All of the below was created, written, drawn and fine-tuned by Slycotton.
Version 1.3
All of the below was created, written, drawn and fine-tuned by Slycotton.
Version 1.3
Dionae
Dionae are mystic plants given the gift of mind and movement. Nobody quite knows what magic force might've given these creatures their sentience; that story is one lost to time. These plants now are disconnected from their forest roots, though they still wish to be kin with the woods and build their tribes within them. Dionae were exiled from society and feared by many, leading the Dionae to become very distrusting through their generations. One must put in a lot of effort to convince a Dionae to join them if they aren't one themselves.
Traits
You have proficiency in the Nature and Survival skills.
Creature Type: You are a Plant.
Speed: Your walking speed is 25 Feet.
Impaired Vision: You can only see differences in light, and not clear shapes or colors, giving you disadvantage on any vision-dependent ability checks constantly. You are not immune to being blinded.
Extra Appendages: When creating your character, you may choose to have up to 2 extra appendages that can act as either arms or legs. For every appendage you add, you must remove 1 from your highest ability score before removal of any points. If you create an arm, it can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. For every leg you create, it will add 5 to your walking speed.
Leaf Rattle: If you are doing an Intimidation check, you may choose to rattle and rustle your leaves like a rattlesnake. If you do this, you gain a +3 to your roll, but you cannot go over 20. You may only use this ability twice before needing to rest. A Short rest restores 1 usage and a Long rest restores 2 usages.
Earth Walk: You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
Photosynthesis: If you are standing still completely in sunlight for 3 turns in a row, you will regain 2 HP. You must stay in the sunlight without moving for the whole 3 turns to gain the benefit. Light produced via spells or magic does trigger this trait. This effect will repeat.
Dormancy: Instead of sleeping, Dionae enter a form of rest known as dormancy in which they fold up their vines and become stationary while being semi-unconscious. While in dormancy Dionae are aware of vibrations in the ground and nearby presences, but cannot see. While in dormancy, Dionae appear as regular plants and are unable to be visually discerned. This dormancy is treated like sleep for Dionae.
Flame Prone: You are vulnerable to Fire damage.
Languages: Your character can speak, read (Limited), and write Common and one other language that you and your DM agree is appropriate for the character.
- Subraces -
Ivinae
Toxic Ivy
Size: You are Medium.
Poison Gas: As an action, you may release a cloud of Inhaled Poison in a 5-foot cube. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. You may only use this ability once per day.
Urushiol Skin: You can, as an action, make your skin coated in an itch inducing oil for 10 minutes. A creature that touches your skin must make a Dexterity saving throw. If the creature fails, the part of them that touched you becomes itchy for 5 minutes, making them have disadvantage on Dexterity saving throws.
Toxin Resistant: You have an advantage in saving throws against Poison Damage, and you have resistance to Poison Damage.
Veeinae
Aggressive Traps
Size: You are Medium.
Ability Score Increase: Increase your Strength score by 1, and one different score by 1.
Strong Jaws: You can use your jaws to make an unarmed strike. When you bite with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Fatiguing Bite: If you are making an unarmed strike, you can choose to make it fatiguing. If you do this, and the strike hits, you must roll a d10. If the result is 7 or higher, the target is affected with Exhaustion 1. You may only use this ability once per day.
Natural Armor: You have +2 to your AC only when not wearing armor.
Thorns: If you are dealt melee Piercing, Bludgeoning or Slashing damage, deal 1d6 Piercing Damage to the attacker.
Blosinae
Beautiful Flowers
Size: Choose a size between Small and Medium that you and your DM agree is appropriate for the campaign and character.
Improved Photosynthesis: If you are standing still completely in sunlight for 2 turns in a row, you will regain 3 HP. You must stay in the sunlight without moving for the whole 2 turns to gain the benefit. Light produced via spells or magic does trigger this trait. This effect will repeat. This replaces the regular Photosynthesis trait.
Hypnotic Petals: As an action, you may attempt to hypnotize a creature you can see within range. If you do this, the creature must make a Wisdom saving throw. If it fails the saving throw, it is hypnotized by your color-shifting petals, and thus cannot take actions or reactions until you stop hypnotizing the creature. While hypnotizing a creature, you roll with disadvantage on all other actions, and cannot face away from the creature. You can only hypnotize a creature for 4 turns not including the turn used to begin hypnotizing it. Once the creature stops being hypnotized, it will know and become hostile towards you. You may only use this ability twice before needing to rest. A short rest restores 1 usage and a long rest restores 2 usages.
Sweet Aroma: You smell sweet and calming like flowers.
Aquinae
Waterborne Kelps
Size: You are Medium.
Swim: You have a swim speed equal to your walking speed.
Amphibious: You can breathe air and water.
Water Camouflage: You have advantage in Stealth checks while underwater unless you are otherwise given disadvantage.
Anchor: As an action, you may anchor yourself to any non-slippery surface. This makes your speed 0, and disables you from benefiting from any bonus to your speed. This sticks you to the surface you're anchored to, meaning you cannot be moved by any other force. You may choose to stop anchoring yourself at any time, but you cannot be anchored for more than 3 turns.
Moss Eater: You may consume moss, algae or other moist foliage as a food source.
Song of Swimmers: As an action, you may sing a song that only you and other Aquinae know. This song attracts any nearby fish or other sea creatures to your location, and the range will increase if the sound echoes off of walls. The fish are almost hypnotically drawn to the source of the song, but once at your location are free to make decisions. This song cannot be taught to any other creature, and all Aquinae are born with the knowledge of this song. After using this ability, you must complete a Short or Long rest to use it again.
- Other -
Naming Style
Dionae usually have abstract names, or names based on the type of plant they are. Sometimes their names are combinations of two different objects, and one of the two is plant related. On very rare occasions, they may be named based on the naming style of nearby species. Examples: Destiny, Pinleaf, Foli, Needle, Thistle, Till, Aqua, Joy, Persi(stence), Clover, Blossom, Ruben, Echo, Might.