Kinokin Race

by ArgenisDBarrios

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Kinokin

Ability Scores. Choose any +2; choose any other +1; choose any other +1
Size. Medium or small
Speed. 30 ft
Age. Kinokin mature at the same rate as humans and live up to 200 years
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. You discern colors in that darkness only as shades of gray.
Grove Guardian: You have proficiency in the Nature skill. Additionally, while you remain motionless you can roll a d4 and add the number rolled to any stealth checks you make.
Defensive Spores: When you are hit by an attack. You can use your reaction to release a puff of spores that covers an area in a 10 foot radius around you. All creatures other than you must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failure, a creature is incapacitated until the end of your next turn. You can spend a short or long rest inoculating a number of creatures equal to twice your constitution modifier making them immune to your spores. You can use your spores a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Fungal Magic: Your origins as a grove guardian grant you some innate spells. You know the Primal SavageryXGE cantrip. Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Wither and BloomSCC spell with this trait. Once you cast those spells with this trait, you can't cast them with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Languages: You can speak, read and write Aemyrian and Druidic

The Fungal Spirit

Wardens of groves around the realm. They are solitary fungal forms brought to life by the Ame'ril. Most can be found around a forest of different fungi that the Kinokin tend to and protect. For most of their existence they stay within the confines of these mushroom fields that they wander within as they grow and spread their spores. They do not mind travelers who stumble upon their fields so long as they do no harm to the fungi that grow within. They are honorable, honest, loyal, and compassionate.

Druid Companions

Sometimes a Kinokin will make a contract with a Druid to become a warden of their grove, this is seen as a great honor is respect to both the Kinokin and the Druid who manages to make such a contract between them. When one of the Kinokin makes this pact with a Druid they stay with them for the rest of their life. Some Kinokin are known to live as long as the Druids that they follow.

Kinokin Racial Feats

Armored Cap

Prerequisite: Kinokin
Your outer cap hardens and grants you a semblance of additional armor. You gain the following benefits:

  • Increase your Strength, or Constitution score by 1, up to your maximum in that score.

  • Your cap provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can use a shield and still gain its bonus. As a reaction when you are hit by an attack, you can cause a section of your skin to harden. Until the start of your next turn, you have a bonus to AC equal to your constitution modifier, including against the triggering attack

Enhanced Spores

Prerequisite: 4th level Kinokin
Your spores defend you further. You gain the following benefits:

  • Increase your Constitution score by 1, up to your maximum in that score.

  • You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

  • The radius of your Defensive Spores increases to 30 feet.

Spore's of the Grove Warden

Prerequisite: Kinokin
Your attachment to a druids magic enhances your spores. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score.

  • You can use your action to send explosive spores at a target you can see within 60 feet of you. The spores explode in a 20 foot radius around the target, and all creature within the radius must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the targets take 1d10 poison damage, or half as much on a success. Additionally, you may expend a number of hit dice up to half your level rounded down, roll them, and add the total to the damage total. You can use your explosice spores a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Artist Credit
More ArgenisDBarrios content can be found in my Patreon! Including my Spirit Blade class, subclasses, Spells, magic items, and more character options.
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