My Documents
Become a Patron!
# Leshy Leshies are immortal spirits of nature that are given physical form by primal magic. This is usually done through a ritual performed by a druid or similar magic user, where a suitable vessel for the spirit is crafted from plant material. A leshy spirit chooses their vessels, rather than being compelled as other spirits might. From the moment of their creation, leshies are self-sufficient and make quick work of protecting nature in the home they find themselves in. Leshies are as varied as the material used to create their vessels, and their personalities match. Some choose to create life bonds with their creators, and yet others wish for solitude. Regardless of the circumstances of their creation, leshies are more than meets the eye. ## Leshy Traits Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. ### Abiltiy Score Increase Your Constitution score increases by 2. ### Age Leshies begin their lives as adults. As spirits, they do not age, though a leshy could potentially remain in the same vessel forever, though leshies rarely consider this outcome to be desirable. ### Alignment A leshy can be of any alignment, depending on what spirit inhabits their body, but their outlook often tends towards neutral. ### Size A typical leshy is about 3 feet tall. Your size is Small. ### Speed Your base walking speed is 25 feet. ### Leshy Lore You deeply understand your people’s cultural traditions and innate strengths. You have proficiency in the Nature and Stealth skills. ### Creature Type You are a Plant. \columnbreak ### Plant Nourishment You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 50 sp). ### Speak with Kindred You have a connection with creatures that share your physiology. You can socially interact (ask questions of, receive answers from) plants or fungi that match your leshy heritage. Generally, fungus leshies can speak to mushrooms and fungi; gourd leshies can speak to gourds, melons, and similar fruiting plants; leaf leshies can speak with deciduous trees; and vine leshies can speak with vines and climbing plants. The GM determines which plants or fungi count for this trait. You have advantage on all Charisma checks you make to influence them. ### Languages You can speak, read, and write Common, Sylvan, and one extra language of your choice. \pagebreakNum # Heritage There are many varieties of leshies in the world. Four of the most common leshy heritages are the cactus leshy, the gourd leshy, the leaf leshy, and the vine leshy. Choose one of these heritages and gain the traits listed under that heritage in addition to your Leshy traits.
### Cactus Leshy This prickly little fellows are known for personalities that mirror the spines covering their bodies. They are stubborn to their core and not trustful of strangers, though they'll stick by those earn their trust to the very end. They make home in dry environments and have learned to store water in their bodies to survive harsh and arid conditions. Cactus Leshies are more apt than their gentler cousins to take the direct approach, turning to combat if they feel they can't warn off potential threats. They steadfastly protect their homes, and make friends of small animals such as foxes or mice. #### Ability Score Increase Your Wisdom score increases by 1. #### Cactus Heritage Your body naturally stores water. You can go without water for twice as long as normal before suffering negatives effects. Additionally, if you so choose, you can fill a water skin with the water you retain in your body, though that negates this feature until you can drink water again to replenish your supply. #### Cantankerous Spines You have Spines as a natural weapon with the finesse property, which you can use to make unarmed attacks. If you hit, you deal 1d8 piercing damage. Additionally, when you are being grappled or grappling another creature, you deal piercing damage equal to your proficiency bonus at the start of the grappled creature's turn. ### Coffee Leshy These Leshies prefer warm and humid environments, hiding under the shade of larger trees and cultivating the plants under the canopy. Coffee plants prefer to take their time on things, reluctant to rush for the sake of others. Though known for their caffeinated fruit, these leshies and their fruits are toxic to eat raw. Despite this, they can choose to create highly-caffeinated infusions that make them welcome companions when working late nights. Beware, creatures that partake too often might find themselves addicted! \columnbreak #### Ability Score Increase Your Dexterity score increases by 1. #### Caffeine Boost You can use an Action to create a highly caffeinated infusion, which a creature other than you can consume as an Object Interaction. This increases their Strength and Dexterity modifiers by an amount equal to your half of your Proficiency Bonus for a number of rounds equal to your Constitution modifier (minimum of 1), after which all effects of the infusion end at the start of their next turn and they cannot use a Bonus Action for that turn. While under the effects of the infusion, they gain the effects of the *Heroism* spell as well. Any remaining infusion loses potency after an hour. After creating the infusion your speed is reduced to 0 and you can't use Bonus Actions until the end of your next turn, as you feel