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HB Aromancer

The Aromancer is a unique support caster class designed for the 5e system, utilizing sensory-based magic to confuse enemies and aid allies. Their abilities include creating fragrant concoctions and using Scent Tags to track and hinder foes, making them versatile on the battlefield. Players are encouraged to customize their Aromancer's backstory and magical style, reflecting their personal vision and motivations.
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0% found this document useful (0 votes)
37 views18 pages

HB Aromancer

The Aromancer is a unique support caster class designed for the 5e system, utilizing sensory-based magic to confuse enemies and aid allies. Their abilities include creating fragrant concoctions and using Scent Tags to track and hinder foes, making them versatile on the battlefield. Players are encouraged to customize their Aromancer's backstory and magical style, reflecting their personal vision and motivations.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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```metadata

title: Aromancer
description: A Support Caster designed to perplex enemies and aid allies.
tags:
- Class
- Homebrew
- 5e
systems:
- 5e
renderer: V3
theme: 5ePHB

```

```css

```

<img
src='https://64.media.tumblr.com/5e6583c1c7c61c8996f06738001f52c5/6ffc5b6b95374aee-
54/s1280x1920/a8c36d1264566b4dd35889f2b0003ee80a536f14.png'
style='position:absolute; top:0px; left:0px; width:100%' />

<div style='position:absolute;
font-family:"nodesto", nodesto, sans-serif;
font-weight:bold;
font-size:20px;
color:white;
bottom:55px;
right:1px;
width:700px;
text-shadow: 1px 1px 2px #000000,-1px 1px 2px #000000,1px -1px 2px #000000,-1px -
1px 2px #000000;
filter:opacity(100%)'>A Support Caster designed to perplex enemies and aid allies
</div>

<div style='position:absolute;
font-family:"nodesto", nodesto, sans-serif;
font-weight:bold;
font-size:20px;
color:white;
bottom:30px;
left: 240px;
width:700px;
text-shadow: 1px 1px 2px #000000,-1px 1px 2px #000000,1px -1px 2px #000000,-1px -
1px 2px #000000;
filter:opacity(100%)'>By Nick Jones (@Darksnowman13)</div>

\page

# Aromancer

A Tiefling sits over a cauldron, contemplating her concoction. She smells the aroma
bubbling over the surface and realizes something is missing. She consults her tomes
and sorts through her reagents, looking for just the right ingredient. She finds
the vial and adds it to the brew, watching the color shift, and the smell becoming
acrid. She marvels over her deadly creation, storing it away for just the right
time.<br>

An elf waits with her party ready to ambush an orc encampment in a forest clearing.
She sends her loyal Rose Knight familiar in to scout the road ahead. When her
companion gives the signal, she sends her magic through her tiny compatriot,
knocking out the war chief before the battle begins. The knight then joins the
fray, alongside its master, slashing away at the evil bandits. The two stand tall
together, a storm of flowers and thorns amidst the chaos. <br>

A tired human sits over the body in his morgue. The year has been rough, claiming
many lives. As he wards the body against dark magic to ensure it crosses over
safely, he senses foul intentions afoot in his graveyard. Emerging from the
shadows, he lets out a sickening bolt, causing the grave robbers to twist and
revile in horror and pain. None would disturb his charges’ eternal slumber. He
would make sure of it.<br>

The Aromancer is a skilled mage, one who uses an enemy’s senses against them.
Through pungent perfumes and potions, beautiful flowers and deadly thorns, or dark
tinctures and reagents, an Aromancer is always prepared for every situation. Though
they lack the massive arcane knowledge of a Wizard, or the high-octane power of a
sorcerer, an Aromancer finds their niche with a subtle yet effective form of magic.
Whether it’s supporting their allies and keeping them strong, or sabotaging the
enemy before they realize it, an Aromancer finds its place on the battlefield in
being both versatile and unpredictable.

### Fragrant Magic


The Aromancer, at its core, focuses on Magic based around one’s senses. They
weaponize the water you drink, the odors you smell and even the air you breathe.
Though their means and methods vary, they make great use of a unique yet mailable
magic designed to confuse, disorientate and incapacitate, rather than launching
spells that level cities. Some use fragrant concoctions designed to aid their
allies with appealing aromas or hinder enemies with maddening stenches. Others use
the natural aroma of flowers and plants, weaponizing nature itself. Some rare
aromancers take their art a step further, using rare herbs and unorthodox
ingredients that are designed to stave off the undead and

\column

necromancy, challenging darker forces for the benefit of the living and dead,
alike.

The magic used by the Aromancer is as varied as the Aromancers themselves, and each
one has unique methods that set them apart even amongst their peers. In any event,
an Aromancer uses their magic in equal parts to support and sabotage, paring these
effects brilliantly with their Scent Tags. A unique way for them to track and
hinder their enemies, it is hard to escape an Aromancer’s ire once it has been
cast. Some enemies who rely solely on strength and power see the Aromancers as week
due to their lack of aggressive spellcasting. These are the same people who never
notice the poison that has already filled their lungs while they laugh.
Underestimating an Aromancer is a costly mistake, and one rarely gets the chance to
learn from it.

