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Vegepygmy Race
Vegepymies are the smallest and most numerous of all sentient plants. What they lack in strength and size, they make up for with clever tactics and unmatched knowledge of their surroundings.
Vegepygmy Features
Age Vegepygmies mature at a much faster rate than humans, typically reaching adulthood after 10 years. Despite their fast maturation, they have relatively long lifespans living up to 100 to 150 years.
Appearance Vegepygmies appear to resemble very small humanoids. Depending on their type their skin can resemble the texture of soft fuzzy moss or hardened bark. Although most vegepygmies tend to have green skin akin to that of leaves, some have been known to have reddish or orange skin similar to that of autumn while others have bark-like skin with various shades of brown or grey.
Vegepygmies even seem to grow some semblence body hair made of lichen, moss, or leaves and many tend to mimic many hairstyles of humanoids.
Speed Your base walking speed is 30ft.
Languages You can speak, read, and write Common and Druidic
Size Vegepygmies range from 2 to 3 ft. tall. Your size counts as Small
Ability Score Your score Constitution score increases by 1, and your Dexterity score increases by 1.
Plant Camouflage Vegepygmies are adept at traveling through the forest unnoticed. The vegepygmy has advantage on any Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
While these conditions are met, you can use your bonus action to Hide, even when lightly obscured by plant life.
Photosynthesis When the vegepygmy takes a short or long rest while in daylight, it can use one additional hit die to recover hitpoints without expense. It can use this feature even if it has no remaining hit die.
Diminuitive Form You can move through the space of a creature one size larger than you without expending extra movement.
Blighted
Blighted vegepygmies are the hardy survivors of the corrupting spores from the myconid. However, it was not without cost. Their regenerative abilities have been corrupted and is capable to withering the life force of other creatures.
Ability Score Increase Your Constitution score increases by 1
Necrotic Resilience You have resistance against necrotic damage
Blight Touched As a bonus action, you can lace your attacks and spells with blight spores. For one minute, once on each of your turns, when you deal damage to a creature is hit with an attack or if it fails a saving throw against one of your spells that deal damage, that creature cannot recover hitpoints until the end of its next turn. This feature only works on attacks and spell effect that target one creature at a time.
Once you use this trait, you can't use it again until you finish a long rest.
(This feature is intended to excluded area of effect such as Fireball but does not hinder attacks such as Eldritch Blast or Scorching Ray)
Dandelion
Dandelion vegepymies can by their bodies that are covered with fluffy leaves similar to that of dandelions. These leaves have the ability to catch the slightest breeze allowing them to defy gravity for short periods of times.
Ability Score Increase Your Dexterity score increases by 1
Float Away You are able to harness the slightest breeze to grant you the ability to fly for one minute. Using your bonus action, you gain a flying speed equal to your walking speed and can hover for the duration of this ability. Once you use this trait, you can’t do so again until you finish a long rest.
Slow Fall Your feather-like body slows your fall. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage.
Flytrap
Flytrap vegepgymies are notorious for their vice like jaws and their voracious appetite. Despite their size, they are willing to attempt to devour anthing that stands in their way.
Ability Score Increase. Your Strength score increases by 1
Feeding Frenzy Your voracious appetite clouds your mind as you enter into a frenzy of snapping jaws.
As a bonus action, you can enter into a feeding frenzy for one minute.
Whenever you take the Attack action or cast a spell on your turn, you can make an additional unarmed strike attack using your Trapjaw as part of that action.
Once you use this trait, you cannot make it again until you take a long rest.
Trapjaw. Your oversized jaws can be used as a lethal weapon, and can be used to make unarmed strikes.
If you hit a creature with them, you can deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
Kelpie
Kelpie vegepygmies make their home in the water. Their hair seems to resemble that of seaweed, coral, or other underwater plants. Despite, their beautiful appearance, they are able to create a deadly toxin that can cause their victims to suffocate to death.
Ability Score Increase. Your Dexterity score increases by 1
Amphibious. You have a swimming speed of 30ft.
You also are able to breathe in air and in water.
Drowning Tendril You are able to grow poisonous barbs on your vine-like limbs that injects a suffocating toxin into the bloodstream of your enemies.
When you take the Attack action, you can substitute one of your attacks to make a unarmed strike with your tendrils. If the attack hits, it deals 1d4 bludgeoning damage + your Strength modifier and forces the target to make a Constitution saving throw equal to 8 + your Constitution modifier + your proficiency bonus.
On a failed saving throw, creature are considered poisoned for one minute. While poisoned in this manner, the creature cannot breathe or speak. The creature can repeat its saving throw at the end of each of its turns to end it upon a success.
Once you use this trait, you cannot do so again until you finish a long rest.
Lotus
Lotus vegepygies are the most beautiful and colorful of theirof their kind as their appearance takes the form of nearly any type of flower imaginable. Each lotus vegepymy is unique in the coloration, pattern, and number of its form.
Ability Score Increase. Your Charisma score increases by 1
Aromatic Presence Your are able to unleash a pleasant smelling aroma around you to cause creatures to become friendlier toward you.
Upon succeeding a Persuasion or a Performance ability check, you can choose to charm that creature for up to 1 minute.