yourself suddenly lethargic. You regain use of this feature after a Short or Long rest. ### Fruit Leshy Fruit leshies are often smaller than other heritages, spending much of their energy growing the fruit they're named for. A welcome companion on any voyage, not only for their sweet fruit, but also their sweet demeanor. #### Ability Score Increase Your Wisdom score increases by 1. #### Primal Fruit You learn the *magic fruit* spell and can cast it without expending a spell slot. When cast in this way, creatures that eat your fruit can add your Wisdom modifier to the Hit Points they recover. You recover use of this spell after a Long Rest. ### Fungus Leshy Fungus Leshies are made from fungi that grow in caves or the shade of dark forests. They are at home in the dark and tend to keep to themselves, tending the forgotten places of the world. Hidden from the sun, they find the outer world dangerous and often hostile. Though, occasionally, they feel compelled to leave their quiet homes in search of something new. #### Ability Score Increase Your Dexterity score increases by 1. #### Darkvision You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. \pagebreakNum #### Rapport Spores You can share some of your spores with a creature you can see within 30 feet, allowing you to communicate with them telepathically. The creature must be able to understand and speak a language you know. The creature can respond to you telepathically as well. If the creature is more than 30 feet from you, the Rapport Spores ends. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it. ### Gourd Leshy Gourd leshies are made of tangles and collections of leafy vines precariously holding up a hollow gourd for a head. Gourd leshies come in all shapes, sizes, and color patterns. They avoid cold environments as much as possible and find comfort in intermingling with other leshies, even those of other biomes or heritages. #### Ability Score Increase Your Charisma score increases by 1. #### Gourd Heritage You have found a handier use for the space inside your head. You can store up to 10 lbs worth of items within your head. Additionally, if you store only one object within your head, you can draw it effortlessly into your hand as part of the Use an Object or Attack action. #### Seedpod Your body produces a nearly endless supply of hard seedpods, which you can use to make a ranged unarmed attack (range 20/60). If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier. If you roll a 20 on the attack roll, the seedpod bursts, issuing forth a tangle of vegetation that reduces the targets speed by 10 feet until the end of its next turn. ### Leaf Leshy Leaf leshies take their name from clothing made of dozens of leaves that they crafted themselves. Their soft, light bodies make it easy and convenient to live in tall forests, gliding from canopy to canopy. Leaf leshies find safety in numbers, rarely traveling without companions. Their coloring can change to match the seasons, though they prefer climates that stay a comfortable warm all year-long. #### Abiltiy Score Increase Your Dexterity score increases by 1. #### Leaf Heritage You land from falls with particular grace. You take no damage from falling, regardless of the distance you fall. \columnbreak #### Leshy Glide Using your own leaves, you can control your descent. When you fall at least 10 feet above the ground, you glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. At the start of your turn, you must use your bonus action to remain gliding. If you are still gliding at the end of your turn, if you have not yet reached the ground, you remain in the air. ### Lotus Leshy The Lotus Leshy take a philosophical approach to life, preferring to live in quiet contemplation or participate in deep discussions with their creator or passerby. They rarely choose the direct approach, preferring to consider all their choices first. #### Ability Score Increase Your Wisdom score increases by 1. #### Petal Step You effortlessly float on the surface of water. You can walk on the surface of still water and other non-damaging liquids, moving at half your normal Speed. You can attempt to walk across slow moving water, though this typically requires an Acrobatics check to succeed. The typical DC for this is 15, unless the DM states otherwise. #### Lotus Magic You know the *guidance* cantrip. Once you reach 3rd level, you can cast the *speak with nature* spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the *calm emotions* spell; you must finish a long rest in order to cast the spell again using this trait. Wisdom is your spellcasting ability for these spells. ### Pine Leshy Pine leshies prefer to live in temperate forests, roaming up and down mountainsides and caring for the woodland plants and animals. They feel a closeness to the high-reaching pines of their homelands, and some can even grow to tower over other creatures in protection of those pines. #### Ability Score Increase Your Strength score increases by 1. #### Climate Adaptation Like evergreen trees, which stay healthy and vibrant from winter through summer, you too can adapt to a variety of extreme climates. You ignore the effects of Extreme Heat and Extreme Cold, being able to adapt to these environments. \pagebreakNum #### Towering Growth Starting at 3rd level, you can grow to the size