Homebrew Cacturne Species Details

Cacturne are a new race. The winds of glimmer, pure arcana distilled into dust that wafts through the deserts of highgrass animated the mega flora of cacti that preside through the deserts, giving life to the plants, creating sentience within life.

Born from Magic

Cacturne are born from magic and as such will inherit magic, even if they do not practice it, Cacturne are highly sensitive to magic, able to follow the winds of glimmer as they wander through the desert. Much of what Cacturne have decided to do so recently after their burst into existence is act as glimmer farmers, their natural ability to sense and follow the winds as well as thrive in the wastes makes them perfect farmers.

Those more willing to integrate themselves into society have acted as arcanists, studying newfound magics and developing new ones, working with druids and wizards alike to create new spells once not thought possible.

Desert Flora

Being magical plants, Cacturne are capable of surviving completely on small amounts of water and photosynthesis, this has made them hardy in the face of harsh environments and has baffled some of the greatest botanists and doctors alike. Their bodies almost completely resemble their plant doppelgangers except for a strange, blood-like substance that runs through parts of their innards.

Cacturne on waking up

In mere moments I was birthed into this world fully formed, tall, strong, bursting with arcane energy. I understood everything around me, what the wind was, what the sand was, what the sun was but I couldnt remember how I knew, what taught me those things; it is a strange feeling. Im not sure I want to exist but much like a cactus soaks in the sun, preserves water and grows, I too much accept my fate as a sentient being in a foreign, familiar world.

 

Cacturne appearance

Being sentient plant life, the appearance of a cacturne is wildly shaped by the season, place of growth and genetic makeup of the original cactus. Ranging from light greens to dark browns, cacturne are even capable of changing their appearance by rooting themselves in different places along the continent, however it is rare for a cacturne to travel far enough to do this.

Cacturne Names

Cacturne use the naming conventions of the people among whom they were first discovered; if a cacturne walked into a carthean society, they would take a carthean name, human society a human name etc.

Cacturne Traits

Your Cacturne character has certain characteristics.

Languages

You can speak, read, and write Common and Primordial.

Ability Score Increase

Your Constitution score increases by 2. Pick a second ability score to increase by 1.

Age

All Cacturne are fully matured upon sentience, they can live for thousands of years provided they keep up their bodily needs such as harsh sun and semi-regular water.

Alignment

Due to the uncertainty they face, Cacturne are malleable, some have taken to a more rigid order, others have befallen into a life of crime, think about what your Cacturne's reaction to sudden sentience would be.

Size

Cacturne can be a wide range of sizes, anywhere from 2ft tall and chubby, to 8ft tall and skinny. You can decide to be either small or medium.

Speed

Your base walking speed is 20 feet.

Natural Thorns

Your body is covered in large, natural thorns, these can be used both offensively, and defensively.

When making a melee attack, you deal 1 damage and your target must make a DC 8 CON check or be poisoned.

When a natural melee attack or unarmed strike is made against you, your target takes 1D4 damage. This only applies if your target hits, not if they miss.

Because of your thorns, you cannot wear conventional armor, it does however afford you a permanent 16 AC. if using the "Take Root" racial trait, this AC is reduced to 14.

Take Root

As an action, provided you are on natural ground (Dirt, sand, etc...) you are capable of rooting into the ground. Once rooted, your speed is reduced to 0 and at the end of your turn, you regain HP equal to your CON modifier; if hit by a STR-based melee attack while rooted, make a CON saving throw with a DC of 10 or half of the damage taken, whichever is higher. If you succeed, nothing happens, if you fail, you are uprooted and are knocked prone. It takes a bonus action to unroot.

AC gained from the "natural thorns" is reduced by 2 down to 14 while rooted.

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