Verdant Channeler (3.5e Class)

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An invoking class much like the warlock, the Verdant Channeler use a force called The Green in order to manipulate and create plants.

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Invocations Full

Verdant Channeler[edit]

A druid version of the Warlock, the Verdant Channeler channel the power of nature and fey magic to her biding. The Verdant Channeler has access a force called The Green, which is harnessed by a mix between their own bloodline heritage and druidic reverence, to allow for the quick manipulation of plant matter among other things. A verdant channeler does not possess an eldritch blast, instead they possess several vine lashes which make them more melee focused than the warlock.

The Verdant Channeler is an invoking class, which mean most of it abilities are at-will, allowing them to use their abilities much more carelessly than encounter or daily-based characters.

Making a Verdant Channeler[edit]

A verdant channeler is a mix between a druid and a warlock, they lack the ability to fire an eldritch blast or wild shape. They make up for it with their ability to manipulate plants through their invocation.

Abilities: A verdant channeler need high Wisdom or Charisma for their invocation, they also usually require good Dexterity and Constitution for their survival.

Races: Any races may become verdant channeler, however races with a connection with nature or feykind tend to become verdant channeler more frequently.

Alignment: Any.

Starting Gold: As Druid.

Starting Age: Simple.

Table: The Verdant Channeler

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Invocation
Known
Fort Ref Will
1st +0 +0 +0 +2 Green Link, Vine Lash, Vine Grapple 1
2nd +1 +0 +0 +3 Verdant Sense (Survival), Woodland Stride 2
3rd +2 +1 +1 +3 Bonus Feat, Trackless Step 3
4th +3 +1 +1 +4 Advanced Vine Maneuver, Verdant Sense (Speak with Plants), Vital Resistance 4
5th +3 +1 +1 +4 Verdant Transformation 5
6th +4 +2 +2 +5 Bonus Feat, Lesser Invocation 6
7th +5 +2 +2 +5 Renewed Vitality 7
8th +6/+1 +2 +2 +6 Verdant Sense (Blindsense) 8
9th +6/+1 +3 +3 +6 Deathgrip 9
10th +7/+2 +3 +3 +7 Green Soul 10
11th +8/+3 +3 +3 +7 Greater Invocation 11
12th +9/+4 +4 +4 +8 Bonus Feat 12
13th +9/+4 +4 +4 +8 Photosynthesis 13
14th +10/+5 +4 +4 +9 Green Purification 14
15th +11/+6/+1 +5 +5 +9 Timeless Body 15
16th +12/+7/+2 +5 +5 +10 Green Invocation, Verdant Sense (Blindsight) 16
17th +12/+7/+2 +5 +5 +10 Recreation 17
18th +13/+8/+3 +6 +6 +11 Bonus Feat 18
19th +14/+9/+4 +6 +6 +11 Master of Thorns 19
20th +15/+10/+5 +6 +6 +12 Verdant Ascension 20

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Verdant Channeler.

Weapon and Armor Proficiency: Verdant Channelers are proficient with all simple weapons. They are proficient with light armor, but not with shields.

Although verdant channelers technically employ spell-like abilities, several of them still have an arcane spell failure chance. On the other hand, the somatic components to these abilities are simple, and a verdant channeler may use their abilities in light armor with no spell failure chance, much like a bard.

Invocation (Sp): Verdant Channeler use Invocation much like a WarlockCA, however they draw them from their own list. They receive one least level invocation at 1st level, and one additional invocation at each level. As normal warlocks, a verdant channeler does not prepare or cast spells and instead may use their invocations at will. These are spell-like abilities, but unlike normal spell-like abilities they have an arcane spell failure chance (except in light armor, as above). The save DC for invocations are 10 + 1/2 HD + Wisdom or Charisma modifier, and her caster level is equal to her verdant channeler level.

The four grades of invocations in order of their power are least, lesser, greater, and green. A verdant channeler begins only able to obtain least invocations. As they gain levels, he gets access to lesser, greater, and green invocations as listed on the table above. At any level a verdant channeler learns a new invocation, she may replace a previous invocation she knows with a different invocation of equal or lower level than the invocation being replaced.

The Verdant Channeler invocation list may be found here: 3.5e Verdant Channeler Invocations.

The Verdant Channeler possess a special type of Invocations, these [Lash] invocation are limited to only two active at any given time. If a third one is activated one of the previous invocation is automatically dismissed. The Verdant Channeler choose which invocation is dismissed.

Green Link (Ex): A Verdant Channeler has linked herself with the Green, gaining access to her invocations and other supernatural abilities. At 1st level the Verdant Channeler decide of the nature of her link. Once that choice is made it cannot be changed:

Druidic Tradition: You have linked yourself to the Green using the same set of moral and worshiper as a druid. You gain Wild Empathy and you gain the ability to cast spells as a Naturalist in addition to your invocations. You have the code of conduct of a druid and learn druidic as a secret language.