### Creating an Aromancer


When building your Aromancer, consider well the means through which your character
uses their magic. Even amongst the unique subclasses, Aromancers can vary heavily,
and the nature of their magic and aromas will usually be a large part of your
character. You could flavor your Perfumage instead as a mixologist, drinking your
concoctions, or perhaps you’d rather they make their perfumes in unusual manners;
perhaps they have a lizard that sprays them, instead of keeping them in bottles.
The Florist has set flowers, yes, but players are encouraged to reflavor it into
any plant they feel makes sense and best fits their vision. As for the Funerary,
there are a million ways to take a character who works with the dead; religious or
dark or both or neither, options are aplenty. This decision will, in theory, help
you determine where you came from. What brought your character down this path?
Additionally, what motivates them to continue? At their core, what is your
Aromancer’s purpose?

### Quick Build


You can make an Aromancer quickly. First, make WIS your highest stat. Follow it
with DEX for armor class and mobility or CON for better HP and concentration. Then
pick a background that best fits your character’s story. Consider the Sage or the
Hermit

{{descriptive
**Art by:** Guardian of Geeks [@Lex_Guardian](https://twitter.com/Lex_Guardian
"@Lex_Guardian")
<br>**Put together by:** Kara Jones
[@KaraJonesBooks](https://twitter.com/KaraJonesBooks "@KaraJonesBooks")
<br>
**A special thanks to editors:** CervantesKarp, Draig, TomD, Undercard, and
Welkeneyes
}}

\page

{{classTable,frame,decoration,wide
##### Soulcaster
| Level | Proficiency |Features | Cantrips | --- Spell Slots Per Spell Level
---|||||||||
| ^| Bonus ^| ^| Known ^|1st |2nd |3rd |4th |5th |6th |7th |
8th |9th |
|:-----:|:-----------:|:-------------|:--------:|:--:|:--:|:--:|:--:|:--:|:--:|:--:
|:--:|:--:|
| 1st | +2 | Aromancy Spellcasting, Scent Tag | 3 | 2 | — | — | — | — | — | —
| — | — |
| 2nd | +2 | Aromatic Specialty, Quick Recovery | 3 | 3 | — | — | — | — | — | —
| — | — |
| 3rd | +2 | ─ | 3 | 4 | 2 | — | — | — | — | —
| — | — |
| 4th | +2 | Ability Score Increase | 4 | 4 | 3 | — | — | — | — | —
| — | — |
| 5th | +3 | ─ | 4 | 4 | 3 | 2 | — | — | — | —
| — | — |
| 6th | +3 | Aromatic Specialty Feature | 4 | 4 | 3 | 3 | — | — | — | —
| — | — |
| 7th | +3 | ─ | 4 | 4 | 3 | 3 | 1 | — | — | —
| — | — |
| 8th | +3 | Ability Score Increase | 4 | 4 | 4 | 3 | 3 | 2 | — | —
| — | — | — |
| 9th | +4 | ─ | 4 | 4 | 3 | 3 | 3 | 1 | — | —
| — | — |
| 10th | +4 | Aromatic Specialty Feature, Durable Scent Tag | 5 | 4 | 3 | 3 | 3 |
2 | — | — | — | — |
| 11th | +4 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | —
| — | — |
| 12th | +4 | Ability Score Increase | 5 | 4 | 4 | 3 | 3 | 2 | 1 | —
| — | — |
| 13th | +5 | ─ | 5 | 4 | 4 | 3 | 3 | 2 | 1 | 1
| — | — |
| 14th | +5 | Aromatic Specialty Feature | 5 | 4 | 4 | 3 | 3 | 2 | 1 | 1
| — | — |
| 15th | +5 | ─ | 5 | 4 | 4 | 3 | 3 | 2 | 1 | 1
| 1 | — |
| 16th | +5 | Ability Score Increase, Aromatic Awareness | 5 | 4 | 4 | 3 | 3 | 2
| 1 | 1 | 1 | — |
| 17th | +6 | ─ | 5 | 4 | 4 | 3 | 3 | 2 | 1 | 1
| 1 | 1 |
| 18th | +6 | Noxious Immunity | 5 | 4 | 4 | 4 | 3 | 3 | 1 | 1
| 1 | 1 |
| 19th | +6 | Ability Score Increase | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1
| 1 | 1 |
| 20th | +6 | Perfect Scent Tags | 5 | 4 | 4 | 4 | 3 | 3| 2 | 2
| 1 | 1 |

}}

## Class Features
As a Aromancer, you gain the following class features

#### Hit Points


**Hit Dice:** :: 1d6 per Aromancer level
**Hit Points at 1st Level:** :: 6 + your Constitution modifier
**Hit Points at Higher Levels:** :: 1d6 (or 4) + your Constitution modifier per
Aromancer level after 1st

#### Proficiencies
**Armor:** :: None
**Weapons:** :: Clubs, Daggers, Light Hammers, Quarterstaffs, Spears, Darts, Light
Crossbows, Tridents, Whips, and Nets
**Tools:** :: 1 Artisan's tools of your choice

**Saving Throws:** :: Wisdom, Constitution


**Skills:** :: Choose two from Arcana, Insight, Medicine, Nature,
Persuasion, or Survival

\column

#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- *(a)* A Quarter Staff or *(b)* a Whip or *(c)* a Hand Crossbow with 20 Bolts
- *(a)* A Component Pouch or *(b)* A Spellcasting Focus
- *(a)* A Scholars Pack or *(b)* A Diplomat’s Pack
- Any set of Artisan’s Tools

\page

### Spellcasting
An Aromancer’s magic stems from the application of the resources of the natural
world to create the unnatural. Whether it is from mixing potions or harnessing
nature or even by tapping into the darker forces of reality. An Aromancer uses
these abilities in subtle yet effective ways, wielding a set of unique, sensory
magic to perplex their enemies and bolster their allies.

