Pam's Character Sheet: Difference between revisions

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==Mutant Projectile Plant==
==Mutant Projectile Plant==
*Using special alchemist gardening tools, you can take an action to magically create a Small or Tiny eldritch mutant in an unoccupied space on a horizontal surface within 5 feet of you. The plant occupies its space, and a Tiny one can be held in one hand.
*Using special alchemist gardening tools, you can take an action to magically create a Small or Tiny eldritch mutant in an unoccupied space on a horizontal surface within 5 feet of you. The plant occupies its space, and a Tiny one can be held in one hand. Once you create a plant you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one at a time. The cannon is a magical object. Regardless of size, the plant has an AC of 18 and has 20 hit points (five times your artificer level). It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the plant, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options below. On each of your turns, you can take a bonus action to cause the plant to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the plant to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
 
Once you create a plant you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one at a time. The cannon is a magical object.  
 
Regardless of size, the plant has an AC of 18 and has 20 hit points (five times your artificer level). It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
 
When you create the plant, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options below. On each of your turns, you can take a bonus action to cause the plant to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the plant to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
*Plant Options
*Plant Options
**Fire Flower: The plant exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a DC 14 Dexterity saving throw, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
**Fire Flower: The plant exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a DC 14 Dexterity saving throw, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
**Eldritch Blast Pod: Make a ranged spell attack, originating from the plant, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the plant.
**Eldritch Blast Pod: Make a ranged spell attack, originating from the plant, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the plant.
**Healing Spore Fern: The plants emits a burst of spores infused with positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + 3 (Intelligence modifier (minimum of +1)).
**Healing Spore Fern: The plants emits a burst of spores infused with positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + 3 (Intelligence modifier (minimum of +1)).
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