Homebrew Cloradin Species Details
Born from an ancient ritual by a druidic tribe centuries ago as the guardians of their homelands, the cloradin have since propagated and and evolved so far that they have since taken to claiming their own homelands and developing their own civilizations. As a race of plant-humanoid hybrids, the cloradin are easily recognized although rarely understood. Despite being quite sociable and friendly, they become guarded and oftentimes hostile towards those who they believe seek the history and secrets of their kind. There has been notable exceptions to this behavior, at least. Races and individuals with an innate affinity for nature are generally deemed more trustworthy than others and druids, most likely due to their hand in creating the cloradin race, find the least amount of resistance in gaining knowledge of the cloradins’ past.
Cloradin mostly share the same green skin of various shades but a few have been known to have brown, orange, red or white skin. Their hair and eyes can be any color associated with the infinite variety of flora in the world but is usually themed after one type of flower or another. On the topic of flora, plant matter, such as leaves, flower bulbs, twigs and small branches, is often seen growing from their skin as makeshift clothing. A cloradin can consciously change the appearance of their “clothes” at will, though most tend to have their preferred looks. As they're race has only one gender, most cloradin are fairly androgynous in appearance though they may lean towards a more masculine or feminine look depending on the individual
Cloradin Traits
As a cloradin, you can survive solely on sunlight and water much like a plant. Additionally, you can sprout magical roots from your arms that have a wide variety of uses.Ability Score Increase
Your Charisma increases by 2 and your Constitution increase by 1.
Size
Cloradin grow to roughly 3-4 feet in height and generally weigh around 80-90 pounds. Your size is small.
Speed
Your walking speed is 25 feet.
Languages
You can speak, read and write Common and Sylvan.
Alignment
Cloradin largely prefer to keep to themselves and can be extremely protective of their people’s secrets. They mostly tend toward neutral or lawful alignments.
Plantfolk
You are considered a plant for the sake of determining resistances. You do not take full damage from the Blight spell but you do suffer disadvantage on its saving throw.
Photosynthesis
You gain nourishment by absorbing water and sunlight. You can substitute 4 hours of exposure to sunlight for a full meal. You must still absorb and/or drink enough water to feed an adolescent human to be properly nourished
Cloradin Roots
As a bonus action, you can ingrain your roots into the ground. Your roots can effortlessly burrow into soft earth such as dirt, sand or mud but you must succeed a Strength check of 10 to burrow through harder materials such as wood or stone. You can't burrow through reinforced materials like metals.
While you are rooted, you can absorb water from the earth as nourishment. It takes approximately 1 hour to absorb enough water for sustenance, although, this duration of time may vary depending on the terrain or recent weather patterns. Additionally, you gain a tremorsense within a radius of 30 feet.
You can't take any movement actions until you retract your roots from the earth, which costs 5 ft. of movement. If a creature or magical effect would force you to move from your spot, you can make a Constitution save (DC: 10) to remain in place.
Nurture Seeds
Nurture Seeds. You can eat the seeds of any plant to grow parts of that same plant from your skin, such as the plants petals or bark. This process takes place over the course of an hour and the plants can be harmlessly removed from your body as a bonus action. If that plant has any of the following properties, you gain one of the following traits. You can choose to take one trait at 1st level but that plant can’t be magical in nature. Consuming a new seed and taking on its effects replaces the previous one. Consuming a magical plant’s seed can have unpredictable effects that are determined by your DM.
- If that plant is capable of producing poison, you can produce the equivalent of one vial of that poison over the course of an hour. This requires concentration and can’t be done again until you complete a long rest. Taking this trait at 1st level only allows you to make simple poisons.
- If the plant is capable of producing fruit, you can cast Goodberry once without using spell slots or using material components. Doing so causes the Goodberries to sprout off from your skin. You regain one use of this ability when you complete a long rest.
- If the plant has bark, like a tree, you can grow bark out of your skin which makes your Armor Class while not wearing armor 8+ your Constitution modifier. You can still carry a shield and benefit from this ability.
Consuming plants with unique properties may grant you unique traits for your Nurture Seeds trait. For example, if you consume a plant that can be used as medicine, you might gain advantage one Wisdom (Medicine) rolls when attempting to heal or stabilize another creature.
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