Choiya

Flavor

5e Racial Stats

  • Ability Score Racial Traits: A choiya increases one ability score of their choice that is not already increased by their sub-race by 1.
  • Type: Choiya are humanoids with the plant subtype.
  • Size: Choiya are medium.
  • Speed: Choiya have a base speed of 25ft.
  • Languages: You can speak, read, and write Common and Terran.

Desert Resilience (1)

You’re acclimated to hot environments, as described in chapter 5 of the Dungeon Master’s Guide.

Fibrous Skin (1)

Choiyan skin is thick, toughened plant matter that protects them from attacks. When unarmored, your Armor Class is increased by one.

Photosynthesis (x)

Instead of consuming food like most humanoids, you absorb energy from the sun and nutrients from the soil for sustenance. A choiya that spends at least two hours outside, while the sun is up and in direct sunlight, is considered to have eaten for that day. You require one-quarter the normal amount of water per day than a human would. Choiya characters suffer fatigue the same way other races do when going without food.

Pyrophobia (x)

You are vulnerable to fire damage.

Rooted (x)

As an action, you dig your roots deep into the soil and remain motionless. In this state you appear indistinguishable from a normal cactus of your type, your speed is 0, and you cannot take any actions except to leave this state. When you take a long rest you must enter into your rooted state, but you only need to "rest" for 4 hours a day to achieve the benefits of a long rest.   While rooted you can consume nutrients from the soil instead of Photosynthesis, with a Constitution saving throw (DC 15 + 1 for each additional day) against Starving. You still need the normal amount of water.  

Speech of Beast and Leaf (1)

You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, and you can understand basic concepts and ideas from them.  

Choiyan Subrace

Blighted

  • Ability Score Racial Traits: The blighted increase their Strength score by 2.
  • Blighted Needles (1): Whenever you would be attacked by a creature within 5 feet of you using a melee attack, you can as a reaction, cause the blighted energy suffusing your form to lash out at your attacker. Roll a d4 + your Constitution modifier. Your target suffers necrotic damage equal to the amount you rolled, and you reduce the damage you are dealt by the amount you rolled. You can use this ability a number of times equal to one-half of your Proficiency bonus; regaining spent uses after completing a long rest.
  • Necrosis (x): You are resistance to Necrotic damage, and suffer normal damage from Fire damage, but you are vulnerable to Radiant damage.
  • Reinforced Needles (1): Your spiny skin needles are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Spiny Skin (2): Your skin is covered in fine, sharp spines. At the start of your turn, you deal 1d6 piercing damage to any creature grappling you or any creature you are grappling. This trait does not function while you are wearing medium or heavy armor.

Cactoid

  • Ability Score Racial Traits: The cactoid increases their Wisdom score by 2.
  • Chlorophyll (2): You have advantage on initiative rolls while you are in direct sunlight.
  • Reinforced Needles (1): Your spiny skin needles are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Spiny Skin (2): Your skin is covered in fine, sharp spines. At the start of your turn, you deal 1d6 piercing damage to any creature grappling you or any creature you are grappling. This trait does not function while you are wearing medium or heavy armor.

Maihuen

  • Ability Score Racial Traits: The maihuen increase their Dexterity score by 2.
  • Ambushers (2): You can attempt to hide even when you are only lightly obscured by foliage, or other vegetation.
  • Balm (1): As an action, you can secrete a solution with natural healing properties into a vial or similar sized container, or directly onto the wounds of a creature you touch. The solution loses its potency once applied to a creature, or after 1 hour. When applied to a creature, the target regains a number of hit points equal to your level. If the creature is suffering from the Poisoned condition, or the effects of Poison as a result of failing a saving throw, it can repeat its saving throw against the effect with advantage. Once you use this trait, you cannot use it again until you finish a long rest.
  • Small Stature (x): A maihuen is naturally smaller than their larger cousins. Your size is Small. When determining your height and weight, divide the listed height by two, and the listed weight by four.
  • Soft Skin (1): Your smooth skin reduces traction when you move. Your base walking speed increases to 40 feet.

Peresko

  • Ability Score Racial Traits: The peresko increase their Intelligence score by 2.
  • Needles (1): You're needles have evolved into a rapidly growing fibrous material that can be pricked from your body and launched only to regrow within seconds of being thrown. Your needles are considered natural ranged weapons, with which you are proficient. They have a range of 20 feet, and a long range of 60 feet. They deal 1d4 + your Dexterity modifier points of Piercing damage. Additionally, when you make an attack with your needles, you can choose to coat them in a poison developed by your body. If the attack hits, it deals an additional amount of Poison damage equal to your level. Once you have used this poison, hit or miss, you cannot create it again until you complete a long rest.
  • Spiny Skin (2): Your skin is covered in fine, sharp spines. At the start of your turn, you deal 1d6 piercing damage to any creature grappling you or any creature you are grappling. This trait does not function while you are wearing medium or heavy armor.
  • Water Absorption (2): If you short rest in a body of water, rain or similar water based environments you gain temporary hit points equal to your proficiency bonus, so long as you have at least 1 hit point. These temporary hit points last until your next long rest. Spiky cacti retain even more water thanks to their spikes, which are actually water-efficient leaves. Thanks to all this water in your system, flames are less effective against you. You are no longer vulnerable to Fire damage.

Basic Information

Growth Rate & Stages

Base Intuitive Self-Taught Trained
20 years +1d6 years (21 - 26 years) +3d6 years (23 - 38 years) +5d6 years (25 - 50 years)
 
Young Middle Age Old Venerable Maximum Age
under 12 years 105 years 195 years 280 years 280 + 2d100 years
Average Physique
Type Base Height Height Modifier Base Weight Weight Modifier
Small 2' 8" +1d6" (2' 9" - 3' 2") 55 lb. +1d10lb (56lb - 65lb)
Medium 5' 4" +2d6" (5' 6" - 6' 4") 220 lb. +2d6x3lb (226lb - 256lb)

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