Plantfolk
Sentient flora attuned to the natural world, Plantfolk embody the soul of forests, meadows, and vines—rooted in stillness, yet ever-growing toward the sun.
Core Traits Overview
Creature Type | Size | Speed |
---|---|---|
Plant | Small | 30 feet |
Plantfolk Traits
- Sunlight Dependency: If you fail to spend at least 1 hour in sunlight during a 24-hour period, you gain one level of exhaustion. This can only be removed by sunlight or magic.
- Photosynthetic Sustenance: You do not require food. You sustain yourself through photosynthesis during a long rest.
- Plant Rest: During a long rest, you must remain motionless with part of your body in contact with soil for at least 4 hours. You remain aware of your surroundings.
- Speech of Leaf: You can communicate basic concepts and emotions with plants, and they can understand your words.
- Innate Magic: You know the Druidcraft cantrip. Your spellcasting ability is Intelligence, Wisdom, or Charisma (choose when you select this race).
- Skill Proficiency: You gain proficiency in the Nature skill.
Languages
- You can speak, read, and write Common and Sylvan.
Subspecies Overview
Subrace | Traits |
---|---|
Barkfolk |
Natural Armor: When not wearing armor, your AC is 13 + your Dexterity modifier. You can use a shield and still benefit from this AC. Enduring Form: You have advantage on saving throws against being poisoned, and resistance to poison damage. |
Berryfolk |
Produce Berries: As a bonus action, create a magical berry. Usable a number of times equal to your proficiency bonus per long rest. Berry Effects (1 at a time): • Healing: Regain 1d4 + PB HP • Perception: Advantage on Perception for 1 hour • Speed: +5 ft speed for 1 hour • Antidote: Advantage on saves vs. poison for 1 hour Berries last 24 hours. Only one berry benefit can be active per creature. |
Bloomfolk |
Floral Charm: You know Charm Person (cast PB times per long rest). You also know the Friends cantrip. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability. |
Thornfolk | Thorns: At the start of your turn, deal 1d6 piercing damage to any creature grappling you or grappled by you. |
Vinefolk |
Entangling Roots: You know Entangle (cast PB times per long rest). Climbing Speed: Equal to your walking speed. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability. |