Once you use this trait, you cannot do so again until you finish a long rest.
Lotuscraft You create an instantaneous, harmless sensory effect within a 5ft. cube. Such an effect includes causing plants within the affected area to bloom, changing the color of nearby plant life, or generating harmless odors.
Sunbloom
Although most plants love the sun, every aspect of life for sunbloom vegepymies are related to the sun. As a result of their devotion to the sun, many sunblooms have become avid zealots for many sun and light-based deities or entities.
Ability Score Increase. Your Wisdom score increases by 1
Sunborne. You gain resistance to radiant damage.
Sun Flower You are able to release sunlight stored within your body in a short burst. Using your bonus action, you are able to emit bright light in a 20ft. radius and dim light an additional 20ft for up to 1 minute. from this range. This light counts as daylight. Once you use this trait, you can’t do so again until you finish a long rest.
Twig
Twig vegepymies are the most common of all their kind and can be found in nearly any forest on the Material Plane. Their bark-like skin makes them much hardier than their other kin and are capable of even growing to extreme proportion when in danger.
Ability Score Increase. Your Constitution score increases by 1
Barkskin. Your body is composed of sturdy bark which protects your from attack. While not wearing armor, your AC equals 12 + your Constitution modifier. A shield's benefits apply as normal while you use your natural armor.
Bramble Transformation. You are able to cause your form to become much hardier to endure to discourage your enemies from attacking you.
For one minute, you can use your bonus action to grow one size larger. For the duration of this feature, you deal an additional 1d4 piercing damage to your melee weapon attacks.
Additionally, creatures that grapple you or hit you with a melee attack while within 5ft. of you takes 1d4 piercing damage.
Once you use this trait, you can’t do so again until you finish a long rest.
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Woad
Woads are often viewed as the guardians or protectors of many forests. They tend to have a much deeper connection to their surroundings than other sentient plants. This connection grants them very powerful abilities such as self-healing, colossal overgrowth, or even animating plants around them to fight.
Woad Features
Age Unlike vegepygmies, woads mature at a much slower pace often reaching adult hood after 30 years. However their lifespans can span up to two or three hundred years.
Appearance Woads seem to resemble many humanoids in appearance. Their skin tends to possess a bark-like appearance and many have been known to sport antler like horns or other features made of twisted bark along their form. They also seem to possess hair made of leaves or vines fashioned in similar styles to that of humanoids.
Speed Your base walking speed is 30ft.
Languages You can speak, read, and write Common and Druidic
Size Woads range from 5 to 6 ft. tall. Your size counts as Large
Ability Score Your score Constitution score increases by 1, and your Wisdom score increases by 1.
Natural Connection Woads are perfectly attuned to nature around them. You gain proficiency in Nature and Survival.
Photosynthesis When the woad takes a short or long rest while in daylight, it can use one additional hit die to recover hitpoints without expense. It can use this feature even if it has no remaining hit die.
Blighted
The blighted are remnants and outcasts from the eternal war between sentient plants and fungi. Corrupted by their resilience against infectious spore, the blighted seek their own path seeking to consume both plants and fungi alike.
Ability Score Increase The Constitution score increases by 1.
Necrotic Resistance You have resistance to necrotic damage.
Blighted Recovery Your blighted mutations grant you the ability shrug off debilitating toxins. As an action, you can choose the end the effects of poison and disease. As an action, you can end the effects of poison or disease. Once you use this feature, you cannot do so again until you finish a long rest.
Life Drain When you take the Attack action, you can replace one of your attacks to ensnare a creature in a mass of vampiric vines. One creature that you touch must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 2d6 necrotic damage and you regain a number of hitpoints equal to half the damage dealt and you do not recover hitpoints. On a successful save, it takes half as much damage. This damage increases to (3d6) when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6).
You can use your Life Drain ability you cannot do so again until you finish a short or long rest.
Spriggan
Spriggans are known for their enhanced connection to nature, even beyond that of their other kin. Their ability to control plants around them gives them the uncanny ability to seeming vanish into the forest and to call upon nature's wrath in battle. In its most dire of circumstances, they even have the ability to channel the ambient life energy around themselves to heal from the harshest of wounds.
Ability Score Increase. Your Wisdom score increases by 1.
Plant Camouflage You are adept at traveling through the forest unnoticed. You have advantage on any Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Spriggan Magic You know the Druidcraft cantrip. Once you reach 3rd level, you can cast the Entangle spell once as a 1st level spell. Once you reach 5th level, you can also cast the Spike Growth spell once. You must finish a long rest to cast these spells again with this trait. Wisdom is your spellcasting ability for these spells.
Rapid Regeneration You can draw upon the ambient life magic in the world around you to heal your wounds. For one minute, you can recover a number of hitpoints equal to your Constitution modifier (minimum 1) at the start of each of your turns as long as you have at least one hitpoint and are below half your hitpoint maximum.
Once you use this feature, you cannot do so again until you finish a long rest.
Treantkin
Woads of this ancestry can trace their heritage to that of the greatest of the forest's guardians, the treant. As a result, they tend to be much larger than their other kin standing nearly 7 to 8 ft. tall.