#### Cantrips
At 1st level, you know three cantrips of your choice from the aromancer spell list.
You learn additional aromancer cantrips of your choice at higher levels, as shown
in the Cantrips Known column of the Aromancer table. They do not count towards your
number of spells known. The Aromancer Spell List is detailed at the end of this
Class.

#### Learning and Casting Spells


The aromancer table shows how many spell slots you have to cast your aromancer
spells of 1st level and higher. To cast one of these spells, you must expend a slot
of the spell’s level or higher. You regain all expended spell slots when you finish
a long rest. <br>
You know a number of Aromancer spells equal to your Aromancer level + your Wisdom
modifier. You may only learn spells of a level you are able to cast. When you gain
another level, in addition to the new spell(s) you learn, you may replace one spell
on your list with another appropriate spell from the aromancer spell list, provided
it is for a level you can cast.

#### Spellcasting Ability


Wisdom is your spellcasting ability for your aromancer spells. You use your Wisdom
whenever a spell refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for an Aromancer spell you cast
and when making an attack roll with one.

{{text-align:center
**Spell save DC**:: = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier**:: = your proficiency bonus + your Wisdom modifier


}}

#### Spellcasting Focus


You can use an arcane focus (see the Adventuring Gear section) as a spellcasting
focus for your aromancer spells. <br>
Upon reaching 2nd level, Perfumage Aromancers may use a Crystal Flask as an arcane
focus, Florist Aromancers may use druidic focuses that would bear flowers in place
of an arcane focus, and Funerary Aromancers may use a holy symbol in place of an
arcane focus.

\column

### Scent Tag


As a bonus action, you may place a Scent Tag on any creature within 30 ft of you
which you can see. A creature marked by your tag cannot hide from you, except by
magical means, you can track it even if it turns invisible,

you ignore any cover other than total cover for attacks and you cannot be fooled by
non-magical disguises it uses. You add half your proficiency bonus, rounded up, to
spell attack rolls against a target that has been tagged. Additionally, the target
takes a penalty to any WIS saving throws vs your spells equal to half of your
Proficiency Bonus, rounded up. <br>

You may only have one tag at a time. The tag dissipates after one minute or when
you place a new tag. A tag dissipates when the target moves more than 100 ft from
you or if it becomes fully submerged in water, etc. You may use this ability a
number of times equal to you Wisdom modifier. You regain all uses of this feature
after a long rest. <br>

**Author’s Optional Note: At later levels of play, some DM’s may find this too
powerful when used in tandem with other abilities. If so, apply the following: If
two features would negatively affect the saving throw of an enemy or increase the
Spell Save DC when you use Scent Tag (ie- Scent Tag or Bardic Inspiration), you use
the higher reduction or Boost (as applicable), ignoring the others.*

### Aromatic Specialty


At 2nd Level, you gain an aromatic specialty: Perfumage, which specializes in
mystic concoctions you create; Florist, which battles with beautiful flowers and
deadly thorns; Funerary, which combats the dead with herbs, tinctures, and reagents
of a dark and mystical nature. As you level up, you gain abilities in the specialty
you choose as listed below.

### Quick Recovery


At 2nd level, you learn to focus yourself and your magic, recovering at an
accelerated rate. On a short rest, you can roll a D4 + 1, recovering a total number
of expended spell slots (with a level 1 spell and a level 2 spell equaling 3, etc).
This feature increases to a D6 + 1 at level 5, a D8 + 2 at level 11 and a D10 + 2
at level 17. You cannot recover spells of 6th level or higher, and never more than
your maximum number of spell slots. Once you use this feature, you cannot use it
again until you complete a long rest.

\page

### 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. <br>
Using the optional feats rule, you can forgo taking this feature to take a feat of
your choice instead. <br>
With your DM’s permission, every time you gain an Ability Score Improvement, you
can replace one of your cantrips with another from the Aromancer Spell List. This
cannot be a cantrip gained from your Aromatic Specialty.

### Durable Scent Tag


At level 10, Your Scent Tag's casting range increases to 45 ft, and do not
dissipate when you tag another creature. You may have a number of active tags equal
to half your Proficiency Bonus, rounded up. Scent Tags now last within a range of 1
mile and last for 1 hour.
