Plantfolk (Alraune, Dryad, Entlings)

by TheTranMan

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Plantfolk

These are plantfolk. Commonly take the form of demi-humanoids, though you can get plant whacky with their appearance.

Plant / Fey. The DM can fiat, and force your creature type to be both Plant/Fey/Humanoid for the purposes of being affected by Spell or special abilities, such as Banishment, Blight, or Hold Person.

Alraune

Your Alraune (AWL-Rawn-Uh) character has the following traits:

Ability Score Increase. Your Wisdom score increases by 2 and your Constitution score increases by 1.

Age. As a sprout, the Alraune grow within the bulb of a flower, maturing in about 5 years. Alraune are capable of living up to 750 years.

Size. Alraune stand to about 5-6 feet tall. They surprisingly weigh anything from 60 to 120 pounds. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:


  • Size modifier = 2d10
  • Height = 4 feet + 6 inches + your size modifier in inches
  • Weight in Pounds = 50 + (1d8 x your size modifier)

Speed. Your base walking speed is 25 feet.

Plant. Your creature type is plant, rather than humanoid.

Darkvision. Accustomed to the twilit glades, you gain darkvision up to 60 feet, and can only see in shades of grey.

Knowledge of Forest and Land. As a denizen of the forest, it is natural to be knowledgeable of the wilderness. You are proficient in the Nature and Survival skills.

I am a Plant. You can attempt to hide even when you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Flower Pollen. As an action, you can release a puff of pollen, affecting all creatures within 10 feet of you. The save DC for your pollen is 8 + your Constituion modifier + your Proficiency Bonus. Whenever you use this trait, choose one effect:


  • Mesmerizing Pollen. Each creature must succeed on a Wisdom saving throw or become incapacitated until the start of your next turn.
  • Drowsy Pollen. Each creature must succeed on a Constitution saving throw or fall Unconscious until the end of your next turn.

Floral Rest. Alraune rest differently. When you take a long rest, you can root yourself to the ground, remaining semiconscious for 4 hours a day. After resting this way, you gain the same benefit that a human does from 8 hours of sleep. As an action, you enter this state, rooting yourself into a patch of ground. While in this state, your speed is reduced to 0. You can end this state, uprooting yourself as an action.

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

Dryad

Your Dryad (Drai-uhd) character has the following traits:

Ability Score Increase. Your Wisdom score increases by 2 and your Constitution score increases by 1.

Age. Dryad age slowly, and are considered mature by 30 and can live up to a hundred or thousand years.

Size. Dryads come in many sizes, ranging from as little as under 6 feet to almost 8 feet tall. Their frames are lithe and weigh anything from 50 to 150 pounds. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:


  • Size modifier = 2d12
  • Height = 5 feet + 8 inches + your size modifier in inches
  • Weight in Pounds = 40 + (2d8 x your size modifier)

Speed. Your base walking speed is 30 feet.

Fey. Your creature type is fey, rather than humanoid.

Darkvision. Accustomed to the night sky, you gain darkvision up to 60 feet, and can only see in shades of grey.

Barkskin. You have a base AC of 16 (your Dexterity modifier doesn't affect this number). If you are using a shield, you can apply the shield's bonus as normal.

Tree Stride. You can magically move between living trees, using the unity of connected roots between them. If you are within 5 feet of a tree, you can spend a bonus action to step into that tree and then emerge from a second tree within 30 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be one size Larger than you in size.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

I am a Plant. You can attempt to hide even when you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Dryad Charm. You can cast Charm Person. Once you cast this spell, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.

Photosynthesized. Whenever you are in the daylight and take a Short or Long rest, you halve your time required to gain the benefits of said rest (=Short Rest 30 minutes, Long Rest 4 Hours). You are also conscious during either rest. If the rest ever starts within the daylight and becomes night, you then re-double the amount of time left to finish either rest.

Floran

Your Floran (Flo-run) has the following traits:

Ability Score Increase. Your Strength or Dexterity score increase by 2. Your Constitution score increases by 1.

Age. Floran mature at the rate of a cactus, living up to innumerable years as long as they are well fed.

