Homebrew Druvark Species Details
Druvark Traits
Druvark grow at an accelerated rate compared to normal trees but live exceptionally long lives, often spanning centuries. They have natural camouflage when they are in their environment, they don't rely on food as they can get their sustenance from the soil and sun, they also produce oxygen like all the plants and their adaptability differs on what environment they grew from.Ability Score Increase
Choose one: To gain +2/+1 to either Constitution or Wisdom.
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+2 Constitution and +1 Wisdom,
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+2 Wisdom and +1 Constitution
Plant Physiology
Druvark grows at an accelerated rate compared to normal trees but lives an exceptionally long life, often spanning centuries. While they mature in about 20 years, they can live for over a thousand years unless felled by unnatural means.
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Photosynthetic Rest: Druvark can sustain themselves through sunlight and nutrients from soil, reducing their need for conventional food. However, they can still consume normal food if necessary. Drivarks can be healed using any healing spells and potions, the mending spell, and plant-growing spells. Drivarks' long rest for only 4 hours long, while resting vines grow around them, rooting them in place. Ambrosia grows from its vines.
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Oxygen Producer: While grounded and in the presence of light, a Druvark can generate breathable air, allowing it and nearby creatures to survive in airless environments.
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Environmental Adaptation: Their body composition shifts based on their origin, granting them resistance to specific hazards. They can also adapt if they spend a long time (a Season's worth) in a new environment.
- Verdant Druvark: Common green leaves Druvark that grew in a normal forest. They are vibrant and always happy, especially on a nice sunny day. They have a natural resistance to both fire and cold damage.
- Druvark Ignis: A red leaves dark trunk Druvark that grew in a harsh, hot/hellish environment, and these variants are short-tempered and easily lose their temper. They have a natural immunity to fire damage.
- Glacial Drivark: These snow-white colored Druvark grew in a cold and snowy environment; they naturally produce a cool aura near them, and they have a natural immunity to cold damage. They are pretty chill in personality.
- Root Network: They can sense the vibrations around them through their roots, granting them Tremorsense.
Luminis Spores:
Druvarks possess a unique biological ability to release a cloud of floating, glowing spores from their bark and leaves. This ability, known as Luminis Spores, serves multiple purposes depending on the situation and environment, but they usually do this at night.
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Luminis Spores Effects:
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Illumination: The spores emit a soft, ethereal glow, capable of lighting up dark areas. The brightness varies depending on the Druvark’s intent, from a faint shimmer to a gentle lantern-like glow.
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Tracking & Marking: The spores cling to creatures and objects they touch, causing them to glow for a short time, making it easier to track targets or mark pathways in dim environments.
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Communication & Emotion Display: Druvarks can subtly change the color and intensity of the spores to convey emotions or messages to others of their kind. For example, a warm golden hue may signify comfort and welcome, while a deep blue glow may indicate distress or danger.
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Nature Guise:
- Natural Camouflage: While in environments that match their origin, they gain an advantage on Stealth checks and can do the check as a bonus action.
- Minor Invisibility: Druvark blend into their natural habitat, making them difficult to detect, especially when they stay still.
Plant Body:
Vine Manipulation: Druvark can extend vines twice the length of its body for both offense and utility.
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Thorned Vines: As a natural weapon, a Druvark can lash out with thorned vines, dealing 1d6 slashing damage (Strength or Dexterity modifier applies).
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Entangling Roots: Once per short rest, a Druvark can sprout roots in a 10-foot radius around them, turning the ground into difficult terrain for 1 minute. Creatures you choose within the range must make a Dex save (DC 15) or will be grappled for the duration of the roots. You can use your bonus action to sprout thorns from the roots, dealing 1d6 piercing damage at the moment the thorn was created and at the start of their turn if they are still grappled or inside the area of the roots. Every 5 feet they move inside, while there are thorns on those roots, they will take 1d4 piercing damage.
The radius of the roots increases by 5 as you level up at levels 6, 11, and 17.
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Plant Wisdom: Druvarks live mostly in their grove, and as a plant itself, they know better what nature is. Granting them +3 on Nature checks.
Regrowth: When reduced to 0 hit points, a Druvark can choose to leave behind 1d4 Seedling Fragments. If planted and nurtured over time, this fragment will grow into a new Druvark with partial memories of its previous life. If it uses a Plant Growth spell on the sapling, it will overgrow to a new adult Druvark with 1 hp, skipping the long plant growth process by draining nearby plants and vegetation as its material component (Works like Revivify)- Druvark Sapling: These are the Druvark sprouting from the planted Seedling Fragment.
