Plant (5e Race)
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Braily the plant was an extremely shy and sad plant with a knack for study and determination. He learned never to trust another humanoid for centuries to come, there was no one else like him. Not yet.
- Daisy Landon, Our Greenish History
Green and Graceful
This green machine with the power of growth and adaptive capabilities, has the capability to be varying in height and weight constantly. Don't forget your leafy greens and your beautiful stem. Your powerful roots can be a great capability to aid in your growth. Your chlorophyll can differ in the shade of green you posses, but remember that plants are only as great as they can grow.
Many plant-based creatures gained sentience through magic or many centuries of evolutionary growth. This race of plants somehow arrived from a single plant surviving years in negligence in the middle of a library. Although arriving from a potted plant, these Sentient Plants have grown to adapt into many environments eventually growing many additions to its former form.
Attitudes and Beliefs
Despite the Sentient Plants kindness, the negligence given to the first sentient plant, Braily, has lead to many of its ancestors to grow a distinct hatred to the humanoid creatures and prefers to stay closer beasts and monsters alike regardless of their circumstances. Braily, the first of the Sentient Plant kind, has become the universal being of worship of this race.
Sentient Plant Names
Sentient Plants usually get name based on the many names all manners of creature refer to them as.
Male: Acker, Ackley, Arlow, Arrden, Barkley, Bentley, Birch, Bradley, Bramwell, Florrian, Frazier, Florence, Hawthorne, Heywood, Harlow, Hawethorn, Kalen, Kingsley, Kozue, Lander, Landon, Leighton, Marlow, Oliver, Orick, Parker, Rowan, Rutley, Sherwood, Stockton, Thorne, Vernon
Female: Alyssa, Aster, Azelea, Bryony, Cassia, Dahlia, Daisy, Erica, Fleur, Heather, Holly, Iris, Ivy, Jasmine, Juniper, Leilani, Lily, Marguerite, Marigold, Poppy, Primrose, Rose, Sage, Violet, Zannia
Sentient Plant Traits
Plants with ability to think clear thoughts and feel complex emotions.
Ability Score Increase. Your Intelligence score increases by 2
Age. Plants usually live as long as they are cared for, many ranging from a few months to over 50 years.
Alignment. Sentient Plants swing through the different alignments, most aligning with the neutral spectrum.
Size. Sentient Plants vary hugely, mostly depending on age, from a foot to over 5 feet. Your size is small.
Speed. Your base "walking" speed is 25 feet.
Beast Scholar. Once per long rest, you may cast the animal friendship spell at will, requiring no material components. Intelligence is your spellcasting ability for this spell.
Abandonment Issues. If no non-hostile characters or plants are within a 10 ft. by 10 ft. square of your character, you become frightened until a creature enters the square.
Toughened Roots. You roots are unnaturally harder than most and are natural weapons, which can be used as an unarmed strike. As an action, you can attack with your roots to a damage equal to 1d6 + your Dexterity modifier. This increases to 2d6 at level 6, 3d6 at level 11, and 4d6 at level 16.
Telepathic Communication. Your strong intelectual ability allows you to speak directly into the minds of others, these creatures only understand you if all of you share a common language. You can speak to up to two people at a time.
Nature Savvy. Your ability to live and grow provides you with a proficiency in the nature skill.
Languages. You can speak and read Common and Sylvan.
This variety of Sentient Plants have grown to the wildlife and ecosystem. Years of adaptation has lead to your lighter green color.
Ability Score Increase. Your Wisdom score increases by 1
Photosynthesis. If in natural light, once per round, you may double your movement speed. Once used, you can only use it again after after you use 0 feet of movement on one of your turns.
As a cave plant, you have a darker yet more calming lifestyle. Your resilience and unwillingness to die is remarkable.
Ability Score Increase. Your Strength score increases by 1
Darkvision. Accustomed to life within the caves, you have better vision in the dark and dim places. You can see as far as 60 feet in dim light and darkness as if it were bright light.
Life as a carnivorous plant is great, food is everywhere. From dead carcasses to flying bugs, you will attract, trap, and eat these things. Your stronger jaws or decomposing abilities rivals no other plants.
Random Height and Weight
|3′ 0″||+2d10||10 lb.||× (1d6) lb.|
*Height = base height + height modifier