You can choose between STR, DEX, or CON saving throws. Tagged enemies suffer the
same penalty from the Scent Tag ability. You can choose to change the saving throw
you chose at levels 13 and 17.

### Aromatic Awareness


Your training and experience as an Aromancer has given you an extremely keen sense
of smell, allowing you to perceive things around you in fine detail. At level 16
you gain Blindsight within a 30 ft range around you. If you already have
Blindsight, it extends by 30ft.

### Noxious Immunity


At level 18, you resist Acid and Poison Damage and have advantage on saves against
attacks, traps and spells that would cause those damage types. In addition, you can
go up to an hour without breathing.
### Perfect Scent Tags
Upon reaching level 20, Your Scent Tags never dissipate. If a tagged creature is
incapacitated or killed, you may use a reaction to move the tag to another creature
within range. The tags do not dissolve in water and cannot be removed by non-
magical means. They can now be cast on any creature you can see, at any range, and
will remain active as long as the target remains on the same plane of existence.
The penalty from the Scent Tag ability is now applied to all saving throws made
against your spells. Whenever you would enter combat while you have no remaining
Scent Tags, you regain 1.

\page
## Aromatic Specialties

### Purfumage
Aromatic perfumes and reviling gases permeate the vials and flasks of the
Perfumage. Every concoction is masterfully crafted, with each one fulfilling a
unique purpose. The Perfumage has a certain degree of artistry about their
creations and uses this skill to great effect. Many enemies have underestimated the
versatility of a Perfumage, only to realize their mistake too late. Each vial of a
Perfumage contains a hoard of powers, that spell safety for their allies and doom
for their enemies.

#### Malevolent Mixologist


At level 2 you learn the Acid Splash cantrip, as well as the Grease Spell, which
you can cast once per short or long rest without expending a spell slot. These are
automatically added to your spell list. These are treated as Aromancer spells for
you and do not count towards the number of cantrips or spells known. <br>
Additionally, you can add half your Proficiency Bonus to all Arcana (INT), History
(INT), or Investigation (INT) checks involving knowledge over alchemical matters or
potions.

#### Perfume Crafting


At level 2 you also learn the quintessential ability of the Perfumage. You possess
a great knowledge in how to brew and bottle potent magic. You gain the ability to
craft perfumes that aid you in and out of combat. During a short or long rest, you
may craft special perfumes. You may craft 1 perfume and alter another perfume on a
short rest or all available perfumes on a long rest. Altering perfumes allows you
to change an existing perfume to another you are capable of making. Any perfumes
not used or altered expire and become useless after a week. You may stockpile a
number of perfumes equal to your WIS modifier. As an action, you may use a perfume
on an appropriate target. The effects fail if the target is unable to smell, is a
construct, or is otherwise unaffected by scents. The perfumes you can create are
listed below:

<div class='descriptive'>

##### Perfumes

&emsp;**Empowering Perfume:** A target within 30 ft gains Advantage on their next


attack roll or ability check. This effect lasts for 1 minute or until the roll is
made. Only one Empowering Perfume may be active at a time.

**Draining Perfume:** A target within 30 ft must succeed a CON saving throw vs your
spellcasting DC, or its next attack or STR or DEX saving throw (your choice) is
made at Disadvantage.

</div>
\column

<div class='descriptive'>

&emsp;**Invigorating Perfume:** A target within 30 ft may roll one of its Hit Dice
during combat. The creature gains Temporary HP equal to the result + their CON
modifier. The die is considered used and must be replenished on a long rest.

**Accelerant Perfume:** A creature of your choice within 30 ft of you increases


their movement speed by half their base movement speed, rounded down. This effect
lasts for a number of turns equal to your WIS modifier (min of 1).

**Bottled Courage:** Target one creature within 30 ft. This Perfume removes and
prevents fear for the target for 1 minute. The target has advantage on its next
attack, including spells attacks, against any creature that caused the fear effect
or tries to inflict the fear status upon them for the duration of the effect.
(Level 6 Prerequisite)

**Panacea Perfume:** Target a creature within 30 ft. They are cured of one the
following effects that are afflicting them: Blindness, Deafness, Poison, Sleep,
Paralysis or Petrification (This cannot cure total petrification, but can stop it
if it is encroaching). (Level 6 Prerequisite)

**Emergency Ether:** Target a creature within 60 ft that has been reduced to 0 HP


and making Death Saving throws. The creature is instantly stabilized. The creature
is unable to receive this benefit again for 1 hour. (Level 6 Prerequisite)

**Hyde’s Tincture:** Target one creature within 30 ft. An unwilling creature must
make a CON save vs your Spell Save DC. On a successful save, the effect is negated,
and the target is immune to the effects for 24 hours.
<br> &emsp;For one minute, the creature’s STR, DEX, and CON stats all increase up
to 19, and the creature gains 4 Temporary HP for each of its levels (or CR, as
appropriate). It adds 1 D4 bludgeoning damage to any melee attack it makes. Its
unarmed attacks deal 1 D6 + STR while the effects last and are considered magical
for the purpose of overcoming resistance. Its Intelligence, Wisdom and Charisma all
drop to 7.
