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D&D 5e - Race - Plantfolk

Plantfolk are a unique creature type with plant-like physiology, requiring only water and rotten food for sustenance. They possess special features such as Environmental Knowledge, Ancestral Synchronicity for temporary transformations, and the ability to speak multiple languages. Their transformations allow them to gain various enhancements, making them versatile in different situations.
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0% found this document useful (0 votes)
46 views1 page

D&D 5e - Race - Plantfolk

Plantfolk are a unique creature type with plant-like physiology, requiring only water and rotten food for sustenance. They possess special features such as Environmental Knowledge, Ancestral Synchronicity for temporary transformations, and the ability to speak multiple languages. Their transformations allow them to gain various enhancements, making them versatile in different situations.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Plantfolk

Basic Informations
Creature Type: Plant
Base Walking Speed: 30 ft.
Size Category: Small or Medium
Languages: Imperial, Green-Speech and one standard or rare language.

Species’ Features
Plant-Like Physiology: As a plant, you don't have to eat normal food nor breathe,
instead you need only water and rotten food. You also don't sleep, instead you expand 6
hour a day standing still close to a bright light and water sources in a meditative trance
to recharge your strengths.
Environmental Knowledge: connection you share with the wild gives you proficiency in
either Nature or Survival (chosen when picking this race).
Ancestral Synchronicity: As a bonus action, you can enhance parts of your body, to
match your needs, synching yourself to the adaptations those who came before you.
This transformation lasts for 1 minute, until you die, or until you revert to your normal
appearance as a bonus action. Whenever you transform, choose among the following
features:
-Elder Roots: Advantage in Wisdom (Perception) and Intelligence
(Investigation) checks related to your surroundings.
-Thorned Branches: Your unarmed strikes now deal 1d6 acid damage and have
reach.
-Vine Limbs: You gain climbing and swimming speed equal to your walking
speed.
-Thick Bark: You gain a +1 bonus to your AC and advantage in Strength
(Athletics) checks.
-Glamorous Blossom: Your visage becomes unnaturally alluring, giving you
advantage on Charisma checks made at targets that can see you.
You can sync a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Green Magic:

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