Homebrew Alchemine Species Details

A strange race of humanoid creatures who origins are not known. They are closely related to human variants, however they have a much longer life cycle and are all docile in nature. They are very few in number but have a great intelligence of the ages and most specialize in religion, alchemy or magical study. the clothing they wear is fussed to their skin, making then unable to wear armor, and are usually adorned with a porcelain billed, or snouted mask. 

These people are masters of botany and alchemical arts as well as insightful scholars. Due to the oddity of their nature, they are rare to see. Most of them seek out druids and mage colleges where they can share their arts and knowledge as well as perfect their serums and concoctions of herb and magic. These people wonder the forested and grass lands putting themselves in harms way for the most rare of ingredients or for the most forbidden of knowledge.

Warning: This race is best played as an alchemist/druid/mage/warlock/cleric.

Alchemine Traits

These people are masters of herbs, along with their greater knowledge of religions and magic.

Advanced herbalism

Your knowledge of plants lets you cultivate and investigate them with great accuracy. You gain advantage on all investigation checks on plants as well as advantage on saving throws on plant and magic based area of effect attacks.

Experienced Botany

Twice per short rest you can cultivate two plants form the extended description plant list. These plants will take two short rests of one long rest to grow. New plants can not be planted until the two previous plants have been collected.

Plants list:

Moon Weed: A bluish-green weed that gives off a mind numbing aroma. Grants magic vision for 2 turns (5min)
Dragon Thorn: A small thorny root that, when snapped open, Sets fire to anything that touches it's sap. Grants 1d4 fire damage for 3 turns (10min)
Witch Bark: A hard, greyish-purple bark that smells of alcohol. When lit on fire, will produce a poisonous gas. Deals 1d6 poison damage in a 10ft sphere with CON save of 11
Lilly Wood: A thick but soft, chewy wood that gives off a faint greenish glow. Heals player by 1d4 + CON modifier
Cat's Lens: A yellow, oval shaped flower bud that taste like mint. Grants 35ft dark vision for 5 turns (25min) Note: Does not stack with pre-existing dark vision
Succubus's Fern: A pink-red fern with spiked leaves that cause skin to feel warm. Grants +3 to CHR for 3 turns (10min)
Bass Weed: A slimy wet lands plant that smells and taste like salted fish. Grants water breathing for 5 turns (25min)
Dasher's Spores: A small plump mushroom that numbs senses. Increase movement speed by 15ft  for 3 turns (10min)
Jack Rabbit Moss: A grey-orange moss that typically grows near oasis ponds. Grants 10ft climbing speed and the equivalent to the Jump spell for 3 turns (10min)
Fairy eye: Small budded flowers that taste like honey. Allows player to see spirits for 5 turns (25min)
Damsel's coin: A flat golden colored mushroom that causes pain behind the eyes. Allows player to appear as the opposite gender to a chosen creature within 60ft and gains advantage on all charisma checks for 2 turns (5min)

Enlightened Stance

Whether it be magic, plants or combat, you know how to act and how to teach. Your are an intelligent race that knows many things. +2 to intelligence 

Natural Historian

Being that there aren't many of your kind, stories spread fast and the intelligent nature keeps them to mind. Your people have seen many things and remembered them all. +2 languages +proficiency in History

Skin of Leather Clad Clothing

The reasoning behind these peoples' clothing is uncertain and definitely a mystery. The clothing of these people is bound to their skin so they can not wear armor but have a natural AC of 10 + DEX

Magic of Nature

You are a wonderous mystery and nature is part of your calling. you are granted animals friendship, thaumaturgy and

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