<br> &emsp;A creature’s spellcasting saving throw DC and Spell attack modifier are
changed with it. While under these effects, a creature cannot cast spells other
than cantrips. Once the spell ends, any remaining temporary HP is lost, and the
creature suffers 2 levels of exhaustion. You can only hold one of these Perfumes.
(Level 10 Prerequisite)

**Paralyzing Cologne**: A creature within 30 ft must make a CON saving throw vs


your spell save DC, or it is Paralyzed until the start of your next turn. You may
only hold one of these Perfumes. (Level 10 Prerequisite)

</div>

\page

<div class='descriptive'>

##### Perfumes Cont.


&emsp;**Bomb in a Bottle:** You can target a space within 60 ft of you. You throw
this perfume to the point, and it explodes in a 10 x 10 ft square. The area is
obscured by a dense fog for the next minute. Every creature hit by the effect must
make both a DEX and a CON saving throw. A creature failing the DEX saving throw
takes 6 D6 Poison Damage, or half as much on a successful save. A creature failing
the CON saving throw is now poisoned for 1 minute. A creature poisoned by this
effect may reroll the saving throw at the end of each of its turns, with the effect
ending on a successful save. You can only craft this Perfume on a long rest. You
may only hold one of these Perfumes. (Level 14 Prerequisite)

**Volatile Violet Vile:** Target one creature within 30 ft of you. The target rolls
a D6, and applies the result listed below depending on their roll.

1. The Creature gains Temporary HP equal to your 2 x your Aromancer Level.


2. The Creature gains Advantage on all its attacks for its next 2 turns.
3. The Creature gains +3 to its AC for 1 minute.
4. The Creature gains +2 to all saving throws for the next minute.
5. The Creature gains resistance to the last damage it took for 1 minute.
6. The Creature may take an additional action on its next turn. If it takes an
attack action, it can only make a singular attack.

You can expend an additional perfume of any type to roll with advantage, choosing
between the options. If both results are the same, the creature may select any
benefit. You can only craft this Perfume on a long rest. You may only hold one of
these Perfumes. (Level 14 Prerequisite)
</div>

#### Extra Vial


At Level 6 you can now craft an extra perfume on your short rests. Additionally,
your maximum number of perfumes increases by 1. You gain this feature again at
Level 14.

#### Bottled Spell


At level 10, during a Long Rest, you can expend a spell slot of 5th level or lower
and one of your perfumes to store a spell in one of your perfume vials. The spell
cannot be one that consumes material components. This spell can be held and used by
any creature of your choosing but uses your casting modifier or spell save. The
stored spell lasts until your next long rest. <br>
This spell benefits from your Scent Tag ability, even if used by an ally.

\column

#### Efficient Adjustments


At level 14, Your experience with crafting perfumes and concoctions has given you a
degree of expertise with mixing them on the fly. As a bonus action, you can adjust
any perfume to one that has a level prerequisite of 6 or lower. Additionally, you
can spend a minute to craft an additional perfume that has no level prerequisite,
so long as you have an empty Perfume Vial. You can use either option of this
feature a combined total number of times equal to your WIS modifier. You regain all
uses after completing a long rest. <br>
Additionally, the range of all your perfumes increases to 60ft, if they are not at
that range already.
<img
src='https://media.discordapp.net/attachments/666039650418425912/801929149219602432
/Aromancer_Perfume.png?width=1100&height=1100'
style='position:absolute;top:650px;left:400px;width:400px'>

\page

### Florist
The Florist is set apart from other Aromancers by its relationship with nature. A
Florist walks among the forests and jungles, one with the flora and fauna. Their
familiars are a welcome companion and serve as conduits for their power. A unique
partnership to be sure, the two have each other’s backs at all times, and can be a
truly dangerous combination in battle. A Florist is as elegant as the flowers they
wield and as dangerous as the thorns hidden below the petals.

#### Floral Affinity:


At level 2, you learn the Thornwhip Cantrip, as well as the Entangle Spell, which
you can cast once per short or long rest without expending a spell slot. These are
automatically added to your spell list. These are treated as Aromancer spells for
you and do not count towards the number of cantrips or spells known. <br>
Furthermore, you can add half your proficiency bonus on any Arcana (INT), Nature
(INT), or History (INT) check for information regarding any plant or botanical
knowledge.

#### Floral Familiar


Once per long rest, you may perform the Find Familiar spell, without expending a
spell slot. The Familiar has stats of a Sprite in the Monster Manual and behaves as
such, but physically appears as a flower under the effects the Awaken spell, taking
a form listed below. It is considered a Fey. The familiar does not count as an ally
for effects such pack tactics, etc. and it shares your initiative. It is able to
take the attack action. The familiar cannot be more than a mile away from you and
dissipates if it leaves this range. It cannot take the shortbow, Heartsight or
invisibility actions listed in its stat block. Its longsword attack deals 1d4
slashing damage instead of its original damage. The flower it becomes must be one
of the ones listed below, and it gains the following effects:

\colu

<div class='descriptive'>

##### Floral Familiars

&emsp;**Rose:** The familiar takes the form of a rose bud knight, with a shield
made of petals and a vine and thorn covered lance. It flies with a sense of duty
and purpose, proud of its power. The familiar’s AC increases by 2 when it is within
15 feet of you, and its attack now deals 1d6+1 piercing damage instead of its
original damage.