When their need is great enough, they can harness the power of their treant ancestors to grow in size to gain the Strength and durability of a true treant.
Ability Score Increase. Your Strength score increases by 1
Barkskin Your skin is made of hardened bark giving you natural armor. As long as your are not wearing armor, your armor class is equal to 12 + your Constitution modifier. You can use a shield and still benefit from this feature
Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Soul of the Treant You can fully embrace your inner treant heritage. Upon using this feature, you gain the following benefits for 1 minute.
- Your size increases by one Size.
- The reach of your melee attacks increases by 5ft.
- You have advantage on Strength and Constitution saving throws
- Your gain temporary hitpoints equal to your level. These temporary hitpoints last for up to 1 minute.
- Your weapon damage rolls deals double damage to buildings and objects
Once you use this feature, you cannot do so again until you finish a long rest.
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Myconid Playable Race
Myconids are the fungal counterpart to vegepymies and woads. Their physiology tends to differ much from many creatures on the Material Plane. Unlike most creatures, the true essence of the myconid resides in its spores which are housed in a physical body. As a result, it grants them many unique abilities such as defying death and the ability to speak telepathically to creatures.
Age Myconids seem to age at roughly the same rate as human reaching full adult hood after 20 years and have been known to live nearly 250 years old.
Appearance Myconids seem to resemble bipedal mushroom as many seem to sport toadstool-like heads almost akin to a hat. However, this is not the standard as their are many variations. Some seem to possess multiple growths similar to that of lichen or mold.
Darkvision 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.
Speed Your base walking speed is 30ft.
Languages You can speak, read, and write Common
Ability Score Your score Constitution score increases by 2
Spore Speech Myconids cannot speak in the same manner as most humanoids. Instead, they can communicate through microscopic spores that communicate telepathically with any living creature.
You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
However, this feature does not grant you the ability to to understand a language that you cannot speak, read, or write. Constructs and undead cannot benefit from this feature.
Poison Resistance You have resistance to poison damage. You also gain advantage on saving throws against being poisoned.
Spore Soul When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Spore Heritage There are numerous variants of myconids, each can be distinguished by the unique effects of its spore. You can choose one of the following features to determine your heritage.
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Blightspore Upon being forced to make a saving throw against an effect the deals necrotic damage, you can choose to grant yourself advantage. Upon using this feature, you take half damage upon a failed saving throw and none on a success. Upon using this feature, you cannot do so again until you complete a short or long rest.
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Mirespore You advantage on saving throws against being charmed or frightened.
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Cinderspore Upon being forced to make a saving throw against an effect the deals fire damage, you can choose to grant yourself advantage. Upon using this feature, you take half damage upon a failed saving throw and none on a success. Upon using this feature, you cannot do so again until you complete a short or long rest.
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Frostspore Upon being forced to make a saving throw against an effect the deals cold damage, you can choose to grant yourself advantage. Upon using this feature, you take half damage upon a failed saving throw and none on a success. Upon using this feature, you cannot do so again until you complete a short or long rest.
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Spellspore Upon being forced to make a saving throw against a spell effect,, you can choose to grant yourself advantage. Upon using this feature, you take half damage upon a failed saving throw and none on a success. Upon using this feature, you cannot do so again until you complete a short or long rest.
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Sunspore As a bonus action, you can give off bright light in a 10ft. radius and dim light an additional 10ft. You can dismiss this light as a free action.
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Umberspore While in darkness, you have advantage on Stealth checks. While these conditions are met, you can use your bonus action to Hide.
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Mite
Mites are the smallest but most common of myconids and are typcially the size of most humanoid toddlers.
Size Myconid mites range from 2 to 3 ft. tall. Your size counts as Small
Nimble You can move through the space of a creature one size larger than you without expending extra movement.
Spore Cloud When you use your Spore Soul ability, creatures of your choice within a 10ft. radius of you must succeed a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed saving throw, creatures are poisoned until the end of its next turn. Creatures poisoned in this manner cannot take actions or reactions as it spends its turn coughing or wretching.
Sovereign
Sovereigns are a special breed of myconids that have the ability to use their spores to cast spells and even command other creatures to do its bidding.
Size Myconid sovereign range from 5 to 6 ft. tall. Your size counts as Medium
Spore Magic You know the Poison Spray cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a 1st level spell. Once you reach 5th level, you can also cast the Ray of Enfeeblement spell once. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.
Commanding Spores When you use your Spore Soul ability, creatures of your choice within a 10ft. radius of you must succeed a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus).
On a failed saving throw, creatures are charmed by you until the end of your next turn. A charmed creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Hulk
Myconid hulks are the largest of their kind. Their forms tend to be much sturdier as it is continually reinforced with organic matter.
Size Myconid sovereign range from 7 to 8 ft. tall. Your size counts as Medium
Durable You can increase your hitpoint maximim by your level.
Poison Burst When you use your Spore Soul ability, creatures of your choice within a 10ft. radius of you must succeed a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus).
On a failed saving throw, it takes 2d6 poison damage. On a successful saving throw, it takes half damage. This damage increases to (3d6) when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6).
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