as your Potency Variable: Bunch=+1d4(if you use more than a packet of the same seeds at once), and Handful=N/A(a seed pockets worth). If you want to make m, make a Survival check with supplies you deem adequate. The rest is up to the DM!
Moss:
Moss are reusable and stay alive in containers with decomposing matter and water. Moss has 3 stages of potency, known as your Potency Variable: Great=+1d4(if constantly taken care of), Good=N/A(if exposed to air and sun), and Dying=-1d6(if . If you want to make more Moss Armbands, make a Survival check with supplies you deem adequate. The rest is up to the DM!
class features:
Woodbabble
You can now speak Woodbabble, the mixed-up language of the Dwellers.
Nature Expert:
-Through years of experience you have learned how to live in and navigate the wild, which gives you benefits even if you are in unfamiliar terrain:
-You gain Proficiency in the Survival skill, if you already have this skill, you gain Expertise in it.
-Difficult terrain doesn't slow your movement if it is difficult because of plants.
-Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
-While traveling, you can move stealthily at a normal pace.
-When you forage, you find twice as much food and water as you normally would.
-You gain advantage on Initiative checks while in nature and not in cities, towns and other structures.
Ability Score Improvement:
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.
Livingwoods:
Dwellers use their Intelligence as their Spellcasting Ability Modifier and Proficiency Bonus added together for their Spell Attack Bonus. The difficulty of the trigger corresponds with the level of the spell. The more complex the trigger, the higher the level. They can pack Livingwood Plants into their Pot Strap until they decide what to specialize in.
Research Specialty:
At level 3, choose between 1 of 8 Livingwoods specialties, each with its own effects, and future unlockable abilities. See the "Subclass" section for options
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Researchers Findings
After loads of research on your specialty plant, you are more than excited to share your findings with other Livingwood enthusiasts. Talking about plants and thing you enjoy gives you a +1 to both your Deception and Performance checks in an educational conversation.
Floral Sense
Gaining a sense for plants, you can use your senses to "feel" if there are plants (Livingwood or not) nearby. This ability can be used to find plants in a 20ft radius 2+Your Wisdom Modifier times, and refills every long rest.
Floral Aura
Whether by knowledge or some inexplicable aura, your plants now only perform to the highest their potency variable can, and can only die of old age(once the season has ended).
Dwellercraft
Using Livingwood plants, you can craft weapons, and tools that harness their abilities for a specific use. Roll a DC 10+Number of Livingwoods used, Survival check with all resources necessary(frame, bolts, brackets, etc...)(designated by the DM), to see if you are successful. If so, roll a DC 10+The number of parts to the machine to check it over for malfunctions, loose parts, ease of use problems, etc. On a failed roll, you can retry every short rest, and the machine will function, but with disadvantage. On a successful roll, the machine functions as intended.
Divine Blessing
Divine Blessing is The Great Gardeners way of saying "You have done well, my faithful servant" It restores your health to full with 5 temporary hit points when your characters health drops to 0. This ability refills after 3 long rests or 5 short rests, whichever comes first.
Speaker for the Plants:
Drawing on your immeasurable knowledge and skill with any plant that ever crossed your path, you gain the ability to summon any plants/fungus/mold/etc that you have seen in your campaign at will, Livingwood or not. They grow up from the ground as if sent by the Great Gardener himself. This ability can be used 3+ your current party numbers, and refills every Long Rest.
subclass options:
Juggernaut:
Bark Strength: At level 3, your power-loving ways have given rise to a +2 to your Spell Attack Bonus when using a Plant in battle.
Juggernaut Imbuity: At level 7, your plants have grown to you, and respect your power. They can help make your weapons more powerful. When attacking with a heavy(two-handed) melee weapon, apply your proficiency bonus(if the bonus is already, you can apply it twice)
Slinger:
Contrasting Size: At level 3, a love for difference in size has allowed you to find the best of both worlds, gaining a +1 to Any Intimidation and Sleight of Hand rolls when using Seeds.
Slingability: At level 7, you have learned how to activate the seeds size-changing abilities mid-flight. They can grow and shrink depending on what you need. Slinging Seeds adds 1d6 Bludgeoning or Piercing damage.
Brewist:
Medic training: When you reach level 3, specializing in Roots and their healing/harming abilities enables a +1 to any Medicine rolls when using Roots.
Healing Aura: At the 7th level, your use of Roots lingers around your form healing your whole party 1d4 HP every rest.
Illusionist:
Tricky Research: At your 3rd level, your unique approach to research gains you an understanding for deception and its usefulness. +2 to any Deception rolls when using Fruit.
Scavenger: At the 7th level, you have learned how to repurpose certain fruits after use. After you use a fruit, roll a DC 15 investigation check. On a successful roll, regain the fruit.
Mossier:
Tranquil Defense: At level 3, your passion for defense rather than offense creates a bond between you and your Moss. +1 to your AC when wearing Moss Armbands.
Temperer: At level 11 your experience with Teem and Cholk Moss allows you to temper them to your whims at a rest.
Speedster:
Rapid Training: At level 3, training with these vines are in order. +5ft of speed when you use Vines.
Flurry Dodge: At level 7, your speed is ever-growing and you have learned it use in battle, zipping around to avoid and provoke attacks. When your enemy attacks you multiple times in one turn, the enemy rolls with disadvantage on all attacks except the first.
Sporous:
Energizer: At level 3, you begin embodying your Molds energizing ways, and you gain resistance to Radiant damage.
Elemental Student: At level 7, your realization that Mold can also be used for elemental purposes comes to use. Learning to ways of the elements negates your enemies Cold, Acid, Lightning, and Fire damage resistances.
Acrobat:
Aerial Training: At the third level, you learn to love acrobatics and dexterous activities. You gain a +1 to Acrobatics and Athletics checks when using Fungi.
Flying Leap: At the 7th level, you learn from your fungi to perform a new action, called Flying Leap. Jump 10ft into the air and 10ft to a side, ignoring all movable or moving objects in your way.
Level | XP | Proficiency Bonus | Abilities | Spe | ll | Slo | ts | Ava | ila | ble | : | | | |
---|
| | | | Cantrips | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
1 | 0 | +2 | Livingwoods | 3 | 2 | - | - | - | - | - | - | - | - | |
2 | 300 | Same | Nature Expert | 3 | 3 | - | - | - | - | - | - | - | - | |
3 | 900 | Same | Research Specialty | 3 | 4 | 2 | - | - | - | - | - | - | - | |
4 | 2,700 | Same | Ability Score increase | 4 | 4 | 3 | - | - | - | - | - | - | - | |
5 | 6,500 | +3 | Extra Attack | 4 | 4 | 3 | 2 | - | - | - | - | - | - | |
6 | 14,000 | Same | Floral Sense | 4 | 4 | 3 | 3 | - | - | - | - | - | - | |
7 | 23,000 | Same | Research Specialty Improvement | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8 | 34,000 | Same | Ability Score increase | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | |
9 | 48,000 | +4 | Researchers Findings | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10 | 64,000 | Same | Potency Variable Improvement | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | |
11 | 85,000 | Same | Research Specialty Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
12 | 100,000 | Same | Ability Score increase | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
13 | 120,000 | +5 | Floral Aura | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14 | 140,000 | Same | Dwellercraft | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
15 | 165,000 | Same | Research Specialty Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
16 | 195,000 | Same | Ability Score increase | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
17 | 225,000 | +6 | | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18 | 265,000 | Same | Divine Blessing | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19 | 305,000 | Same | Ability Score increase | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20 | 355,000 | Same | Speaker for the Plants | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | |