Spriggan
Spriggan are originally humans who were at the site of the goddess Laurie’s magical explosions in Trifia. Landing too close to her battles and feats of magical strength, these people were struck with her divine natural energy and were transformed into these plant kin. Now these cursed people wander the kingdom with no memory of their past lives, creating traveling clans of people in similar situations.
Physical Description: Spriggan are made of either vines or root-like branches in a vaguely humanoid shape. These branches coil up and surround the spriggan's chest, which glows with magical essence. This essence permeates throughout the plant body and allows for free movement and manipulation of limbs. The branches come up into a vague face-like shape, then up into antler-like branches. Spriggan are generally slim and lanky. Their hands are large and pointed, though the branches are often spaced. Spriggan tend to be light tan in color while they glow green, though they can vary in wood color and glowing color depending on their habitat location.
Racial Traits:
Medium.
Speed 30 feet.
Animal Savant. You can cast the animal friendship spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. Wisdom is your spellcasting ability for this spell.
Bee Swarm. You can use your action to spray bees from your fingers. This produces a 15-foot cone dealing poison damage. When you use your bee swarm, each creature in the area must make a Fortitude saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your Ranged attack bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your bee swarm, you can’t use it again until you complete a short or long rest.
Arboreal Fey. Your creature type is considered both plant and fey. If you take fire damage, you become frightened (A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.) until after one full turn of being Frightened. You also take double damage from fire.
Natural Weaponry. Your sharp, branching claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Tree Strider. While within 5 feet of a tree, you can expend 10 feet of movement to magically pass into it and appear within 5 feet of a different tree within 60 feet of the original. Both trees must be Large or bigger in size.
Meld into Wood. As an action, you can mold yourself with a tree within 5 feet of you as per the meld into stone spell. You regain the ability to use this trait in this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Languages. You can speak, read, and write Common and your choice of Elvish or Sylvan.
Level adjustment +1.