Homebrew Envoy of Mielikki Species Details

Unlike a regular half-orc, this half orc is also part plant, having abilities that are not regularly found in humanoid creatures.

Half-Orc Traits

Your Half-Orc has certain traits deriving from your orc ancestry.

Ability Score Increase

Your Strength score increases by 2, your Constitution score increases by 2, and your Wisdom increases by 1.

Age

Envoys of Mielikki show no signs of aging once they are accepted by the goddess. They instead seem to undergo a cycle of around 100 years in which they slowly grow woody skin and become the size of a huge monster, before dropping an acorn and then seeping back into the ground, infusing with the acorn and retaining all consciousness and past memories. They then take around 3 years to grow to their initial size, before the cycle is reborn anew.

Alignment

Envoys of Mielikki are always lawful good, staying true to the moral code of Mielikki and devoted to bringing about a connection between humanoid races and plant life.

Size

Envoys of Mielikki take on the size of the race they were before becoming an envoy. In your case, you would be around 5-7 feet tall, and classed as medium size.

Speed

Your base walking speed is 30 feet.

Truesight

Being a creature blessed by a goddess of nature and able to detect motions that the plants and ground feel, you have been granted truesight. A creature with truesight can, out to a specific range, feel what is happening in normal and magical darkness, detect the movements of invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you are also given a +2 AC against ranged attacks against you from more than 30ft, due to your ability to communicate with the land around and thus sense what is coming. 

Menacing

You gain proficiency in the Intimidation skill.

Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Envoy Of Mielikki Traits

These are traits that are derived purely from your blessing from Mielikki, your worshipped goddess.

Flame Weakness and Pyrophobia

Being a literal plant, you are incredibly weak against flames, with you having a -2 modifier on saving throws against flame damage and taking 3x damage from flame damage. You are also given an effect called 'Melting away', where after taking flame damage, you take 10 additional flame damage each round for 5 turns, being dealt at the start of your turn, and also giving you disadvantage on Will saves, Strength checks, Constitution saves, Wisdom saves and Dexterity saves.

Poison Production

Whilst not outright being immune to poison, you only take 50% poison damage, and 0 damage if you pass the Constitution save you must roll. Your hands also secrete poison at will, and although not strong enough to use in a fashion similar to a pressure hose, can be used to coat your weapons in poison, dealing 1d4 poison damage at first level, 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level, 5d4 at 16th level and 5d8 at 20th level.

Rooting

As a bonus action at the start of your turn, you may choose to root yourself. In this state, you are immune to being prone, cannot get launched backward by anything other than directly being thrown, and regain 5 more hit points at the start of your turn. However, you lose the ability to move, and also cannot use the dodge, dash or disengage actions. You have to wait at least 2 rounds before you can use a bonus action to unroot, and this will prevent you from rooting again for 1 round.

Photosynthesis

At the start of your turn, you regain 5hp provided you are in sunlight. However, if there is no sunlight available, you can choose to replenish yourself with water instead, granting this effect for 10 turns of combat.

Regrowth

Having a limb cut off by slashing damage or bitten off by a monster will not mean you lose that limb forever, as it will shortly after grow back. This process takes 4-5 days, and will prevent you from using your shield, and, if it is your dominant hand that is cut off, adding your proficiency bonus to your weapon, including feats that add proficiency bonus to your damage rolls.

Languages

You can speak, read, and write Common, Orc and plant. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. Plant makes no sense to anyone that isn't a plant, showing no connection or similarities to other languages. As you are speaking in a tongue that seems to travel through the ground, plants can hear what you say from up to 1000ft away.

Envoy of Mielikki Traits

Your half-orc character has certain traits deriving from your orc ancestry, and other traits gifted to you by Mielikki.

Regrowth

Having a limb cut off by slashing damage or bitten off by a monster will not mean you lose that limb forever, as it will shortly after grow back. This process takes 4-5 days, and will prevent you from using your shield, and, if it is your dominant hand that is cut off, adding your proficiency bonus to your weapon, including feats that add proficiency bonus to your damage rolls.

Ability Score Increase

Your Strength score increases by 2, your Constitution score increases by 2, and your Wisdom increases by 1.

Age

Envoys of Mielikki show no signs of aging once they are accepted by the goddess. They instead seem to undergo a cycle of around 100 years in which they slowly grow woody skin and become the size of a huge monster, before dropping an acorn and then seeping back into the ground, infusing with the acorn and retaining all consciousness and past memories. They then take around 3 years to grow to their initial size, before the cycle is reborn anew.

Alignment

These half orcs often tend to stray from chaos and aim towards a harmonic connection between humanoids and plants, thus implying that they are lawful good, as they tend to punish those who do not agree with their moral codes in a severe manner.

Size

Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Plant Based Truesight

Being a creature blessed by a goddess of nature and able to detect motions that the plants and ground feel, you have been granted truesight. A creature with truesight can, out to a specific range, feel what is happening in normal and magical darkness, detect the movements of invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you are also given a +2 AC against ranged attacks against you from more than 30ft, due to your ability to communicate with the land around and thus sense what is coming. 

Menacing

You gain proficiency in the Intimidation skill.

Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Flame Weakness and Pyrophobia

Being a literal plant, you are incredibly weak against flames, with you having a -2 modifier on saving throws against flame damage and taking 3x damage from flame damage. You are also given an effect called 'Melting away', where after taking flame damage, you take 10 additional flame damage each round for 5 turns, being dealt at the start of your turn, and also giving you disadvantage on Will saves, Strength checks, Constitution saves, Wisdom saves and Dexterity saves.

Poison Production

Whilst not outright being immune to poison, you only take 50% poison damage, and 0 damage if you pass the Constitution save you must roll. Your hands also secrete poison at will, and although not strong enough to use in a fashion similar to a pressure hose, can be used to coat your weapons in poison, dealing 1d4 poison damage at first level, 2d4 at 4th level, 3d4 at 8th level, 4d4 at 12th level, 5d4 at 16th level and 5d8 at 20th level.

Rooting

As a bonus action at the start of your turn, you may choose to root yourself. In this state, you are immune to being prone, cannot get launched backward by anything other than directly being thrown, and regain 5 more hit points at the start of your turn. However, you lose the ability to move, and also cannot use the dodge, dash or disengage actions. You have to wait at least 2 rounds before you can use a bonus action to unroot, and this will prevent you from rooting again for 1 round.

Photosynthesis

At the start of your turn, you regain 5hp provided you are in sunlight. However, if there is no sunlight available, you can choose to replenish yourself with water instead, granting this effect for 10 turns of combat.

Languages

You can speak, read, and write Common, Orc and plant. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. Plant makes no sense to anyone that isn't a plant, showing no connection or similarities to other languages. As you are speaking in a tongue that seems to travel through the ground, plants can hear what you say from up to 1000ft away.

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