Esoteric Botanist: You gained access to the power of the Green through science. You gain all Knowledge skill as class skill and may use your Intelligence instead of your Wisdom or Charisma for all your Verdant Channeler's class feature. Finally you gain Brew Potion as a bonus feat and the ability to prepare elixir like a Chemist of half your class level.

Fey Heritage: You access the Green through you ancestry, much like a warlock do with theirs. You count as a Fey for the purpose of meeting prerequisites and gain an additional Invocation known at 1st, 5th, 10th and 20th level. You may select these Invocation from either the Warlock list or the Verdant Channeler's list.

Vine Lash (Ex): A 1st level Verdant Channeler can call an army of vines at her service, she gain two vine lashes feral strikes (profile below), meaning she may use them for two-weapon fighting or as a two-handed weapon. The vine feral strike may strike creature 15 feet away but do not threaten them. The Verdant Channeler may use her Dexterity instead of Strength for the purpose of calculating attack and damage roll with your vine lash. Finally this ability count as the Improved Unarmed Strike feat for the purpose of meeting prerequisites.

The verdant channeler may perform actions with her vine lash from 15 feet away just like if they were her hands, with the exception of wielding weapons or activating magic items. When she move objects with her vine lashes, she count her effective Strength modifier as equal to her Wisdom or Charisma, this only apply to checks made with her vine lash, like forcing a door open or calculating her carrying capacity for lifting an object off the ground.

Vine Lash Feral Strike

One-Handed Melee

Cost: — gp
Damage (Small): 1d4
Damage (Medium)1: 1d6
Critical: x3
Weight2: — lbs
Type3: Slashing and Bludgeoning
HP4: Special
Hardness: 0

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


The feral strike is not simply two vines, it is instead a large amount of them which may be combined and separated as need be. The two vine feral strikes share an hp pool equal to half the verdant channeler's hit point. As long as the verdant channeler is alive, the vine feral strike possess fast healing 3. If it sundered or destroyed it will grow back to half hit point within 1d4 rounds.

The vines appears from terrain near her or from her, she may retract of extend her vines as a move action. She may even weaves her vines into living clothing, granting her a +1 armor bonus to AC. However doing so reduce the vines ability to strike ranged target by 5 feet.

Vine Grapple (Ex): A Verdant Channeler is extremely skilled when it come to grappling her foes with her vine lashes. She may use her class level instead of base attack bonus and her Charisma or Wisdom instead of Strength, both for calculating her grapple bonus with her vine lashes. She may also attempt to grapple at range, if successful she pull them into her square as normal.


Verdant Sense (Ex): A 2nd level Verdant Channeler possess an innate link to nature, she gain a +4 bonus on Survival check as long as plants exist in the biome she attempt her Survival check in. She may take 15 on Survival checks in such circumstances.

At 4th level she may replicate speak with plants at will.

At 8th level she gain Blindsense out to 60 feet, however she feel through plants and can only detect creature within 10 feet of at least one living plant organism.

At 16th level her Blindsense become Blindsight. In addition as a move action, she can roughly feel the location of any creature within any large biome of plants (such as a forest) she is in. She only know the creature's size and if it a animal, humanoid, magical beast or something else. Similarly, any creature not within 10 feet of any plant organism are excluded from this sense.

Woodland Stride (Ex): At 2nd level a Verdant Channeler gain Woodland Stride as the Druid's ability of the same name.

Bonus Feat (Ex): At 3rd, 6th, 12th and 18th level a Verdant Channeler gain a bonus feat from the following list; Ability Focus, Extra InvocationCA, Greater Spell Penetration, Improved Familiar, Improved Grapple, Obtain FamiliarCA, Skill Focus (any class skill), Spell Penetration, Two-Weapon Fighting, Weapon Finesse or Weapon Focus (Vine Lash). He must still qualify for the bonus feat as normal.

Trackless Step (Ex): At 3rd level a Verdant Channeler gain Trackless as the Druid's ability of the same name.

Advanced Vine Maneuver (Ex): A 4th level Verdant Channeler gain several special maneuver she can use with her Vine Lash while grappling. She can use one of the maneuvers listed below as a swift action once per round against a creature she is grappling.