**Lotus:** The familiar takes the form of an animated lotus with twisting leaves
and roots for arms and legs. It shambles along almost drunkenly, with erratic,
unreadable movements. When your familiar is within 20 ft of you, you gain +2 to
your DEX, but never exceeding 20, and your movement speed increases by 10ft when
you start your turn within its range.

**Orchid:** The familiar takes the form of a mantis made of bright Orchid petals,
skittering along with quick and precise movements. Creatures of your choice, up to
your WIS modifier (min of 1) within 30 ft can speak telepathically to you and with
each other. Additionally, you can use an action to have creatures within its range
to teleport, swapping positions with each other. An unwilling creature(s) makes a
WIS saving throw vs your Spell Save DC. On a successful save, the effect is
negated, and they are immune to it for the duration of the familiar’s current
summoning or until you take a long rest. An actively hostile creature has advantage
on the saving throw. You can use this feature a number of times equal to your WIS
modifier, regaining all uses on a Long rest (even if the familiar is dispelled and
recalled).

**Nightshade:** The familiar takes the form of a tiny grim reaper with nightshade
petals for a cloak, carrying a Scythe. It emanates a sense of dread and unease as
it floats by. Any creature other than you or your familiar within 15 feet of the
familiar takes a -2 penalty on all melee attacks (including spells and natural
weapons). This familiar may use its Invisibility feature.

**Snapdragon:** By far the most mystical and violent of the familiars. The familiar
takes on the form of a floral-covered pseudodragon, gaining its stats and behavior
(over-writing the sprite stats) and can use its Bite action. The Dragon gains a
breath weapon, attacking in a 15 ft cone. Targets must succeed a Con save vs. YOUR
spell save DC. On a failed save they take 2D6 Poison damage, or half as much on a
successful one. The Snapdragon can only use this feature once per short or long
rest. It is considered to have taken a rest when you do, of the same length. During
this rest, it can remain awake and vigilant.

</div>

<br>

Your familiars are all incapable of speaking, even if targeted by the Awaken spell,
and are all considered weak to fire damage. They all have HP equal to your 2 x
Aromancer level + your Wisdom modifier. <br>
At 3rd level, you can reuse this feature by expending a second level or higher
spell slot and performing the ritual.

\page

<img
src='https://media.discordapp.net/attachments/666039650418425912/801929182980210718
/Aromancer_Flower.png?width=1100&height=1100'
style='position:absolute;top:600px;left:400px;width:400px'>

#### Petal Shield


At Level 6, as a reaction, you may summon a wall of flower petals to defend
yourself and your familiar. Both you and your familiar share one shield’s health,
even if you are not next to each other. The wall lasts until the start of your next
turn and has HP equal to your Aromancer Level + your Wisdom modifier. Any damage
you take is first taken by the shield. When the shield’s HP is reduced to 0, you or
your familiar take any remaining damage (whichever is being attacked). You are
considered weak against fire damage for the duration of the shield. You can use
this feature a number of times equal to your WIS modifier (min of 1) and regain all
uses after completing a long rest.

#### Improved Familiar


At level 10, your familiars now have HP equal to 3 x your Aromancer Level + your
WIS modifier. They can now be summoned in 1 minute instead of 1 hour. Each familiar
also gains an improvement, as listed below:
<div class='descriptive'>

##### Familiar Improvements

&emsp;**Rose:** Your familiar’s AC now increases by 3 when it is within 15 feet of


you and its longsword damage now deals 2D6+2 Piercing damage, considered magical.
Additionally, when a creature within 5ft of the familiar would take bludgeoning,
slashing or piercing damage, you may use your reaction to have the familiar
interpose its shield between the attack and the creature, reducing the damage by an
amount equal to your WIS modifier.

**Lotus:** The familiar’s range increases to 40 ft, and you can add half your
proficiency, rounded up, to your DEX saving throws.

**Orchid:** The familiar’s range increases to 60 ft and you (but not other
creatures) can teleport to it without swapping places.

**Nightshade:** You can now choose a number of creatures, including yourself, equal
to your WIS modifier, to be unaffected by your familiar’s effects (min of 1).

**Snapdragon:** The familiar now deals 4D6 Poison damage on its breath attack. Its
bite attack now deals 2D4 + 3 piercing damage and is considered magical for the
sake of overcoming resistances.

</div>

Additionally, the first time your familiar would be reduced to 0 HP, it can roll a
DC 12 CON saving throw. On a successful save, the familiar is instead left with 1
HP remaining. Once used successfully, this feature cannot be used again until you
complete a long rest, even if a new familiar is summoned. Finally, you can cast
spells through your familiar, and they function as a spellcasting focus. You still
must meet the requirements of any spell cast this way, such as material components.

