Homebrew Alraune Race Details
Alraune are a plant based people who, depending on subrace, will either be healthy, toned, persuasive, or smart. They live in and around forests usually but they will, on rare occasion, venture out and sometimes they may even form a party with a few other adventurers. There are 4 subraces, Rose, Sunflower, Venus and Violet.
Alraune Traits
WIS +2Ability Score Increase
can add another +1 to either CON, CHA, DEX, or INT depending on subrace
Age
As a sprouting seed, they grow within the bulb of a particular flower for about 5 years depending on the favorability of the soil, after which they sprout into their "mature" state. They can live up to 750 years before returning to the earth from which they were born
Alignment
Can range from Chaotic Good to Chaotic Evil, sometimes from Neutral Good to Neutral Evil and rarely ever Lawful Neutral to Lawful Evil, there have been very few cases of a Lawful Good Alraune
Size
Alraune can range from 4 to 6 feet and from 80 to 140 pounds
Speed
They have a walking speed of 30 and a swimming speed of 15, as well as a burrowing speed of 10 if they are in favorable soil (up to DM discretion)
Humanoid Plant
Your creature type is considered to be both humanoid and plant, and you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. However, you are vulnerable to fire damage
Floral Peace
They can root themselves in the favorable soil, remaining semiconscious, for 4 hours a day and absorbing nutrients from the soil. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. However, if the soil is not favorable you require a full 8 hours of rest to gain the equivalent of a long rest. Rooting yourself requires an action and can only be done on a patch of soil. While in this state your speed becomes 0 and you can uproot yourself as a bonus action.
Alraune Pollen
The alraune produce a powerful pollen with an innate property pertaining to each subrace. As an action, you can release a puff of pollen in a 10-foot radius around yourself as well as in a 20-foot cone in one direction except for behind you, forcing all creatures in that range to make a Constitution saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. On a failure, they come under an effect dependent on your subrace for 1 minute. An affected creature can repeat their saving throw each time they take damage. You can use your pollem 5 times and once you use your pollen for the 5th time, you can't use it again until after you finish a long rest.
Knowledgable
You have proficiency in the Nature skill as well as the Survival skill
Languages
The languages are Common and Sylvan
Subraces
You can choose between Sunflower, Rose, Venus, or Violet
Neptunes Favor
You can breath underwater indefinitely, and as long as you are submerged in said water, you heal 1d20 health every minute. If you are attacked with any spell or weapon, regardless of if it is bludgeoning, pircing, slashing, or anything of that sort, as long as it has any type of water, ice, or cold damage, you heal rather then taking the damage (i.e. a ice sword that does 1d6 Slashing + 1d4 Ice, you heal 1d6 + 1d4 instead). If you are passing through a stream, a river, or a waterfall, you also heal. Snow, Mist, and Rain will also heal you. The health you regain is up to the DM's discretion. Also water based attacks are made against you with advantage, again, up to DM's discretion
Simple Polymorph
The Alraune have an innate ability to call on the will of nature, changing their form, not to that of an animal, but that of a actual plant. As an action you can change your form to any creature that is a plant as long as they are of the same challenge rating as you or lower. When you polymorph you take the stats and health of the plant based creature as well as all of their attacks. You can only use Neptune's Favor as long as you are in the form of said creature. All other racial traits are nullified for the duration. It lasts for 2 hours, until dispelled by wish or dispelled magic, or until your hit points drop to 0.
Step of the Forest
You have learned to "walk" in and out of foliage. While you are in an area of heavy foliage, you may use your bonus action to teleport into another area of heavy foliage within 30 ft.
After you have used this feature a number of times equal to double your proficiency bonus, you must finish a short or long rest to regain all expended uses.
Innate Sneak
You, being the little sneaky plant you are, have an Innate ability for sneaking and stealth, which pays off in more ways than one. As a racial feat, you can choose to either add 2d10 or 5d6 sneak attack damage to your attack rolls, using the rules on the rogues sneak attack. This ability stacks with that (i.e. a level 10 rogue with 5d6 sneak attack adds the 5d6 or the 2d10 on top of that.)
Rose Alraune
Rose Alraune have generally darker vines, small protruding thorns, deep red petals and their delicate figures are testament to their manipulative and controlling natures.
Ability Score Increase. Your Charisma score increases by 1.
Perfect Flower. You have a beautiful appearance, and a voice to match it. You are proficient in the Persuasion skill.