Size. Your size is a Medium. To set your height and weight randomly, start with rolling a size modifier:


  • Size modifier = 2d6
  • Height = 5 feet + 4 inches + your size modifier in inches
  • Weight in Pounds = 110 + (1d6 x your size modifier)

Speed. Your base walking speed is 35 feet.

Plant. Your creature type is plant, rather than humanoid.

Darkvision. As hunters in the night, you gain darkvision up to 60 feet, and can only see in shades of grey.

Prickly Thorns. Your thorny nails are natural weapons, which you can use to make unarmed or ranged strikes. A ranged nail has a range of 20/60, if you hit with a melee or ranged attack you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of a bludgeoning damage for unarmed strike. If you spend a nail as ranged weapon, you expend 1 nonrecoverable ammunition out of 5 x your Constitution modifier (minimum 5). Whenever you run out, you must take a short or long rest to regrow more.

Instinctive Intuition. You have proficiency in two of the following skills of your choice: Insight, Intimidation, Medicine, Nature, Perception, Stealth, and Survival.

Barbed Skin. Your skin is covered in hundreds of finer barbed needles. Naturally at the start of each of your turns, you can deal 1d6 piercing damage to a creature you are currently grappling or being grappled by.

Photosynthesized. Whenever you are in the daylight and take a Short or Long rest, you halve your time required to gain the benefits of said rest (=Short Rest 30 minutes, Long Rest 4 Hours). You are also conscious during either rest. If the rest ever starts within the daylight and becomes night, you then re-double the amount of time left to finish either rest.

I am Plant. You can attempt to hide even when you are lightly obscured by foliage, heavy rain, sandy winds, mist, and other natural phenomena.

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

Entling

Your Entling (ENt-ling) has the following traits:

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Entlings are considered to be adults around the age of 100. They live too long to even actually know their age limit.

Size. Entlings averagely stand 7-8 feet tall, like trees with large frames with trunk-like appendages. Your size is a Medium. To set your height and weight randomly, start with rolling a size modifier:


  • Size modifier = 3d6
  • Height = 6 feet + 8 inches + your size modifier in inches
  • Weight in Pounds = 300 + (2d6 x your size modifier)

Speed. Your base walking speed is 30 feet.

Plant. Your creature type is plant, rather than humanoid.

Darkvision. Accustomed to the moonlit forests, you gain darkvision up to 60 feet, and can only see in shades of grey.

Bark Body. Your body is tree-like, which leaves you ill-suited for wearing armor. Your bark provides ample protection, your AC is 13 + your Constitution modifier. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Natural Weapon. You have trunk-like fists and legs, which you can use as a natural weapon to make unarmed strikes. If you hit with your trunk, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Rooted Rest. Entlings rest differently. When you take a long rest, you can root yourself to the ground, remaining semiconscious for 4 hours a day. After resting this way, you gain the same benefit that a human does from 8 hours of sleep. As an action, you enter this state, rooting yourself into a patch of ground. While in this state, your speed is reduced to 0. You can end this state, uprooting yourself as an action.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

I am Plant. You can attempt to hide even when you are lightly obscured by foliage, heavy rain, sandy winds, mist, and other natural phenomena.

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

Mashuramu

Your Mashuramu (MASh-oo-RA-moo) has the following traits:

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Mashuramu reach maturity at 6 years of age, and can live up to a thousand, being considered elders beyond that time.

Size. Mashuramu start small and grow slowly with age, standing from about 3-4 feet in their youth (pre 50 years old), and 5-6 feet in a century. Regardless, you can choose to be Small or Medium sized when you select this race. To set your height and weight randomly, start with rolling a size modifier:

Speed. Your base walking speed is 30 feet.

Plant. Your creature type is plant, rather than humanoid.

Superior Darkvision. Accustomed to the darkness of the underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colours in darkness, only shades of grey.

Fungal Constitution. You have advantage on saving throws against the poisoned condition, and you have resistance to poison damage.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Mushroom Spores. As an action, you can release a puff of spores in a 15-foot cone. The save DC for the spores is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:


  • Poisonous Spores. Each creature in the cone must succeed on a Constitution saving throw or take 1d12 poison damage. On a successful save, it takes half as much damage. This damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12).
  • Psychedelic Spores. Each creature in the cone must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Language. You can read, understand, and write Common and Undercommon.

 

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