Plantae Race Version 1.1

by TownPortalScroll

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Plantae Adventurers

Plantae

A quizzical look, and down the hatch. Our research party had been wandering aimlessly for days in this dark, dreary forest. We knew we were being watched, but despite out best efforts, when attempting to locate our stalkers, the nearest we ever came was spotting a rustling of leaves in a far off bush or tree. Come the seventh day of our trip, our waterskins were drained, our food supplies depleted, and our journey's end seemed no closer. We were exhausted and quite frankly broken. Then came the Plantae, bearing bright berries, strange fruits and gnarled branches in tow. Whilst a shy and reserved folk, our verdant saviours ensured we made it out of the forest on that day, Well fed and re-energised to boot. I've traveled to almost every corner of this realm, and I can say with utmost certainty that the hospitality of the Plantae is second to none.

       —Prof . J. C . Bose, University of Dalmarth               Adventurer's Tales Monthly


Plantae are naturally forming spirits, taking physical form in bodies constructed from plant matter. Whether in eerie dark forests, fey touched glades, or crop laden swathes of farmland, plantae are born spontaneously, as the natural essence passively generated by surrounding living creatures concentrates and conjoins, eventually becoming a conscious woodland spirit, taking a form matching the surrounding vegetation. Plantae are generally shy and gentle, but are not afraid to fight twig and root for what they care about.

Verdant Diversity

As the form of each Plantae tends to mirror the vegetation surrounding their unique birthplace, their appearances are greatly varied. They have been found to range 2 to 8 feet in height, and weigh between 35 to 250 pounds. Plantae colouration spans from lush greens, to vibrant purples, reds, and blues. Plantae born in close proximity to other organisms may find their form manifesting features belonging to them, helping them blend in to their surroundings, and making it easier to get on with their neighbors.

Plantae Names

Plantae names are often abstract, and represent broad concepts and themes. These may reflect a plantae's mindset at the time of choosing, or simply the name of an object they have encountered that they found particularly pleasant. Plantae names are often malleable, and subject to change.

Plantae names. Coffee, Spinwood, Dancer, Sneaky, Sunshine, Tranquil, Pokey, Whisper

Plantae Traits

Your plantae character has a swathe of natural abilities, reflecting their plant based bodies and bond to nature.

Ability Score Increase. Your Wisdom score increases by 2.

Creature Type. You are a Plant or Fey. You choose the type when you select this race.

Age. Plantae have been documented to live up to a century.

Size. Plantae are between 2 and 8 feet tall. Your size is small or medium. You choose the size when you select this race.

Speed. You have a walking speed of 30 feet.

Solar Powered. You don't need to eat, and can gain a days worth of nutritional reserves by basking in sunlight and rooting into the ground for 1 hour, which may be part of a short or long rest. In this state, you appear inert, are not unconscious, and you can see and hear as normal.

When spending an hour in direct sunlight, rooted or not, you can concentrate solar energy within your body and store it in a suitable container as energised chlorophyll, which you can consume as a days worth of nutrition at a later time.

Plantvision. 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 discern colors in that darkness as shades of red and blue.

Leaf Speak. You have the ability to communicate in a limited manner with plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Starting 5th level, you can cast speak with plants with this trait. You can't cast the spell this way again until you finish a long rest. You can also cast this spell using any spell slots you have of the appropriate level.

Languages. You can speak, read and write two languages of your choice.

Variations. Plantae are varied in form and ability. Choose one of the variations below that fits your plantae character.

Barkwright Plantae

Ability Score Increase. Your Constitution score increases by 1.

Natural Armour. Your skin is covered in a thick layer of bark, providing you with a base AC of 17 (your Dexterity modifier doesn't affect this number). If you are using a shield, you can apply the shield's bonus as normal.

Hardwood Plantae

Ability Score Increase. Your Strength score increases by 1.

Hardwood Armaments. Whilst patiently growing over a rest, you fashion armaments from your woody body. After completing a long rest, choose either a simple weapon, martial weapon, or set of ammunition from the Adventuring Gear table in the Player's Handbook (Pages 149-150).

You create a wooden replicate of the object, which functions identically, but is made of enchanted hardwood and is therefore magical. If you create a weapon, you have proficiency when using it. When creating a new object using this feature, previously created objects crumble to dust.

Sharpvine Plantae

Ability Score Increase. Your Strength score increases by 1.

Creeping Green. You have a climbing speed equal to your walking speed.

Lashing Vines. You know the thorn whip cantrip. Intelligence, Wisdom, Charisma, Dexterity, or Strength is your spell-casting ability for this spell when you cast it with this trait (choose when you select this race).

Succulent Plantae (Spiny)

Ability Score Increase. Your Dexterity score increases by 1.

Drought Tolerant. You only need to drink once a month.

Needle Coating. Your skin is coated in an array of sharp needles. You can use your spiny limbs and body to make unarmed strikes. You may treat these attacks as if they had the Finesse property. When you hit with them, the attack deals ld6 + your Strength or Dexterity modifier piercing damage.