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Sprouting Stage (Days 1-3)
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A newly planted Druvark seedling grows into a small sapling, ranging from 3 inches to 1 foot tall.
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It remains rooted in place, unable to move, but can sway its small branches and leaves.
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At this stage, the sapling is highly vulnerable and relies on staying still to avoid predators.
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Early Growth (Days 4-6)
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The sapling reaches 1 to 2 feet tall and gains the ability to uproot itself and walk.
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It starts to explore its surroundings and engage in playful interactions with others of its kind.
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Though still fragile, its small strikes can cause minor harm.
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Rapid Development (Month 1)
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The sapling grows approximately 1 foot per month until it reaches full adult size. They grow even faster if they are well fed (Nutrients, Sunlight, Knowledge, Magic, and Massive space)
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By month 3 or reaching 3 to 5 feet, it is physically comparable to a mature Druvark but is still considered young.
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It can perform the same tasks as adults but lacks the experience and wisdom of an elder.
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Maturity Stages (After 3 Months)
- They are considered an adult who can start doing things on their own accord.
Druvark's Blessings
The Druvark are a hardy and nurturing race, deeply attuned to the rhythm of the natural world. Sprouting from ancient groves and fertile earth, their bodies are woven with flora-like biology, capable of remarkable self-sustenance and healing. These plantfolk embody both endurance and generosity, sharing the gifts of nature with all who travel alongside them.
Regenerative Spores
The Druvark’s body constantly emits faintly glowing Luminous Spores, tiny motes of life energy that linger in the air like soft pollen. These spores accelerate the healing of not only the Druvark but those nearby, subtly mending flesh and spirit alike.
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Effect: While the Druvark is conscious and not incapacitated, any creature (including themselves) that starts its turn within 10 feet and is not at full HP regains 2 hit points.
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This effect only works in environments where the spores can disperse, such as open air, natural spaces, or breathable interiors (DM’s discretion).
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The effect ends if the Druvark is unconscious or in a magically sterilized zone.
Ambrosia (1/Long Rest)
Once per long rest, a Druvark may concentrate during a short or long rest and grow 1d12 Ambrosia Fruits. These enchanted fruits carry the essence of the path traveled and the lands slept upon. Their taste, magical aura, and effects shift depending on where the Druvark has recently journeyed or rested.
Conditions to Bear Fruit:
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The Druvark must be at full hit points.
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The Druvark must be free of all conditions, such as:
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Poisoned, Exhausted, Cursed, Diseased, Frightened, Charmed, etc.
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The Druvark must complete a short or long rest in a stable location (not in combat, not while traveling).
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During this rest, they must meditate or root for 10 minutes (flavored however you like: planting toes, humming plant song, aligning chakras, etc.)
Growth & Effects:
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Once all conditions are met, they grow 1d12 Ambrosia Fruits.
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Each fruit:
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Heals 1d6 HP
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Counts as 1 full ration
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Takes on a flavor, aesthetic, and minor effect based on the environment it is in.
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Planting Ambrosia
Each fruit contains the potent seed of the land it was born from. If planted in soil within the same environment, the Ambrosia can grow into a fruit-bearing tree of its kind over time.
Tree Growth Rules:
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The soil must be similar to the terrain in which the fruit was grown.
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After 3 days, a sapling appears.
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After 1 week, the tree begins producing 1d4 Ambrosia fruits per week (DM discretion for scaling).
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The tree lasts indefinitely unless destroyed, scorched, or affected by magical blight.
Ambrosia's Flavor, Aesthetic, and Euphoric Based on the Environment
| Environment | Taste | Euphoric Effect |
|---|---|---|
| Hellish/Volcanic | Spicy and smoky | Advantage on saving throws vs Fear or Resistance to cold damage for 1 hour |
| Forest/Woodland | Earthy and refreshing | +1 to Nature checks for 8 hours |
| Arctic/Icy | Cool mint and crisp | Resistance to fire damage for 1 hour |
| Desert | Sweet cactus & citrus | Gain 1d4 temporary HP |
| Urban/Cityscape | Herbal and bittersweet | +1 to Insight or Investigation checks for 1 hour |
| Swamp/Mire | Tangy and pungent | Advantage on saving throws against poison for 1 hour |
| Celestial/Planar | Honeyed, radiant nectar | Heals max (6 HP) and grants 1 hour of calm emotions |
| Underdark/Shadowfell | Dark berry and bitter | +1 to Stealth for 1 hour in dim or dark light |
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