Race: Plantfolk

by Daleos

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Plantfolk

By Benjamin C. (Niuf#7050)


Plantfolk are sentient plants that live in areas of powerful nature, such as areas around fey portals, places untouched by civilisations or protected by a powerful druid. There are many types of plantfolk, the main types are defined below.

Part of Nature

Plantfolk are part of the flora of the area hey live in. They see the plants as somewhat equal to them, they do recognise they are more intelligent and therefor feel responsible to them to a certain point. They make tools and weaponry only from non-living matter and parts of plants that have died of. Groups of plantfolk tend to be made up of mostly the same type of plantfolk, this is mainly due to geographical reasons. Below is a table where you are most likely to find the certain types of plantfolk. The reason why you find them here is because some types of plantfolk thrive better in certain areas, it's not unheard of to have a certain type in a non-ideal location, these plantfolk might have a slightly different appearance. than most of their kind, to fit in better with its location.

Subrace Prefered terrain
Barkfolk Forest, Swamp
Berryfolk Forest, Grassland
Bloomfolk Grassland, Hill, Desert
Thornfolk Dessert, Forest, Mountain
Vinefolk Forest, Swamp

Plantfolk Appearance

Plantfolk look like plants on legs, they tend to fit in with the flora of their home, blending in well with the area. Some almost look exactly like plants while unmoving while others have clear humanoid features. Plantfolk are sometimes confused with other plantlike creatures like Treants, Blights and Wood Woads. They are however a different species altogether. Only sharing a physical resemblance with them.

Plantfolk names

Plantfolk tend to be named after plants they resemble, or features they have.

  • Barkfolk Names: Oak, Maple, Willow, Birch, Pine
  • Berryfolk Names: Shrubby, Berry, Twig
  • Bloomfolk Names: Bloom, Rose, Petal, Tulip
  • Thornfolk Names: Spike, Thorn, Needle
  • Vinefolk Names: Tangle, Grasper, Ivy
Playable awakened shrub

If you want to play an awakened shrub, you can use this race to do so. This race is more powerful than a normal awakened shrub and does not have the False appearance feature. I suggest getting expertise in stealth to get close to this feature. Your DM may give you a bonus to hide in nature if you're not wearing any equipment, but this is up to them.

To make the difference in strength more logical you can also add a bit to your backstory where you were empowered in some way

Plantfolk Traits

All Plantfolk share certain Racial Traits, they also get some from their subrace.

Ability Score Increase. One score of your choice increases by 2, and another score of your choice increases by 1.

Age. In the first year of their life, plantfolk are rooted in the ground, sprouting after one year. They are then considered mature. Plantfolk don't die of old age.

Alignment. Plantfolk tend to be neutral.

Size. Plantfolk are between 3 and 4 feet tall and average about 30 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Languages. You can speak, read, and write Common and Sylvan.

Speech of Leaf. You have the ability to communicate in a limited manner with plants. They can understand the meaning of your words, and can give you nonvocal yes or no answers.

Plant's Rest. When you take a long rest, you must submerge part of yourself in soil for at least 4 hours, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Plant Form. As a plant, you have different needs than other humanoids, represented by the following benefits:

  • Your creature type is plant, rather than humanoid.
  • You can eat but don't require food, your long rest is enough to sustain you.
  • If you fail to be in sunlight for at least 1 hour during the day you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by being in sunlight for at least 1 hour.

Born of Nature. You have an innate understanding of nature, and you have a certain control over it.

  • You gain proficiency in one skill of your choice.
  • You know the druidcraft cantrip, and intelligence, wisdom, or charisma is your modifier for it, your choice when you choose this lineage.

Subrace

On top of the traits of the base race you also get some from your subrace, choose one of the following: Barkfolk, Berryfolk, Bloomfolk, Thornfolk or Vinefolk.

Barkfolk

Barkfolk have strong and hardy bodies, they may look like small tree trunks or any other woody plants. They tend to be stern and protective.

Natural Armor. Your wooden body gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

Berryfolk

Berryfolk resemble berry bushes, they tend to be kind and caring.

Naturally gifted. Your gain proficiency with Herbalism kit, and your choice of one skill or Poisoners kit.

Produce Berries. You can use an action to produce a magical berry, you can do this an amount of times equal to your proficiency modifier, you regain all charges after a long rest. A creature can use its action to eat a berry. The berry provides enough nourishment to sustain a creature for one day and one of the following options, chosen when you produce the berry.

  • Healing Berry: The target heals an amount equal to your proficiency modifier.
  • Perception Berry: The target has advantage on all perception check for an hour.
  • Speed Berry: The target's movement speed increases by 5 ft for an hour.
  • Antidote Berry: The target has advantage on saves against the poisoned condition for an hour.

The berries withers if they have not been consumed within 24 hours of being produced. A creature can only benefit from one berry at a time.

Bloomfolk

Bloomfolk look like big flowers, a flowery bush or anything else with one or more flowers. They tend to be very colorful and have active personalities.

Naturally persuasive. You gain proficiency in one skill of your choice.
Charming flowers. The scent of you flowers have the ability to entice nearby people.

You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the calm emotions spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you gain this lineage), and don't require verbal or material components when you cast them using this feature. You can also cast these spells using any spells slots you have.

Thornfolk

Thornfolk have bodies filled with thorns or needles, some may look like thorny shrubs while others have a cacti looking form.

Initimating appearance. You gain proficiency in one skill of your choice.

Thorns. Your body is covered in thorns or needles, which you can use both defensively and offensively.

At the start of your turn you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.

Thornspray. When you take the attack action, you may instead replace an attack to shoot out your thorns or needles. All creatures within 10 ft. of you have to make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your dexterity modifier. On a fail, they take 1d6 piercing damage. This damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6)

Once you use this ability, you can't use this feature again until your needles grow back on a short or long rest, and you don't get the benefits of your thorns.

Vinefolk

Vinefolk are made of or have strong vines that can grasp far away. They are quite nimble and able to stretch their body in odd ways.

Viny appendages. Your viny limbs are able to stretch and climb further than other Plantfolk.

  • Your reach increases by 5ft.
  • Your base walking speed is 30 feet instead of 25 feet.
  • Your climbing speed is equal to you walking speed.

Fungalfolk

Fungalfolk roam the underdark as protectors of the small amount of flora that grows there.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Underground Flora. You lose the third bullet point of Plant Form, which reads "If you fail to be in sunlight for at least 1 hour during the day you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by being in sunlight for at least 1 hour."

Fungal Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Poisonous Knowledge. You gain proficiency with the Poisoner's Kit (or one other tool).

Looking for character inspiration?

I've made a pinterest board with some characters I could imagine as Plantfolk:

If you have made a characer with original art, feel free to add me on discord (@Niuf#7050) and pm it to me, I'm curious to the characters that will be made using my race.

 

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