Honest opinions and suggestions are appreciated. Feel free to like or dislike.
Plantfolk’s Racial Traits:
Ability Score improvement:
Your Constitution score increases by 1, your Wisdom score increases by 1, and you can choose a score to increase by 1, including Constitution or Wisdom.
Age:
Plantfolks can live up to a thousand years.
Alignment:
Coming from a path of longevity, wisdom, and humility, most Plantfolk tend for good. Because they have listened to so many different perspectives, they usually tend for neutral.
Size:
Plantfolk can have various sizes, ranging from 4 to 8 feet tall. Regardless, your size is medium.
Speed:
You have a walking speed of 30 ft.
Languages:
You know how to speak Common.
Nature path:
Throughout life, Plantfolk have traveled and met many kinds of plants and environments. That journey has given you the benefits of:
Communicating with plants and sensing their feelings.
Proficiency in Nature checks.
60 ft of dark vision.
Resistance to poison damage and advantage on Saving Throws against being poisoned.
Photosynthesis:
Upon making direct contact with sunlight for 1 hour, you don’t suffer from starvation nor need food to gain benefits from short and long rests. However, you still need water to avoid dehydration.
Plantfolk type:
You can choose what power you have:
Fructiferous: You can make fruits grow on your body up to an amount equal to your level that heal equal to your proficiency bonus. After running out of fruits, you need a long rest to regain this trait.
Prickly: Your unnamed strikes have an additional damage bonus equal to half your proficiency bonus (rounded down). Creatures that grapple with you take the same damage at the beginning of their turn, and creatures that unarmed strike you take the same damage per strike hit.
Poisonous: You have an inbuilt Poison Spray cantrip and can use it up to an amount equal to your proficiency bonus. The Saving Throw is determined by 8 + proficiency bonus + Constitution or Wisdom modifier. You can use this trait once per long rest.
Aquatic: You can breathe in water and have a swimming speed equal to your walking speed. Additionally, you are proficient in Athletic checks.
Alpinist: You have a climbing speed equal to your walking speed. Additionally, you are proficient in Athletic checks.
Carnivorous: You gain the bite action, dealing 1d8 + Strength or Dexterity modifier.
Parasite: Upon penetrating a creature with your parasite structures, it takes 1d4 damage, and you heal yourself to an amount equal to the damage dealt. This ability increases to a d8 on 8th level and d12 at 14th level.
Petal: You have expertise (double-proficiency) in Performance checks and proficiency in a Charisma skill of your choice.
Dark: You have advantage on stealth checks while in the dark or surrounded by other plants.
Thick-bark: You gain +1 AC while unarmored or armored and resistance to bludgeoning damage.
Curing: Your body produces herbs that can be used to cure conditions. Once per long rest, you can produce a special herb to cure a condition of your choice. Additionally, you are proficient in Medicine and Insight checks.
Underground: You can dig a hole and move underground at half your walking speed. However, it can take up to an hour to penetrate stronger materials such as rock, and you can't penetrate through metal or magic.
Bioluminescent: Parts of your body produce natural light that can illuminate a radius of up to 30 feet around you, and you can decrease it at your will, even not producing light at all. Additionally, you are proficient in Perception checks.
Hybrid: You can choose two powers. However, any numbers regarding proficiency bonus, AC, movement, range, and health gained are halved (rounded down). Proficiency becomes half-proficiency, but expertise remains the same. If you choose the Dark Plantfolk power, you only have advantage while in the dark.
Plantfolk Lore:
Since the beginning of time, plants have been happy and comfortable with living on a fixed place. However, few plants had such an intense wish for exploring the world that their Gods listened to their orisons. They were reborn as something new: Plantfolk.
Plantfolk Society:
Plantfolk are free beings who prefer not to create bounds with society, instead travel and meet new places.
Plantfolk reproduction can be sexual or asexual.
On the most common asexual variation, the Plantfolk will simply produce seeds that will randomly fall off its body. With the proper conditions, a new Plantfolk will grow from the ground with its progenitor's exact genetic trait.
On the rarer sexual variation, Plantfolk will liberate pollen as it moves, which can travel a considerable amount of distance and time. The ways vary: with the air, water, animals, ground, etc. Once that pollen finds another Plantfolk, it will fertilize and produce seeds. In rare instances, two Plantfolk from different genetic traits fertilize, and hybrids are born. Those are infertile.
It’s interesting to notice that Platfolk both liberate and receive pollen. Therefore, are female and male at the same time. Furthermore, they are always alone, from the day they are born, once the parents usually don’t even know they liberated seeds.
Plantfolk Enemies and Allies:
Although most understand it is a natural cycle, some Plantfolk dislike creatures who eat plants. However, they all dislike creatures who kill plants not for their necessity but for what Plantfolk consider profit or greed. Plantfolk don’t punish their enemies with anything rather than avoidance (in most cases).
They are natural allies of all kinds of plants, which usually recognize them as friendly and trustworthy.