Crushing Grip: The verdant channeler make an opposed grapple check against the grappled character, if she succeed she deal damage to a single piece of equipment in the creature's possession equal to her vine lash damage, ignoring 1 point of hardness per class level.
Ground Smash: The verdant channeler make an opposed grapple check against the grappled character, if she succeed the grappled character take vine lash damage plus an additional 1d6 damage and fall prone. The verdant channeler may end the grapple, leaving the target in a square of her choice within her reach.
Strangling Vine: The verdant channeler make an opposed grapple check against the grappled character, if she succeed she deal 2d6 non-lethal damage and make the target Fatigued for 1 round. If this ability is used consecutively for 3 or more round, the target is left exhausted for 1 minute for each round of consecutive strangulation.
Throw Opponents: The verdant channeler make an opposed grapple check against the grappled character, if she is successful the grapple end and creature fly 1d6 + your Charisma or Wisdom modifier x 5 feet and land prone unless it succeed a DC 20 Balance check. The creature take falling damage as appropriate. She may only use Throw Opponent on a creature of her size or smaller.

Vital Resistance (Su): A 4th level Verdant Channeler's link to the green allow her to resist force which would kill her. She gain resistance to negative energy equal to her class level and DR/Cold Iron 3.

Verdant Transformation:A 5th level Verdant Channeler may become Natureborn with the Green Heart Natural Aspect. She retain any of her old racial traits and her ability scores and type are not adjusted further. The benefits of the Natureborn's Natural Aspect are based on class level rather than hit dice. If the Verdant Channeler does not desire to undergo the transformation she instead gain a bonus feat she meet the prerequisite for.

If the Verdant Channeler was already a Natureborn, she may gain an additional Natural Aspect. However she must select Green Heart as either her first or second aspect. The benefits of the secondary Natureborn's Natural Aspect are based on class level rather than hit dice.

Renewed Vitality (Ex): At 7th level the Verdant Channeler become immune to disease, including supernatural diseases. She also gain Hard Ability Damage Reduction 1 to all of her ability scores.

Deathgrip (Ex): If a 9th level Verdant Channeler manage to pin a creature while using her vine lash feral strike for 3 consecutive rounds, she may attempt to break it neck, spinal cords or whatnot as a free action. The target is allowed a Fortitude save (DC 10 + 1/2 Class Level + the Verdant Channeler's Strength or Dexterity modifier) or die outright. On a successful save the target is allowed to make a free Strength or Escape Artist attempt and the Verdant Channeler must pin the target for 3 more consecutive rounds.

Green Soul (Ex): At 10th level the Verdant Channeler has imbue her soul with the revitalizing energy of the green.She become immune to [death]-effect and whenever she would receive a negative level reduce the amount by 1 (to a minimum of 0). Finally if she is slain and raised from the dead you do not lose a level.

Photosynthesis (Ex): A 13th level Verdant Channeler gain a +2 Natural Bonus to AC and Fast Healing 1 as long as she is under sunlight.

Green Purification (Ex): A 14th level Verdant Channeler count every round as 1 minute for the purpose of elapsing duration on negative conditions affecting her. She treat permanent effect as 1 day/level instead of their normal duration.

Timeless Body (Ex): A 15th level Verdant Channeler gain Timeless Body as the Druid's ability of the same name.

Recreation (Ex): A 17th level Verdant Channeler may create a copy of herself, which function as a simulacrum which she has complete mental control over. Instead of ice it is a plant which is constant telepathic communication with her, even across planes, it is not truly sentient and instead simply carry the verdant channeler's wishes but can act independently at the best of it abilities. It only last for 1 day/level unless the verdant channeler spent 10,000 GP in material components to make it permanent. The process of growing her copy take an hour, she may only have a number of copies of herself active at a time equal to her Wisdom or Charisma modifier.

Master of Thorns (Ex): A 19th level the Verdant Channeler may apply up to four [Lash] invocations at the same time instead of two.

Verdant Ascension: A 20th level Verdant Channeler's type change to Fey with her former type as augmented subtype. If the verdant channeler is slain or die of old age, any part of her body may be planted into fertile ground. After a day, the Verdant Channeler is back as per true resurrection as a young adult.



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Leziad's Homebrew (4520 Articles)
Leziadv
Article BalanceVery High +
AuthorLeziad +
Base Attack Bonus ProgressionModerate +
ClassMelee +
Class AbilityInvocations +
Class Ability ProgressionFull +
Cost— gp +
Criticalx3 +
Damage1d6 +
Damage TypeSlashing + and Bludgeoning +
Fortitude Save ProgressionPoor +
Hardness0 +
Hit PointsSpecial +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
ProficiencyNone +
Range+
RatingUndiscussed +
Reflex Save ProgressionPoor +
SizeOne-Handed +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disguise +, Escape Artist +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Spot +, Survival +, Swim +, Tumble + and Use Magic Device +
Skill Points4 +
SummaryAn invoking class much like the warlock, the Verdant Channeler use a force called The Green in order to manipulate and create plants. +
TitleVerdant Channeler +
Weight+
Will Save ProgressionGood +