of a towering pine. As an action, you grow to the size of Large. Your dimensions multiply by 4 on all sides and your weight is multiplied by 64. If there isn't enough room for you to grow, you grow to the maximum size possible in the space available. While enlarged to this size you have advantage on Strength checks and Strength saving throws, and your weapons grow to match your size. Your weapon attacks do an additional 1d4 damage for the duration. This lasts for 1 minute, unless you end it as a Bonus Action. You regain use of this feature on a Long Rest. ### Root Leshy Hardier than their leshy cousins, root leshies can weather many adversities. Root leshies are quiet beings, preferring to speak through their actions rather than unnecessary word play. When a root leshy makes a decision, they stick to it. Good luck to those that try to push them around. #### Ability Score Increase Your Strength score increases by 1. #### Root Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you can go two weeks without sunlight before you begin to starve. #### Anchoring Roots You can sink your roots into the ground, steadying yourself. You have advantage on ability checks or saving throws against effects that would force you to move or knock you Prone. If you are forced to move you only move half the distance you normally would. This effect may not work on some terrain such as worked stone or metal flooring. ### Seaweed Leshy Seaweed leshies find themselves far removed from their other leshy cousins. They prefer the salty sea air and water, choosing to watch over water plants rather than caring for terrestrial plants. When needed, they can rise from the sea to scare off those that unsettle the balance of their homes. #### Ability Score Increase Your Dexterity score increases by 1. #### Seaweed Heritage You gain a swimming speed equal to your walking speed. You can breath air and water. \columnbreak #### Sea Spray When you take the Attack action on your turn, you can replace one of your attacks with a jet of water at a creature you can see within 30 feet of you. Make a Ranged Weapon attack. On a hit, the creature takes 1d8 + your Dexterity modifier bludgeoning damage and must make a Constitution saving throw (DC is equal to 8 + your Constitution modifier + your proficiency bonus) or be Blinded until the end of their next turn. You regain use of this feature on a Short Rest or Long Rest. ### Vine Leshy Vines leshies can live in many environments, though they prefer the tall canopies of tropical forests. Their bodies are made of twisting tangles of vines. Leaves cover a semblance of a head, giving the appearance of a face. Vine leshies swing from tree to tree, watching over their forests from above, prepared to drop down on intruders and carry them out of their domains, kicking and fighting if necessary. #### Abiltiy Score Increase Your Strength score increases by 1. #### Vine Heritage The prehensile vines woven into your body grant you unmatched skill at climbing. You have a climb speed equal to your walking speed and you do not need to have any hands free to climb. #### Grasping Vines When you are grappling a single creature, they are grappled by the vines covering your body, leaving both of your hands free. #### Vine Support A tangle of vines or tendrils support your arms. When wielding a weapon with the Heavy property you do not have disadvantage. When you take the Attack action on your turn and are wielding a weapon that does not have the Heavy property, you may reduce one of the weapon's damage die by 2 (for example a d6 becomes a d4) to increase your reach by 5 feet for that attack. \pagebreakNum ## Feats ### Leshy Magic *Prerequisite: Leshy* You know the *druidcraft* cantrip. When you reach 3rd level, you can cast the *entangle* spell once per day. When you reach 5th level, you can also cast the *oakenhide* spell once per day. Wisdom is your spellcasting ability for these spells. ### Solar Rejuvenation *Prerequisite: Leshy* You can take time to absorb sunlight and water to rejuvenate yourself. When you spend Hit Dice during a Short Rest, you regain an additional number of Hit Points equal to you Constitution Modifier + your Level. Other Leshies require environments that suit them, such as Fungus Leshies needing damp and dark environments such as a cave. ## Spells #### Magic Fruit *1st-level transmutation* ___ - **Classes:** Druid, Ranger - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (up to 10 pieces of freshly-picked fruit) - **Duration:** 24 hours - **Replaces:** *Goodberry* ___ You infuse the components used in the spell's casting with magic. The fruit gains minor healing properties for the duration. A creature can use its action to eat one fruit and restore 1 hit point. If a creature eats 10 infused fruits, the magic combines to provide enough nourishment to sustain a creature for one day. #### Oakenhide *2nd-level transmutation* ___ - **Classes:** Druid, Ranger - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute - **Replaces:** *Barkskin* ___ You magically encase your body in a hard shell of bark. You gain 6 temporary hit points at the start each of your turns, and while you have these temporary hit points, you can calculate your armor class as 15 + your Dexterity modifier (maximum 2). ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, your AC increases by 1 for each two slot levels above 2nd. The temporary hit points increase by 3 for each slot level above 2nd. \columnbreak #### Speak with Nature *1st-level divination (ritual)* ___ - **Classes:** Bard, Druid, Ranger - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V, S - **Duration:** 10 minutes - **Replaces:** *Speak with Animals* and *Speak with Plants* ___ You can verbally communicate with natural organisms for the duration. This allows beasts to answer questions you pose; at minimum, beasts can inform you about whatever they can perceive or have perceived within the past day, including nearby locations and monsters. The knowledge, awareness, and personality of many beasts is limited by their intelligence, but you may deceive, intimidate, persuade, or otherwise influence a beast at the DM's discretion. An organism is under no compulsion to answer (or answer truthfully) if you are hostile to it or it recognizes you as an enemy. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you imbue plants with limited sentience, allowing you to communicate with them like beasts. When you cast this spell using a spell slot of 3rd level or higher, you imbue plants with limited animation, allowing them to freely move branches, tendrils, and stalks. You can command plants to release a restrained creature, to turn ordinary terrain into difficult terrain (or the opposite), or to perform other tasks at the DM's discretion. > #### Credits > > Leshy: [A Tiny Living Room](patreon.com/ATLR) > > Art: Hannah Davidson > Includes spells from Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed [CC-BY](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY") and available [here](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp "Spells That Don't Suck"). > > - Magic Fruit, Speak with Nature, and Oakenhide are from SDS, highly recommend checking out the rest of their spell fixes by following the link above. > This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at
. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/ legalcode. \pagebreakNum ## Thanks!! Thank you for checking out this race, I would love feedback if you have any. You can comment or message me on our [Patreon](https://www.patreon.com/ATLR). A special thanks to: Hannah Davidson For her adorable art (to come) for this race! ### Shard Tabletop (To Come) I also made a Shard package for this content, which you can access [here](). Let me know if you have any comments on it on their Discord server (@CoolHandLuke140). ## Change Log #### V0.4 Adding DB values below, so the main document can be cleaned up. **Main Race** - Leshy Traits (DB 16) - Speed (DB -2) - Leshy Lore (DB 4) - Creature Type (DB 2) - Plant Nourishment (DB 1) - Speak with Kindred (DB 2) - Languages (DB 1) Subraces include the total from the base race (16). **Cactus Leshy** (DB 28) - Ability Score Increase (DB 4) - Cactus Heritage (DB 0) - Cantankerous Spines (DB 8) **Coffee Leshy** (DB 30) - Ability Score Increase (DB 4) - Caffeine Boost (DB 10) **Fruit Leshy** (DB 26) - Ability Score Increase (DB 4) - Primal Fruit (DB 6, just doubled the 1L spell/day score) **Fungus Leshy** (DB 29) - Ability Score Increase (DB 4) - Darkvision (DB 3) - Rapport Spores (DB 6) **Gourd Leshy** (DB 25) - Ability Score Increase (DB 4) - Gourd Heritage (DB 2) - Seedpod (DB 3) **Leaf Leshy** (DB 29) - Ability Score Increase (DB 4) - Leaf Heritage (DB 3) - Leshy Glide (DB 6, couldn't find an equivalent) **Lotus Leshy** (DB 28) - Ability Score Increase (DB 4) - Petal Step (DB 2, I liken this to a swim speed or less, since you still move at half speed) - Lotus Magic (DB 6) **Pine Leshy** (DB 25) - Ability Score Increase (DB 4) - Climate Adaptation (DB 2) - Towering Growth (DB 3) **Root Leshy** (DB 28) - Ability Score Increase (DB 4) - Root Toughness (DB 5) - Anchoring Roots (DB 3) **Seaweed Leshy** (DB 28) - Ability Score Increase (DB 4) - Seaweed Heritage (DB 4) - Sea Spray (DB 4, much weaker than breath weapon, but can also blind) **Vine Leshy** (DB 31) - Ability Score Increase (DB 4) - Vine Heritage (DB 3) - Grasping Vines (DB 4, couldn't find equivalent) - Vine Support (DB 4) ### V0.3 Added Coffee Leshy and Pine Leshy, which will be the last ones I add before the final version. I'm enjoying these little leshies, so I may swing back around and make some more. This brings the total to 10 though, so I think this is a good start. Coffee Leshy's Caffeine Boost I rated pretty high, but it is an all or nothing ability once a day. It should probably be rated lower all things considered, if you have more than 1 combat a day. ### V0.2 Removed Leshy Magic and made it a feat. Added Solar Rejuvenation feat. Added Fruit Leshy, Fungus Leshy, Root Leshy, and Seaweed Leshy. Added defensive function for Offensive Needles, renamed to Cantankerous Spines. Most changes so far are simply figuring out Detect Balance numbers. ### V0.1 Just jotting ideas down for now and working out the Detect Balance. Shard version is not done, and art isn't complete. Feats are stand in for now and will be completed later. Thinking of removing Leshy Magic from the main race and making that a feat. Perhaps another feat based on Solar Rejuvenation, where they heal more during a Short Rest. For Vine Support I am trying to figure out how to say it won't work with Attacks of Opportunity.