Finally, one of their greatest inter-race friends is Brass dragons. Although they are not as wise as a Dragon, they appreciate trading experiences and stories with them.
Other than that, there is not much once they don’t like to bound themselves too much with other creatures.
Humanoid type means you are vulnerable to a lot of spells such as Charm Person. Plant type means you are immune to those spells, and need things like Charm Monster. Make them Humanoid unless you want to reduce other powers.
2) You gave FOURTEEN different subtypes. Are you trying to make elves mad? Way too much. And some of them are poorly explained. Cut it down to a max of four or five and add a sentence or two clarifying things. I suggest: Prickly, Aquatic, Thick Bark, and Underground.
3) Darkvision is stupid and heavily over-used. Plants are not known for seeing, let alone at night. I suggest you give them either give them tremorsense out to 30 ft on top of normal vision or make them blind and give tremorsense out to 90 ft.
4) In my mind, plants should move slowly. I would give them a speed of 25 ft, not 30, but add a 25 ft climb speed. (i.e. all get alpinist)
The idea was that there are a bunch of plants, plus I thought it would be more fun to give the player a lot of options just because. Maybe I exaggerated a little bit.
I appreciate your suggestions, I will look forward to improving this race and my homebrewing :D.
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Honest opinions and suggestions are appreciated. Feel free to like or dislike.
Plantfolk’s Racial Traits:
Ability Score improvement:
Your Constitution score increases by 1, your Wisdom score increases by 1, and you can choose a score to increase by 1, including Constitution or Wisdom.
Age:
Plantfolks can live up to a thousand years.
Alignment:
Coming from a path of longevity, wisdom, and humility, most Plantfolk tend for good. Because they have listened to so many different perspectives, they usually tend for neutral.
Size:
Plantfolk can have various sizes, ranging from 4 to 8 feet tall. Regardless, your size is medium.
Speed:
You have a walking speed of 30 ft.
Languages:
You know how to speak Common.
Nature path:
Throughout life, Plantfolk have traveled and met many kinds of plants and environments. That journey has given you the benefits of:
Photosynthesis:
Upon making direct contact with sunlight for 1 hour, you don’t suffer from starvation nor need food to gain benefits from short and long rests. However, you still need water to avoid dehydration.
Plantfolk type:
You can choose what power you have:
Plantfolk Lore:
Since the beginning of time, plants have been happy and comfortable with living on a fixed place. However, few plants had such an intense wish for exploring the world that their Gods listened to their orisons. They were reborn as something new: Plantfolk.
Plantfolk Society:
Plantfolk are free beings who prefer not to create bounds with society, instead travel and meet new places.
Plantfolk reproduction can be sexual or asexual.
On the most common asexual variation, the Plantfolk will simply produce seeds that will randomly fall off its body. With the proper conditions, a new Plantfolk will grow from the ground with its progenitor's exact genetic trait.
On the rarer sexual variation, Plantfolk will liberate pollen as it moves, which can travel a considerable amount of distance and time. The ways vary: with the air, water, animals, ground, etc. Once that pollen finds another Plantfolk, it will fertilize and produce seeds. In rare instances, two Plantfolk from different genetic traits fertilize, and hybrids are born. Those are infertile.
It’s interesting to notice that Platfolk both liberate and receive pollen. Therefore, are female and male at the same time. Furthermore, they are always alone, from the day they are born, once the parents usually don’t even know they liberated seeds.
Plantfolk Enemies and Allies:
Although most understand it is a natural cycle, some Plantfolk dislike creatures who eat plants. However, they all dislike creatures who kill plants not for their necessity but for what Plantfolk consider profit or greed. Plantfolk don’t punish their enemies with anything rather than avoidance (in most cases).
They are natural allies of all kinds of plants, which usually recognize them as friendly and trustworthy.
Finally, one of their greatest inter-race friends is Brass dragons. Although they are not as wise as a Dragon, they appreciate trading experiences and stories with them.
Other than that, there is not much once they don’t like to bound themselves too much with other creatures.
1) You left out Type.
Humanoid type means you are vulnerable to a lot of spells such as Charm Person. Plant type means you are immune to those spells, and need things like Charm Monster. Make them Humanoid unless you want to reduce other powers.
2) You gave FOURTEEN different subtypes. Are you trying to make elves mad? Way too much. And some of them are poorly explained. Cut it down to a max of four or five and add a sentence or two clarifying things. I suggest: Prickly, Aquatic, Thick Bark, and Underground.
3) Darkvision is stupid and heavily over-used. Plants are not known for seeing, let alone at night. I suggest you give them either give them tremorsense out to 30 ft on top of normal vision or make them blind and give tremorsense out to 90 ft.
4) In my mind, plants should move slowly. I would give them a speed of 25 ft, not 30, but add a 25 ft climb speed. (i.e. all get alpinist)
Lmao XD.
The idea was that there are a bunch of plants, plus I thought it would be more fun to give the player a lot of options just because. Maybe I exaggerated a little bit.
I appreciate your suggestions, I will look forward to improving this race and my homebrewing :D.