Seedling (5e Race)

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Seedling[edit]

Physical Description[edit]

Seedlings are small, plant-like humanoids. They have wooden horns growing from their heads, and their skin can be green, blue or similar in colour to humans. Their clothes usually consist of colourful traditional silks tied around their bodies, shielding them from the sun while letting in breezes to keep them cool.

History[edit]

Seedlings spread across deserts, creating oases with the help of water spirits such as nymphs and elementals. Long ago, these oases were bastions against the forces of evil and chaos; now, they offer travellers respite from the harsh desert.

Society[edit]

Seedlings originate from desert oases, and often travel the desert as merchants. They usually get along well with other races, and freely welcome them into their civilisations. Each seedling oasis is run by a chief and a water spirit, who work to keep the oasis safe and prosperous.

Seedling Names[edit]

Seedlings' names most often consist of two syllables, though names with three syllables aren't uncommon, and they don't typically have surnames.

Male: Jasper, Pami, Roto, Sabayt, Saeed, Shakuro, Tethu

Female: Carlotta, Hosni, Lili, Nubit, Jamileh, Shalara, Tethi

Seedling Traits[edit]

Plant people who spread water and trade throughout deserts.
Ability Score Increase. Your Wisdom score increases by 2.
Age. Seedling reach physical maturity slightly earlier than humans, and can live for up to 100 years.
Alignment. Seedlings tend towards being Lawful Good.
Size. Seedlings average between 3 to 4 feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Natural Magic. You can cast the druidcraft cantrip. Wisdom is your spellcasting ability for it.
Photosynthesis. You don't need to eat, as long as you spend at least 8 hours in direct sunlight per day.
Fire Vulnerability. You are vulnerable to fire damage.
Languages. You can speak Common, Druidic and one additional language of your choice.

Seedling Chief[edit]

Description. Chiefs create and run oases, though they often leave to search for ways to improve the lives of their tribe.
Ability Score Increase. Your Strength score increases by 1.
Green Gale. You know the Gust of Wind cantrip. Wisdom is your spellcasting ability for it. Any wind effects you create using this are tinged green.
Elemental Friendship. You can speak Primordial, using the Aquan dialect.
Rainbow Protection. At the end of a long rest, roll Xd4 + your level temporary hit points, where X is the number of members of your party. Split the number you rolled equally between party members. You may grant any remaining temporary hit points to any party members as you wish. If multiple members of your party have this feature, they must choose which party member they accept temporary hit points from. Temporary hit points granted by this feature are removed at the end of a long rest.
Chieftain Training. You have proficiency with martial weapons.

Bloom Booth Merchant[edit]

Description. The majority of seedlings have a desire to trade with others.
Ability Score Increase. Your Charisma increases by 1.
Bloom Booth. You can manifest your love of trade and commerce as a Bloom Booth, a plant that you may use as a small shop or market stall. Once per long rest, you may spend 1 hour and 4 pints of water to grow a Bloom Booth in a patch of fertile land no smaller than a 10 foot square. A Bloom Booth is a hollow plant that fits within a 10 foot cube. It contains a door, a counter and enough space for three small or medium humanoids to stand in comfortably. You may spend 1 minute to remove the Bloom Booth, leaving no trace. Anything within the Bloom Booth when it is removed is ejected through its door. If your Bloom Booth is destroyed, you cannot use this feature again for 7 days. You may only have one Bloom Booth at a time.
Natural Merchant. You have proficiency in Persuasion.
Crafting. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of natural materials to construct a Tiny item (AC 5, 1 hp). The item ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the item functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such items active at a time. When you create an item, choose one of the following options: Magical toy: This toy is a magical facsimile animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Natural weapon: You create a shortsword, sling or shortbow from natural materials, such as wood and leaves. Its stats are identical to a regular shortsword, sling or shortbow, however it is vulnerable to fire. Natural remedy: You brew a potion, using fruits and vegetables. While brewing, make a Wisdom (Medicine) check, DC 18. On a success, you create a potion that heals hit points equal to half your Wisdom modifier, minimum of 1. On a failure, you create a harmless drink. This potion goes off after 24 hours, and you cannot reclaim the materials used to make it.
Travelling Merchant. You know one additional language.

Random Height and Weight[edit]

Table: Seedling Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
2 feet 11 inches +1d12 inches 30 lb. × (1d4) lb.

Suggested Characteristics[edit]

When creating a seedling character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I invite everyone I meet to my home oasis.
2 I fiddle with my clothing constantly.
3 I watch other merchants, learning their sales techniques.
4 I never haggle. The seller knows the item's price.
5 I always haggle. The seller puts the price up, expecting haggling.
6 I'm self-conscious about my horns.
7 I take the time to enjoy nature.
8 I keep my weapons hidden, to keep others at ease.
d6 Ideal
1 Aid. I will help anyone in need. (Good)
2 Greed. I won't do anything if I don't get paid. (Evil)
3 Community. There's safety in society. (Lawful)
4 Adventure. There's excitement in the wild. (Chaotic)
5 Commerce. Trade has power. (Neutral)
6 Fame. I want to make something of myself. (Any)
d6 Bond
1 My sibling taught me everything I know. I haven't seen them in a long time.
2 I was robbed, and I want the thief brought to justice.
3 The person I buy supplies from keeps jacking the prices up.
4 My parent is the chief of an oasis, and I live in their shadow.
5 The water spirit of my home oasis sent me on a quest.
6 A friend saved my life. I owe them a lot.
d6 Flaw
1 I see everyone as a potential customer, regardless of the situation.
2 I spent so long protecting myself in the desert, I see others as potential threats.
3 I overshare, and have trouble keeping secrets.
4 I dont give things, I sell them, no matter how much you need it.
5 I pursue my own goals at the expense of others.
6 I'm incredibly standoffish and rude.

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