Hopeless Romantic. As well as pollen rose alraune can produce a thick and sweet nectar from their mouths. When it enters the body of a creature via ingestion they make a Constitution saving throw against your pollen DC or fall unconscious for an hour. While unconscious if the target takes damage they can remake their saving throw to wake up. This property of the nectar disappears after an hour of being outside of an alruane's mouth. Constructs, undead, and creatures with immunity to being poisoned are immune to this effect. You regain use of this trait after you finish a short or long rest.
Aphrodisiac Pollen. Rose alraune produce a light sticky pollen that on contact with creatures acts as a strong aphrodisiac causing those affected by your pollen to be charmed for the duration and regard you as a close friend, as if affected by a charm person spell.
Sunflower Alraune
Sunflower Alraune are as distinguishable for their generally bright yellow petals and taller builds as well as their friendly and kind nature.
Ability Score Increase. Your Constitution score increases by 1.
Brave. You have advantage on saving throws against being frightened.
Solar Affinity. Of all varieties of alraune you are the most proficient at drawing energy from the sun. When you roll hit dice and you are in bright sunlight you gain a bonus to the number of hit points recovered equal to your proficiency bonus times the number of hit dice rolled. In addition, as an action, you can recover a number of hit points equal to 1d8 + your Constitution modifier if you are in bright sunlight. You can recover hit points using this trait a number of times equal to your proficiency bonus. You regain all expanded uses of this trait when you complete a long rest.
Calming Pollen. Creatures affected by your pollen act as if under the effect of a calm emotions spell. When you use your alraune pollen trait, you can choose which of the two effects to use.
Venus Alraune
Venus Alraune are smaller and quieter creatures, more solitude in nature than other strains, possessing long, dark vines. They have by far the most varied petal shades but all of them are generally very dark in tone.
Ability Score Increase. Your Dexterity score increases by 1.
Natural Camouflage. When you make a Dexterity (Stealth) check to hide in heavy foliage, you are considered to be proficient in the Stealth skill if you are not already, and you add double your proficiency bonus to the die roll instead of any proficiency bonus you would normally add.
Vines. Your vines can be extended and retracted for up to 20 feet at will. You can use them to hang from trees while staying hidden, grapple targets at a distance, hold allies up to 300 pounds in the air, jab them into stone or clay walls to stay up in the air, use and manipulate simple objects and such, however, they are not strong enough to use weapons.
Silencing Pollen. Venus alraune produce a transparent pollen that when inhaled causes creatures to become mute. Those affected can't even scream and by the time they realize its already too late. In addition to this, it numbs the senses of affected creatures causing them to have disadvantage on Wisdom checks, saves or any attacks /spells that use the Wisdom modifier for the duration
Violet Alraune
Violet Alraune are bigger and quirkier creatures, less solitude in nature than other strains, possessing short, light vines.
Ability Score Increase. Your Intelligence score increases by 1.
Unatural Camouflage. When you make a Dexterity (Stealth) check to hide in heavy foliage, light foliage, no foliage even, you are considered to be proficient in the Stealth skill if you are not already.
Vines. Your vines can be extended and retracted for up to 20 feet at will. Unlike the Venus Alraune subrace, these vines are only used as weapons, with the damage being equal to 1d8 plus your strength modifier as well as your proficiency if you are proficient in Strength.
Blindng Pollen. Violet alraune produce a opaque pollen that, when inhaled, causes creatures to lose their sight. In addition to this, it numbs the senses of affected creatures causing them to have disadvantage on Wisdom checks, saves and attacks/spells that use the Wisdom modifier for the duration.
Previous Versions
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Comments
I feel like Neptune's favor is a bit confusing. you have worded it so that the healing effect and the advantage are up to the DM to decide whether they come into effect or not
Rose Alraune Variant idea:
Rose Alraune have generally darker vines, small protruding thorns, deep red petals and their delicate figures are testament to their manipulative and controlling natures.
Ability Score Increase. Your Strength score increases by 1.
Perfect Flower. You have a beautiful appearance, and a voice to match it. You are proficient in the Persuasion skill.
Painful Grip. When grappling, the thorns on your vines dig into the target, dealing 1d6 piercing damage when successfully grappled, and 1d4 piercing damage at the end of the targets turn if they are still grappled.
Watch Where You Touch. When an enemy makes a successful unarmed attack against you deal 1d4 piercing damage due to your thorns poking into their hand.
I meant to say that the healing effect is inevitable but the DM gets to decide how little or how much is healed depending on what type of water it is (i.e. a sprinkle would maybe heal 1d4 or 1d6 and, like, a downpour might heal 2d10 or 2d12 or something) I'll reword it tho, thanks for bringing it to my attention
so the amount/intensity makes it heal a different amount? that makes more sense, thank you for addressing that!