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.