Homebrew Barkskin Species Details

The Barkskin are omnivorous humanoid plants. Some Barkskin closely resemble humans but with a fey cast to their features such as tilted eyes and pointed ear tips; most display plantlike features such as hard wood for bone structure, have foliage and petals for hair, and bark acting as flesh. They glow feintly during the night. Golden sap moves through their veins instead of blood and pollen falls off of them as they move. They are much more slender than the average human and about a head shorter. Barkskin do not consume food for sustenance as other races and eat more out of a social custom. Instead of eating, they need to spend at least 6 hours each day in natural light and consume twice as much water as a regular humanoid.

 

Barkskin Traits

The Barkskin are omnivorous humanoid plants.

Ability Score Increase

Your Constitution score increases by 2 and Dexterity by 1.

Age

Barkskin's are born appearing and as mature as an adult. With proper care, they can live as long as a human.

Alignment

Barkskin are often True Neutral although tend to Chaotic and Good more than Lawful or Evil.

Size

Barkskin's take the appearance of a human but are slightly taller, growing to be 6 to 7 feet. Your size is Large.

Speed

Your base walking speed is 25 feet.

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. You can’t discern color in darkness, only shades of gray.

Photosynthesis

Your creature type is both Plant and Humanoid. Eating food for Barkskin is more of a social custom and for emergencies. You only need to spend time eating for the sake of sustaining yourself when you have no means of taking in natural sunlight. Otherwise, you are considered well fed with exposure to six hours of sunlight. Exposure to the Daylight spell is equivalent to six hours of exposure to sunlight for the purposes of this trait. Each day without sunlight and no food to substitute accrues exhaustion.

Land's Stride

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Control of Plants

You learn the ​Druidcraft cantrip. You can also cast the ​Entangle​ spell once per long rest. At 3rd level you also gain the ability to cast ​Barkskin​ once per long rest. You use Wisdom as your spellcasting ability for these spells.

Languages

You can speak, read, and write in Common and Sylvan.

Comments

Posts Quoted:
Reply
Clear All Quotes