Homebrew WoodCoral Species Details

WoodCoral are a tree-like species with mystrous origins they seem to appear where ever nature lives. They are composed of a veirity of plants and a pitcher plant that is filled with water that seems to give them life and can even leave their body and be used as a weapon or tool or extra limbs. 

Resembling gnarled trees with faces hollowed into the bark and depicted by the coral growing within their wooden husks, their individual patterns of branches, moss, coral, bivalve mollusc(excluding snails and slugs) and lichen can result in a wide diversity of appearances. The squids and octopods do not count as a separate creature but is physically connected to you body and cannot hold other objects except bit of clothing and armor. Any ideas regarding squids and octopods must be consulted with the DM.

Most Woodcoral live for over 500 years, but those with the strongest connection to the sea or have a oath that has not been fulfilled have been said to live to be thousands of years old. Once they do die their bodies integrate themselves into the earth or sea, some say that once the process happens a lushes jungle/forest grows where they died providing a lushes oases in the deserts. In the sea however will provide a large beautiful reef and the coral will overgrow turning into large coral structure providing a bio that be thriving.

WoodCoral Traits

Creature Type: Plant
Size: Medium (about 5–8 feet tall)
Speed: 30 feet

Drift wood, deep Roots, proficiency skill or tool, Grasping Branches and vines, Root Sense, Towering Size, plant manipulation, photosynthesis, coral armor, attuned to the sea.

Drift wood

you have a swim speed equal to your walk speed, 30ft. You can stay balanced, hold heavy objects and not submerge due to your attunement to the sea and light wood.

Deep Roots

You have Advantage on ability checks and saving throws against being moved against your will or to avoid the Prone condition.

Proficiency skill or tool

When you finish a Long Rest, you gain proficiency with a skill or tool. You have proficiency in the Nature and Survival skill.

Tangling Branches and vines

As a Bonus Action, you can magically unleash the binding power of roots. Choose a Large or smaller creature within 30 feet of yourself. The creature must make a Strength saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, the target has the Restrained condition for 1 minute as branches appear and ensnare it. Until the end of the creature’s next turn, its Speed is 0 and can’t increase. This effect ends early if the creature replaces one of its attacks with freeing itself. 

On a successful save, its Speed is halved until the end of its next turn. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The branches vanish when the condition ends. You use this trait equal to your Proficiency Bonus.

Once you use this trait, you can’t do so again until you finish a Short or Long Rest.

When you reach character level 3, your Entangling Vines gain an additional effect based on the season in which you were harvested (choose when you select this species):

 

Spring. Your Entangling Vines can target an airborne creature within 30 feet of the ground, which is pulled safely to the ground when you use this trait.

 

Summer. Your Entangling Vines can move the target up to 10 feet to an unoccupied space on the ground or floor.

 

Autumn. Your Entangling Vines can affect a second creature within 5 feet of the first target.

 

Winter. The target takes Cold damage equal to your Proficiency Bonus.

Root Sense

As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes.

Once you use this trait, you can’t do so again until you finish a Short or Long Rest.

Towering Size

You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

Coral armor

You have a outside shell of coral that grants you a plus 5 to your AC.

Attuened to the sea

You know both the create or destroy water and shape water cantrips. Starting at 3rd level, you can cast the tidal wave spell with this trait. Starting at 5th level, you can also cast the watery sphere spell with this trait, without requiring a material component. Once you cast tidal wave or watery sphere with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

 

 

 

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Photosynthesis

Photosynthesis allows the user to regain 1d12 hit points by each minute within sun/moonlight. In order to gain the benefits of Photosynthesis the player must root themselves within the ground and take a form that immobilize you, the form must be 1 to 2 feet shorter than the original height of the character. As long as you are in direct sunlight for at least 4 hours a day, you don’t need to eat. Additionally, you can breathe through your leaves and you can absorb water and nutrients through your feet. As a action the player can turn themself into a normal nonmagical and non sentient plant(Photosynthesis form) that makes you immobile for a stealth check(with no armor, weapons and, gear. If you do then roll with disadvantage). 

Plant manipulation

Plant Magic

You know the Shillelagh cantrip and can target yourself with the spell, treating one of your limbs as a Club for the duration of the spell.

 

When you reach character level 3, you always have Goodberry prepared, and when you reach character level 5, you always have Barkskin prepared. You can cast each of these spells without a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species). The player can use plant and poison magic in their Photosynthesis form once, before needing to take a long rest. The player can produce spell components that are made from plants for spell 1 through 3.

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