Awakened Shrub (5e Race)
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|Talking Bush from Adventure Time|
A shrub (or bush) is a small woody plant. Unlike herbs, shrubs have persistent woody stems above the ground. They are distinguished from trees by their multiple stems and shorter height, and are usually under 6 meters tall.
Awakened Shrubs are creatures given sentience and mobility due to the awaken spell, or some similar spell.
After being awakened, Awakened Shrubs are charmed for 30 days. After the 30 days are up, they are given the chance to leave the side of their creator. Awakened Shrubs are few and very far between, so you're unlikely to meet another of your kind. Awakened Shrubs are naturally inept at any and everything, but that won't stop them from trying. Even if they die. Which is likely to happen. A lot.
Awakened Shrub Names
Awakened Shrubs don't technically need names, but it really just depends on if you want everyone calling you "Awakened Shrub" or not. Most will take on Common names or a name assigned by their creator.
Male: James, Presscot, George, Jeb, Marvin
Female: Laura, Barbara, Nancy, Pauline, Dorothy
Awakened Shrub Traits
Naturally with a Challenge Rating of 0.
Ability Score Increase. Your Dexterity, Constitution and Wisdom scores each increases by 1.
Age. Shrubs grow over the course of their life but reach physical and mental maturity at the end of their first year after awakening. They'll often, and live for 7 to 10 years. Though this can be exceeded with skilled maintenance
Alignment. Shrubs lean towards lawful neutral, but might not always stay that way due to the environment they live in. A shrub within a corrupted forest may become evil as their corrupted by the land they take sustenance from. At the same time, a shrub in a druidic grove or elven wood may become good as their influence by the positive energies around them.
Size. Shrubs vary in height and girth, however, they're normally about 3 feet tall and wide, weighing about 20 pounds. Your size is Small.
Speed. Your base walking speed is 20 feet.
Not Blindsight. You don't have eyes, however, you can perceive everything as normal despite not having blindsight either(Thanks Wizards). As such, you are immune to the blinded condition.
False Appearance. While you remain motionless, you are indistinguishable from a normal shrub.
Rake. Your pointy sticks are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Burning Bush. You are vulnerable to fire damage.
Thrust Resistance. You are resistant to piercing damage.
Languages. You can understand and write in the language of your creator. Awakened shrubs not brought to life by a specific person or being are born with an understanding of more natural languages such as Terran or Sylvan. By scrapping their rake in the ground they can write to some degree.
Subrace. Shrubs range in shape and size, each with their own function within the natural world: Berry, Tumbel, and Fauna. Choose one of these subraces.
Berry Shrubs are bushy as one would expect with small flowers dotting their bodies that become berries when they use their Berried trait.
Berried. You can cast the goodberry spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Foragers Bane. When a creature eats a berry created by your Berried trait within 30 feet of you. You can force that creature to make a Constitution saving throw or become poisoned for 1 minute for each berry they consume. The DC for the saving throw is equal to 8 + your proficiency bonus + your Constitution modifier.
Tumbel Shrubs are well-travelled moving through the wind and are commonly compared to tumbleweeds.
Tumbler. Your base walking speed increases to 30 feet. In addition, when you take the Dash action, you move an addition 10 feet.
Rather then small flowers, yours are significantly larger and brighter, giving you a pleasant smell.
Sweet Aroma. Your sweet smell and pleasant aroma attracts friends and foes alike. You are proficient in the Persuasion skill. In addition, when a creature moves within 5 feet of you, you can, as a reaction, force that creature to make a Constitution saving throw or become charmed by you for 1 minute. The DC for the saving throw is equal to 8 + your proficiency bonus + your Constitution modifier. You regain the ability to use this trait when you finish a long rest.
Random Height and Weight
|3′ 0″||+1d4||18 lb.||× (1d4) lb.|
*Height = base height + height modifier