Homebrew Floran Species Details
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Floran Base Traits
All Florans share these traits, born from the First Garden.
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Creature Type. You are a Humanoid. You are also considered a Plant for any effects related to your species.
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Age. Florans mature slowly, reaching adulthood around age 50, and can live for up to 500 years.
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Size. Your size is determined by your chosen lineage, ranging from compact Small builds to towering Large heights.
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Speed. Your walking speed is 30 feet.
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Darkvision. 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. When viewing things in darkness, you see the world in shades of green rather than gray.
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Sun’s Bounty. You can turn sunlight into nourishment. If you spend at least 1 hour in direct sunlight, you gain the benefits of a full day's rations.
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Earth’s Embrace. You do not need to sleep. Instead, if you submerge your feet/roots into fresh soil and water, you can enter a semiconscious, suspended state for 4 hours. Resting this way gives you the same benefits a human gains from 8 hours of sleep, and magic cannot put you to sleep.
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Naturally Adept. You gain proficiency in the Nature skill.
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Floran Traits
Floran Traits Your Floran character has a variety of natural traits, a direct inheritance from the primal magic of the First Garden. Creating Your Character If you create a Floran character, you follow these rules during character creation. Ability Score Increases. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. (Alternatively, you may use the legacy option: your Constitution score increases by 2 and your Dexterity score increases by 1). Languages. Your character can speak, read, and write Common and Sylvan. Creature Type. You are a Plant. You are also considered a Humanoid for any effects that specifically require a humanoid target (such as the Cure Wounds spell). Life Span. Florans mature slowly compared to shorter-lived mortal races. They reach a young adult stage around age 25, are considered fully mature at age 50, and can live for up to 500 years before returning to the earth.Darkvision
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. When viewing things in darkness, your vision is attuned to the growth of the wild, allowing you to see the world in shades of green rather than gray.
Sun's Beauty
You can turn sunlight into nourishment. If you spend at least 1 hour in direct sunlight, you gain the benefits of a full day's rations and do not need to eat standard food for the day.
Earth's Embrace
You do not need to sleep. Instead, if you submerge your feet or root-appendages at least halfway into fresh soil and water, you can enter a semiconscious, suspended state for 4 hours. Resting this way gives you the same benefits a human gains from 8 hours of sleep. Magic cannot put you to sleep, and you do not suffer exhaustion from a lack of rest as long as you complete this communion daily.
Naturally Adept
Your ancient connection to the First Garden grants you an innate understanding of the natural world. You gain proficiency in the Nature skill.
Verdant Vitality
As a creature born of the earth and the raw magic of the Feywild, your connection to the cycle of growth grants you natural grace and a captivating presence. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Living Carapace
You can cultivate and shape your own biological matter into a protective covering tailored specifically to your physiology. By spending 1 hour in meditation—which can be performed during a short or long rest—you can harden your skin, grow reinforced plates, or weave dense, fibrous vines into a suit of armor.
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Custom Fit: This armor is biologically fused to you and cannot be removed against your will. It is perfectly fitted to your size and cannot be used by any other creature.
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Adaptable Protection: Upon completing the meditation, you may choose to manifest this armor as Light, Medium, or Heavy armor. You are considered proficient with the armor you create.
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Attunement: To maintain the structural integrity of this armor, you must be attuned to it. While attuned, the armor acts as an extension of your own body; it does not impose disadvantage on Stealth checks, and you do not require a free hand to don or doff it.
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Evolving Form: As you gain levels, your carapace grows more resilient.
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Level 5: Kinetic Dampening. Your armor becomes fluid and reactive. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to cause your armor to ripple and stiffen momentarily, absorbing the blow and dealing force damage back to the attacker equal to your Proficiency Bonus.
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Level 9: Your carapace becomes resistant to non-magical bludgeoning, piercing, and slashing damage while you are below half of your hit point maximum.
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Level 13: You can choose to grow additional sensory organs or toughened internal fibers, granting you a +1 bonus to your AC.
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If you choose to dismiss the armor, it crumbles into inert compost, requiring another hour of meditation to regrow.
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