Homebrew Flowey Folk Species Details

These magical creatures tend to be manipulative, and lean towards nature based classes

Flowey Folk Traits

A chaotic living Flower of unknown origins

Alignment

Flowey Folk tend toward chaotic alignments, reflecting their unpredictable nature.

Ability Score Increase

Your Charisma score increases by 2, and your Dexterity score increases by 1

Age

Flowey Folk are magical constructs and do not age in the traditional sense. They remain in their current state indefinitely.

Size

Flowey Folk vary widely in size, but most are Small or Medium.

Speed

Your base walking speed is 35 feet.

Darkvision

Accustomed to dim environments, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Plant Being

Your creature type is plant instead of humanoid.

  1. 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 have a vulnerability to fire.
  2. You also do not have proper arms, rather than flexible leaves that allow you to interact and pick up small items, as well as sharp petals that you can use as a natural weapon. Your unarmed strikes deal piercing damage equal to 1d4 + your Dexterity modifier
  3. You cannot wear armor or clothing, other than necklaces, hats/helmets, and bound magic items.
  4. You may deroot yourself to attach to another creature or climb, although you are vulnerable at all times, if you attach to another person, you use them as 1/2 cover.
  5. If you are a druid, the creatures you wild shape into must also follow these restrictions, as well as being plant beings

Flower Burrow

as an action, you may attempt to hide under borrowable ground, while you are hiding you have 3/4 cover, your movement is halved during this 

Photosynthesis

As a plant-like creature, you do not require food to sustain yourself. Instead, you can gain sustenance from sunlight. You can go without food for a number of days equal to 3 + your Constitution modifier (minimum of 1). At the end of each long rest, if you spent at least 1 hour exposed to direct sunlight, you regain hit points equal to your level

False Innocence

Due to your innocent appearance, you have advantage on Charisma (Deception) checks to pass yourself off as an innocent or harmless creature.

Amorphous Expressions

Flowey Folk's faces are capable of changing shape like a shapeshifter, although they must remain the same color and material, as well as only being able to change size by half by growing.

Languages

You can speak, read, and write Common and one extra language of your choice.

Omega Form

 (this feature is completely optional)

Flowey Folk have the ability to absorb powerful items, once you absorbed a strong enough item, ex. a strong magic item, you gain the following ability. Once per long rest, you can tap into the chaotic power of your Omega form, transforming temporarily into a terrifying amalgamation of plant and machine. When you activate this ability, you gain the following benefits for 1 minute:

  1. Enhanced Form: Your size increases to Large, and your appearance shifts to that of a grotesque fusion of plant life and machinery, instilling fear in those who behold you, your unarmed strikes now deal 4d4 damage.

  2. Terrifying Aura: Enemies within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened for the duration. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  3. Chaos Manipulation: As an action, you can unleash a chaotic burst of energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or take 3d8 force damage on a failed save, or half as much damage on a successful one.

  4. Omega Essence: You gain temporary hit points equal to your level + your Charisma modifier (minimum of 1). If you already have temporary hit points when you activate this ability, you gain an additional amount equal to half your level (rounded down) + your Charisma modifier.

Upon the form ending, you gain 3 levels of exhaustion.

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