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Himarra

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General Concept

Physical Description

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Personality/Social Conventions

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Himarra Traits

Your Himarra has devoloped traits specific to it's race.

Ability Score Increase. Your Constitution score increases by 1.

Age. As fey creatures, Himarra can live an indefinite amount of time.

Alignment.

Size. Himarra are on average between 2 and 4 feet tall, weighing in around 30 to 50 pounds. Your size is small.

Speed. Your base walking speed is 25 feet.

Photosynthesis. You do not need to eat. An hour of sunshine everyday takes the place of food. If you fail to get an hour of sunshine during the day, you suffer the same effects as if you had not eaten. You still require water.

If you take a Short Rest in direct sunlight you recover a number of Hitpoints equal to your Constitution modifier + your level. You can only gain the benefit of this trait once per Long Rest.

Plant Camouflage. Himarri have advantage on Dexterity (Stealth) checks they make in any terrain with ample obscuring plant life.

Languages. Common, Sylvan.

Subraces. There are as many types of Himarri as there are types of plants. Choose one of the following as your subrace.

1 -- Himarra

Carnivorous

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Ability Score Increase. Your Strength score increases by 2.

Meat Lover. You can survive without sunlight by consuming meat. To recover additonal Hitpoints during a Short Rest you can eat meat in place of sunlight.

Aggresive Adaptions. Your head flower is specialized for offense. Gain a snapping bud with a Bite attack dealing 1d6 + Strength modifier Piercing damage.

Alpha. Your size is Medium and your base walking speed is 30 feet. Gain proficiency in the Athletics skill.

Natural Armor. You possess a tough layer of bark. While unarmored you have an AC of 13 + your Dexterity Modifier. You can use your natural armor to determine your AC if the armor you're wearing would leaving you with lower AC. A shield's benefits apply as normal when used with your natural armor.

Hardy

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Ability Score Increase. Your Wisdom score increases by 2.

Prosper Anywhere. Gain Proficiency in either the Nature or Survival skill.

Prickly Personality. Gain the Thorn Whip Cantrip. At third level you can cast the Absorb Elements spell at first level once with this trait and regain the ability to do so after a long rest. At fifth level you gain the ability to cast the Spike Growth spell once with this trait and regain the ability to do so after a long rest. Wisdom is your spell casting ability for these spells.

Resilient. When reduced to 0 Hitpoints, but not killed outright, you can drop to 1 Hitpoint instead. You can't use this trait again until you finish a Long Rest.

Floral

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Ability Score Increase. Your Charisma score increases by 2.

Aromatic. Your natural scent gives you a leg up in conversation. Gain proficiency in two of the following skills; Deception, Persuasion, Insight, or Intimdation.

Natural Charmer. Gain the Friends cantrip, it can be cast without material components. You can cast Animal Friendship an unlimited number of times, but only on tiny sized pollen carrying creatures. At fifth level you can cast the Calm Emotions spell once with this trait and regain the ability to do so after a long rest. Charisma is you spell casting ability for these.

Pollen Burst. At level 3, as an Action you can use this trait to release a burst of pollen from your flower bud and choose Charmed or Frightened as the effect. Creatures within 5 feet of you must make a Wisdom saving throw against a DC of 8 + Your Charisma Modifier + Your Proficiency. On a failure, the creature is under the effect you chose for 1 minute. They may repeat the save whenever they take damage from you or your allies. You may use this trait once and regain the ability to do so after a short rest.

2 -- Himarra