Groveling

by SitkaPad

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Groveling

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Awoken Saplings

Sapling awoken by various thing in nature Normally more than 1 awoken at once These saplings awoken together generally make up a "family" Awakening alone is seen as an unusual and sad event Each goes off to explore the world Generally return together after exploring to form a grove Some choose to remain awakened, maturing into Treants

Enemy of Blights

Hunted by the Blight OFten sympathetic their suffering Some see death as mercy. Vine woken often hold animosity due to often being confused with vine blights.

Natural Wanderers

Due to their short time in this cycle many elect to wander from their grove and family to explore and learn about the world. They are immensely fascinated by other races, particularly their odd soft skin that is meant to protect them.

Youthful Wisdom

Young and bright eyed view of the world Wisdom of the laws of nature and natural order

Groveling Traits

Your groveling character has a number of traits in common with other grovelings, regardless of how they were awoken.

Ability Score Increase. Your Wisdom score increases by 1.

Age. Grovelings often by choice have a short time. Generally electing to return to their grove of origin to become dormant again at the age of 20. Those that choose to continue to remain sentient often mature into Treants at age 40.

Alignment. High aligned with nature grovelings often have a neutral alignment, many of course can also lean chaotic due to wanderlust.

Size. 5 to 8 ft. Often growing throughout their

Speed. Your base walking speed is 30 feet

Born of the Earth. Whenever you make a Intelligence (Nature) check, you gain a bonus to the check equal to your Wisdom modifier.

Fruit Bearing. You have the ability to cast the spell Goodberry. When you do so, you instead create a number of berries equal to your level. You regain the ability to do so after a long rest.

Leaf Speech. You have the ability to communicate with plants. They can understand the meaning of your words, and you can understand them in return.

Languages. You can speak, read, and write Common and Sylvan

Subrace.

Root Woken

Ability Score Increase. Your Constitution score increases by 2

Bark Armor. You have thick, durable bark. When you aren’t wearing armor, your AC is 13 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Taking Root. As a reaction, you can temporarily root yourself into the earth and harden your bark. You gain a bonus to your AC equal to your proficiency bonus, cannot be forcibly moved or knocked prone until the end of your next turn. While rooted, your speed is 0 and can't increase, and you have disadvantage on Dexterity saving throws. You regain the use of this ability on a short rest.

Vine Woken

Ability Score Increase. Your Dexterity score increases by 2

Nature's Lasso. When you choose to grapple, you may choose to do so at a distance of 10 feet as your vines entangle your target. Additionally, you may perform a dexterity check instead of Athletics when grappling in this manner. You are considered proficient for this check. If the target is unconscious you may instead use the vines to tie them up.

You do not need to meet the Strength requirement for the Grappler feat.

Grove Hand. You learn the cantrip Mage Hand. Instead of creating a spectral hand, the vines upon your body grow and move to act accordingly.

Spore Woken

Ability Score Increase. Your Wisdom score increases 1 and your Intelligence score increases by 1.

Symbiotic Bond. You have advantage on saving throws against poison, and you have resistance against poison damage.

Nature's Toxins. As a reaction, when you are hit by an attack or take damage, the mushrooms that grow on your bark release their spores. All other creatures in a 5 feet radius must make a Constitution saving throw or be subject to the condition of your choice for 1 minute: Blind, Charm, or Poison. This effect must be determined prior to the save and must be the same for all creatures. Wisdom is your spellcasting ability for this effect. You regain the use of this ability after completing a long rest.

Design Notes

  • Bring out nature
  • Embrace weirdness
  • Should be able to fit the following classes
  1. Barkbarian
  2. Cleric
  3. Druid
  4. Fighter
  5. Ranger
  • To Do List:
  1. Complete Flavor Text and Art
  2. Rules Text
  3. Balance and tune

Design by /u/SitkaPad

 

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