Homebrew Bloom & Doom Artichoke Species Details

Sentient plant created by the Druid Dokuja in the city of Moggrim.

Bloom & Doom Artichoke Traits

Living plants are weird

Plant Matter

You take an extra 1d6 of slashing damage whenever struck with a weapon that does slashing damage

Handless

Your "hands" are incapable of holding anything that requires firm grip, like a weapon.

No Armor

You are unable to wear armor, but your armor class is 14 + your dexterity modifier (constitution modifier for artichoke subspecies)

Evolution

At 5th level, a Bloom and Doom plant may Pick an element to imbue their natural weapons with. (Fire, Cold, Lightning, Poison, Necrotic, Radiant) Their natural weapons may now deal either that type of damage, or their original type (Player's choice). They gain damage resistance from the chosen element.

Ability Score Increase

Your Constitution score increases by 3 and your Armor Class increases by 2, (you use your constitution instead of dexterity to calculate your Armor Class.) You may not increase a score over 20 in this way.

"Heart"-ichoke

You wield a magic artichoke heart in your shield hand. It is a special artichoke heart that emits blue magic in the form of a ward, using your constitution energy to create the ward. It adds + 2 to your armor class. It allows you to make a counter-attacks by bashing your ward against an attacking creature. When an enemy makes an attack at you with a melee weapon or within 5 ft, and if it does not hit, you can bash them with the ward for (1d4 + Constitution Modifier + proficiency bonus) Bludgeoning and Piercing damage. Roll to see if you hit, and add (proficiency bonus + constitution modifier) This uses a reaction. You make spend your action or bonus action to prepare an additional reaction. You can stack up to 2 reactions.

Grave Buster

You attach a Grave Buster onto a stone object or a creature. If it is a stone object it devours the stone. It can eat 10 ft worth of stone. Otherwise, you can attach it to a creature, and the Grave buster will eat its armor, usually one whole piece. Roll to see if you hit and add (Proficiency Bonus + 1d4) to your to hit. This attack can be thrown for 5 ft but lose your proficiency bonus to hit then. Can not eat leather armor. This attack can be used once per short rest. Can be used to eat metal or stone creatures for damage. Dealing 1d6 damage for every ft it eats.

Explosive Artichoke

Once per fight, you can explode with artichoke rage. When you are hit, as a free action you release a burst of energy as if you had exploded. It does no damage to Bloom and Doom plants, but all other races will take 1d10 points of thunder damage, with a reflex save of 10 + your level + your constitution modifier for half damage.

Artichoke Dip

You roll yourself as if you are a bowling ball. Roll to see if you hit the enemy. You can roll 30ft like this. If you hit the enemy you bounce of them diagonally left or right. You can then roll 10ft after hitting an enemy. If another enemy is within 10 ft diagonally from you, you roll to see if you hit them as well. Repeat this process until miss. If you miss you still roll 10 ft diagonally. Each hit deals 1d6 piercing and bludgeoning damage. You gain an additional 1d4 + constitution modifier to hit. This move can be used once per short rest

Ability Score Increase

Your Constitution score increases by 3 and your Armor Class increases by 2, (you use your constitution instead of dexterity to calculate your Armor Class.) You may not increase a score over 20 in this way.

Age

Most Bloom and Doom plants reach maturity within ten days, and can remain alive as long as sufficient water and light are given.

Alignment

Bloom and Doom plants follow Dave's example, and as such, are Neutral Good.

Size

Bloom and Doom plants typically stand at or around five feet tall, no matter the type. your size is medium

Speed

Your base walking speed is 30 feet.