\column

#### Pollen Counter


At level 14, whenever your Petal Shield has its HP reduced to 0, you can cause it
to explode outward in a cloud of pollen. Choose either you or your familiar. You
can target a creature within 30 feet of the one chosen. The pollen arcs towards it
in a Golden cloud. The creature makes a CON saving throw vs your spell save DC. On
a failed saving throw, the target is paralyzed until the end of their next turn.
You can place one of your Scent Tags on a creature that that is hit with this
ability, even if it succeeds its saving throw, without expending a Bonus Action.
The tag does not affect the saving throw of this feature. You still take any excess
damage as normal.

\page

<img
src='https://media.discordapp.net/attachments/666039650418425912/801929204106657822
/Aromancer_PlagueDoctor.png?width=1100&height=1100'
style='position:absolute;top:660px;left:400px;width:340px'>

### Funerary
Certainly the most morbid of all Aromancers, the Funerary is never far from a
graveyard or crypt. Reminiscent of a plague doctor, the Funerary makes use of
darker tinctures and reagents to both stave off death and weaponize its dark power.
They tend to the wounded, aid the departed, protect the veil between life and death
and make short work of any who would threaten their charges. A Funerary is uniquely
qualified to unleash a level of magical reprisals unmatched by their counterparts.
The ire of a Funerary is a dangerous thing, and few ever escape to tell the tale.

#### Necrotic Knowledge


At level 2 you learn the Toll the Dead and Spare the Dying Cantrips, as well as the
Inflict Wounds Spell, which you can cast once per short or long rest without
expending a spell slot. These are automatically added to your spell list, are
treated as Aromancer spells for you and do not count towards the number of cantrips
or spells known. <br>
Furthermore, you can add half your proficiency bonus, rounded up, on all Arcana
(INT) History (INT), and Religion (INT) checks that involve some form of
necromancy, death or the undead.

#### Combat Rot


Also at level 2 your training in the mortuary practices has given you means to
fight with your own life force. Whenever you make a spell attack with an Aromancer
Spell (not including cantrips), you can roll a number of your Aromancer Hit Dice
equal to or less than your WIS modifier. You can add the result to your damage as
either radiant or necrotic damage. Hit dice expended in this way are considered
used and must be regained by completing a long rest. You can use this feature
twice, recovering all uses on a long rest.
<br> At 6th level, the number of times you can use this feature increases to 3, and
at 14th it increases to 4.

#### Last Rights


Additionally at Level 2, the primary duty of a funerary is to help the dead proceed
to their afterlife, and to ensure the safety of their remains so they cannot be
forced back to the mortal realm. You may spend 10 minutes to sanctify any creature
who has died within the last 24 hours. This creature may not become the target of
necromancy magic from any source other than you for 1 month, and the body remains
perfectly preserved in the state it was in at the time of the ritual for the
duration. If you perform this ritual once a day for 1 week on the same body, the
effects become permanent. You are also made aware of any attempts to cast
necromancy magic on a creature who has received the rite, so long as you are on the
same plane as the creature.

\column

#### Stopper on Death


At level 6 you carry a knowledge of dark reagents and mixtures that help dispel the
encroaching chill of the dead. You gain resistance to necrotic damage. In addition,
once per long rest, you have advantage on your first death saving throw you make.

#### Well of Light


Also at level 6, your training against death has given you an insight in how to
stave it off. As an action, you may roll a number of your Aromancer hit dice that
are less than or equal to your WIS modifier to heal yourself equal to the total +
your WIS modifier in or out of combat. You must finish a short or long rest to use
this feature again.

#### Strength of Spirit


At level 10 you have learned to focus your life energy into everyday scenarios,
bolstering your own skill and ability with your spirit. When making a skill check,
you can expend an Aromancer Hit Dice, adding its total to the skill check. You can
use this ability after you make the roll, but before the result is determined by
the DM. Furthermore, if you fail your first death saving throw(s) while using the
Stopper on Death feature, you maintain the advantage it gives you until you succeed
in a death saving throw, are stabilized, or die.

#### Will of the Mourning


Also at level 10 you’ve learned to take the skills you’ve gained in combating
necromancy several steps further, allowing you to truly walk the line between the
living and dead. You may replace up to any 5 spells you know with a necromancy
spell of equal or lower level to spell slots you possess, regardless of whether or
not it is on the Aromancer spell list. They are then treated as Aromancer spells,
and count towards your number of spells known. Additionally, when you would gain
new spells by leveling up, you can take necromancy spells as if they were on the
Aromancer spell list.

\page

#### Diminutive Dirge


At level 14, you have learned to focus your magic into your enemies, weakening them
from the inside out. As an action, you can target a creature effected by your Scent
Tag. You may then choose one of the following effects:

<div class='descriptive'>

##### Dirge Effects


* The creature must make a STR saving throw, applying the penalty of the tag. If it
fails, the effects of the tag end, but the creature’s speed is reduced to 0 until
the end of its next turn and its attacks next turn are made with disadvantage.