Once per turn, when a creature hits you with an unarmed attack, or attempts to grapple you, they take piercing damage equal to 1d4 + your Proficiency Bonus.

Succulent Plantae (Smooth)

Ability Score Increase. Your Intelligence score increases by 1.

Drought Tolerant. You only need to drink once a month.

Natures Cure. You gain proficiency in the Medicine skill. You are able to create natural medicinal treatments from your anatomy and the plants around you. After completing a long rest, you create a number of Restorative Salves up to your proficiency bonus.

As an action you can administer a Restorative Salve to a wounded or unconscious creature. The creature regains a number of hit points equal to proficiency bonus.

Whilst performing this action, you can expend once of your hit dice, rolling it and adding the result to the number of hit points restored.

Wetleaf Plantae

Ability Score Increase. Your Constitution score increases by 1.

Submersible Build. You have a swimming speed equal to your walking speed and you can breathe air and water.

Dry Pouch. You have a cavity within your body, protected from moisture by a seal of watertight leaves. You can store up to two objects, or once creature, of a size smaller than your own inside this space. If an object or creature can no longer fit due to size changes, they are harmlessly ejected into the nearest unoccupied space.

Moist and Soggy Leaves. You have resistance to fire damage.

Inflorescent Plantae

Ability Score Increase. Your Charisma score increases by 1.

Calming Aroma. As an action, you unleash a floral armoa, perfuming the surrounding air. Creatures within a 15 foot radius of you must make a Charisma saving throw. The DC for this save is equal to 11 + your proficiency bonus.

A creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects, which last for a minute. You must maintain concentration, as if this were a spell for this effect to persist.

You can suppress any effect causing a target to be charmed or frightened. When this effect ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends, the creature becomes hostile again, unless the GM rules otherwise.

Once you use this feature, you must finish a long rest before you can use it again.

Foliate Plantae

Ability Score Increase. Your Dexterity score increases by 1.

Grassy Glide. When you fall and are not incapacitated, you can subtract up to 50 feet from your fall when calculating your fall damage and can move horizontally 1 foot for every 1 foot you fall.

Leafy Cloak. When in an environment featuring a backdrop of leaves or dense woodland, you have advantage on Dexterity (Stealth) checks to avoid being seen.

Plantae Feats

Plantae are adaptable beings that evolve in form and ability as they grow. These optional feats represent ways in which your plantae character may develop through their adventure.

Nourishing Fruits

Prerequisite: Plantae

Your experience as an adventuring plantae has taught you that well fed and tended allies often make much better companions. You have developed the ability to grow a number of nourishing fruits on your body which you can feed yourself or others.

  • You learn the goodberry spell, which you can cast once without using a spell slot. When you cast the spell this way, the berries take the form of a fruit of your choice. Choose one of the following effects:
  • The fruits restore 2 hit points each.
  • You create one large fruit. When consumed it provides the effects of the Lesser Restoration spell.
  • You regain the ability to cast the spell this way again after completing a long rest.
  • You can also cast this spell using spell slots you have of the appropriate level.

Sticky Sap

Prerequisite: Plantae (Barkwright, Hardwood, Succulent Plantae (Smooth))

You can secrete a sticky sap from cracks in your barky skin. The sap has a colour and taste of your choice, and can be harmlessly consumed.

  • You have a number of charges equal to your proficiency bonus, which can be used to produce sap. All expended uses are regained after completing a long rest.
  • You may expend a charge to produce a gallon of sap during a short or long rest. Whilst this sap is sticky it does not have adhesive properties.
  • As an action you may expend a charge to coat your hands or possessions with sap. You cannot be disarmed when either your weapon or hands are coated in sap. A creature attempting to remove a possession you are carrying that is coated in sap must make any checks to do so with disadvantage.
  • As an action you may expend a charge to stick two objects that are not being carried by a creature together with your sap. The objects can be separated through a successful DC 16 Strength (Athletics) check.

Overgrowth

Prerequisite: Plantae

You dig your roots into the ground, soaking up deeply entrenched nutrients from the surrounding environment. You temporarily grow to a tremendous size, at the cost of your mobility.

  • You can spend an action to gain the effects of the enlarge portion of the enlarge/reduce spell, as if it were cast on you.
  • When you initially transform, choose a point that you can see within 90 feet. Giant grasping roots sprout on surfaces in a 30 foot radius from this point. The ground in this area counts as difficult terrain for non allied creatures. Creatures that you deem allies that are attempting to pass through the terrain are not impeded by the roots, which move to make way for them.
  • Once you use this feature, you must finish a long rest before you can use it to transform again.

Credits:
Homebrew: Aston aka /u/TownPortalScroll
Cover Page: Plant Folk | AndrewMcIntoshArt
Page 1 Art: Pathfinder 2 Official Leshy Art | Paizo
Page 2 Upper: Sketch Collection IV | Mike Azevedo
Page 2 Lower: Leshy | Paola Andreatta
Page 3: Lotus Leshy | Daniel López