Homebrew Infected Race: River Claimed Species Details

Some say they were ghosts, others told of aquatic revenants, shaken folks shared tales of survivors of kelpies. No matter the name they were given or the lore that arose with them, the subjects of the stories all held something in common, they drowned. Taken and dragged below the chilling depths. Expected to never be seen again.

You died in a place of deep, fresh water where a unique carnivorous plant thrives. Most prey that falls to the waving tendrils of these aquatic predators are caught and dragged down beneath the surface to the thick webs of intertwined roots to be digested. But, on rare occurrences, the drowned is inhabited by the plants. The plants revive the dead, bringing them back to life in essence. You, mind hazy from the process of death, are at first puppeteered by the plant. Used as a host to travel and spread the plant, you are controled more than live your own life. But, as consciousness rises and the pulls of the plant fails against your own strength, you regain control, taking back your life to an extent. 

Infected Race: River Claimed Traits

You live because of the plant. You are depended on each other to survive.

Ability Score Increase

The plant enforces your body, aiding muscle fibers and tissues. Your strength score increases by 2 and your constitution score goes up by 1.

Age

You live because of the plants keeping your body together from the inside. While your tissues may be weak or rotted from their aquatic coffin, as long as your plant core lasts so do you. You live until destroyed.

Alignment

Your alignment is the same as it was in your past life.

Size

Your size is Medium.

Speed

The plants alter your strength and muscles. Your base walking speed is 35 feet. Your base swim speed is 35 feet.

Blindsight

The living vines and plant core in you is sensitive to all movement and possible prey. You have the same vision of your past race along with Blindsight for 20ft.

Part Living Part Dead

You may have died, but the plant core within your body has resurrected your corpse into a semiliving being. You are resistant to necrotic damage and vulnerable to radiant damage.

Waiting Tendrils

Tendrils are always waiting within your skin to lash out and grab at prey. You have advantage when attempting to grapple a target.

Languages

Common and two from your past race options.

Nulling Plants

The plant core alters your body, taking away past race-specific traits and ability score improvements unless specified.

Aquatic Lungs

You can breath underwater due to the vines being able to retrieve oxygen from the water for you. When underwater, tendrils and short vines will grow out from your back from between your ribs. They retreat within your skin when exposed to air.

Plant Tongue

You have a new connection with the living world. Once per long rest you can cast Speak with Plants without expending a spell slot.

Draining Touch

Roots can extend out from you into a target once per long rest.

Roll for a regular attack or grapple, adding your strength modifier and proficiency bonus to the roll. On a success you reach out and touch the target, forcing roots into their body. You deal damage upon a hit and continue to deal damage for each round you remain in contact with the target.

You deal 2d12 necrotic damage with a hit, then 3d12 at level 5, 4d12 at level 15, and 5d12 at level 20.

You heal the amount of damage you deal to the target through this attack. For each round of continued contact you roll again for damage and heal the equal amount.   

If grappled, at each of the targets turns they can attempt to break the grapple.

Lashing Vines

Once per long rest you can extend the plants within your body to attack.

This attack has a range of 30ft.

Roll to hit, adding your strength modifier and proficiency bonus to the roll. On a hit the target takes damage and must make a contesting strength roll against you or be grappled by vines.

The strength roll to break out of the vines must beat a DC of 10 + your strength modifier + your proficiency modifier. At the end of each of the grappled target’s turns the target can attempt to break the grapple.

On a successful hit, you may choose to additionally pull the target up to 20ft closer to you.

The attack deals 3d6 slashing damage, then becomes 4d6 at level 5, 5d6 at level 10, 6d6 at level 15, and 8d6 at level 20.

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