* The creature must make a DEX saving throw, applying the penalty of the Tag. If it
fails, the effects of the tag end, but the target can only take a Move Action, an
Action, or a Bonus action on its turn.

* The creature must make a CON saving throw, applying the penalty of the Tag. If it
fails, the effects of the tag end, but the creature is poisoned for one minute. It
may repeat the saving throw at the end of each of its turns, without the penalty,
to end the effect early.

* The creature must make a WIS saving throw, applying the penalty of the Tag. If it
fails, the effects of the tag end, but the creature is frightened of you for one
minute and must use all of its movement to flee from you. It may repeat the saving
throw at the end of each of its turns, without the penalty, to end the effect
early. If the creature sustains damage from you or your allies, the save is made
with advantage.

</div>

If a creature succeeds the save, it suffers no effects, but the Scent Tag remains.
Additionally, a creature that passes its initial save is immune to this effect for
1 hour. You can only use this feature once per long rest. You can use it again
early if you expend 2 Aromancer Hit dice.

\page

# Aromancer Spell List

### Cantrips
* Acid Splash
* Friends
* Guidance
* Gust (XAN)
* Infestation (XAN)
* Light
* Lightning Lure (TCE)
* Mage Hand
* Mending
* Minor Illusion
* Mind Sliver (TCE)
* Poison Spray
* Primal Savagery (XAN)
* Prestidigitation
* Resistance
* Shocking Grasp
* Thorn Whip

### 1st level


* Absorb Elements (XAN)
* Alarm
* Animal Friendship
* Bane
* Catapult (XAN)
* Charm Person
* Chromatic Orb
* Color Spray
* Cure Wounds
* Detect Evil and Good
* Detect Magic
* Detect Poison and Disease
* Dissonant Whispers
* Entangle
* Feather Fall
* Find Familiar
* Fog Cloud
* Healing Word
* Identify
* Jump
* Mage Armor
* Magic Missile
* Purify Food and Drink
* Ray of Sickness
* Shield
* Sleep
* Snare (XAN)
* Tasha's Caustic Brew (TCE)
* Witch Bolt

\column

### 2nd level


* Aid
* Animal Messenger
* Blindness/Deafness
* Blur
* Darkvission
* Dust Devil (XAN)
* Enlarge/Reduce
* Enthrall
* Find Traps
* Gust of Wind
* Heat Metal
* Hold Person
* Invisibility
* Lesser Restoration
* Levitate
* Locate Animals or Plants
* Melf's Acid Arrow
* Misty Step
* Protection from Poison
* Skywrite (XAN)
* Spike Growth
* Summon Beast (TCE)
* Tasha's Mind Whip (TCE)
* Warding Wind (XAN)

### 3rd level


* Call Lightning
* Conjure Animals
* Counterspell
* Daylight
* Dispell Magic
* Fly
* Gaseous Form
* Haste
* Hypnotic Pattern
* Intellect Fortress (TCE)
* Lightning Bolt
* Major Image
* Nondetection
* Plant Growth
* Remove Curse
* Sending
* Slow
* Speak with Plants
* Stink Cloud
* Summon Fey (TCE)
* Waterbreathing
* Wind Wall

\page

### 4th level


* Banishment
* Charm Monster
* Confusion
* Conjure Minor Elementals
* Conjure Woodland Beings
* Control Water
* Dominate Beast
* Grasping Vine
* Greater Invisibility
* Hallucinatory Terrain
* Locate Creature
* Phantasmal Killer
* Polymorph
* Otiluke's Resilient Sphere
* Storm Sphere (XAN)
* Summon Elemental (TCE)
* Vitriolic Sphere (XAN)
* Watery Sphere (XAN)

### 5th level


* Antilife Shell
* Cloudkill
* Conjure Elemental
* Contagion
* Control Winds (XAN)
* Dominate Person
* Greater Restoration
* Hold Monster
* Insect Plague
* Maelstrom (XAN)
* Mass Cure Wounds
* Mislead
* Seeming
* Skill Empowerment
* Synaptic Static (XAN)
* Telekinesis
* Wall of Force

### 6th level


* Blade Barrier
* Chain Lightning
* Conjure Fey
* Contingency
* Find Path
* Globe of Invulnerability
* Heal
* Heroes' Feast
* Investiture of Wind (XAN)
* Mental Prison
* Scatter (XAN)
* Tasha's Otherworldy Guise (TCE)
* Wall of Thorns
* Windwalk

\column

### 7th level


* Crown of Stars
* Forcecage
* Mirage Arcane
* Prismatic Spray
* Regenerate
* Reverse Gravity
* Sequester
* Symbol
* Teleport
* Whirlwind (XAN)

### 8th level


* Abi-Dalzim's Horrid Wilting (XAN)
* Anti-Magic Field
* Antipathy/Sympathy
* Control Weather
* Dominate Monster
* Incendiary Cloud
* Maze
* Mind Blank

### 9th level


* Imprisonment
* Invulnerability (XAN)
* Mass Heal
* Mass Polymorph
* Prismatic Wall
* Storm of Vengeance
* True Polymorph
* Weird

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