Ancestry: Vineling
Born from deep within fey forests, Vinelings are sentient plants that awoke during a surge of fey presence. As a relatively new people, Vinelings have little identity to themselves outside their common origin and the fey, and thus often mimic the culture of those around them. Many become Druids, using their already well-established attunement with nature to guide them.
Though they have minor variations between them, Vinelings generally have skin made of stem or bark, and have either black or bioluminescent eyes.
Vineling Traits
Ability Score Increase. One ability score of your choice increases by 2, and another by 1, to a maximum of 20.
Age. A typical Vineling lives between 60 and 80 years old.
Size. Vinelings range from 3 to 6ft tall. Your size is Medium or Small. You choose your size when you choose this Ancestry.
Speed. Your base walking speed is 30 feet.
Creature Type. You are a Humanoid. You are also considered a Plant for any prerequisite or effect that requires you to be a Plant.
Alignment. Alignment among Vinelings is said to be random, but generally they shift towards Neutral.
Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can't put you to sleep.
Photon Food. You gain nourishment from sunlight through photosynthesis. If you spend an hour in sunlight only performing light activity, you gain enough nourishment to sustain yourself for 1 day.
If you go without sunlight for more than 1 week, you begin to starve.
Plant's Rest. You don't sleep. To complete a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you Unconscious, and you can see and hear as normal.
Nature Attuned. You have proficiency in the Nature skill.
Languages. You know how to speak, read, and write Common and Sylvan.
Heritage: Calmspore
The Charmspore are fungal Vinelings that often live in deep caves or shady forests. An unnatural calmness dominates their emotional range, even in situations where other emotions would be more appropriate.
Charmspore appear to be mostly made of soft wood with mushroom growths covering most of their bodies. They release stinking spores in the air around them, which has a strong earthy smell.
Darkvision. Accustomed to shady forests and caves, 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.
Spore Cloud. As a bonus action, you can cause mushrooms across your body to puff out a cloud of spores in a 5ft radius sphere around you. The sphere spreads around corners, and its area is heavily obscured. It lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Creatures within this area when you use this feature must succeed a Constitution saving throw or take 1d6 Poison damage, where the DC equals 8 + your Proficiency Bonus + your Constitution modifier.
Heritage: Feyrose
Also called Dryads and forest spirits, the Feyrose are Vinelings with a strong affinity with their fey origins. They are naturally curious, most hiding within well traveled forests to spy on passerby.
Feyrose are the greenest of Vinelings, being made up of tightly twisted, thorny vines and beautiful flowers.
Enchanting Spores. As a reaction to taking damage from a melee attack, you can attempt to charm your attacker with powerful fragrance from a quickly blooming flower. The target must succeed on a Charisma saving throw, where the DC equals 8 + your proficiency bonus + your Charisma modifier, or become Charmed by you until the end of your next turn.
Once you use this feature, you must complete a short or long rest to do so again.
Thorned Vines. You are covered in thorns that are natural melee weapons, which count as simple melee weapons with which you are proficient. If you hit with them, you deal Piercing damage equal to 1d4 + your Strength modifier, instead of the Bludgeoning damage normal for an unarmed strike.
Heritage: Kelpling
Some Vinelings formed underwater in lakes and ponds, forming from the native kelp and sea plants rather than dry plants. They are especially rare amongst Vinelings, and typically go with the general consensus whem making decisions.
Kelplings appear to be made of kelp and other sea plants. Their eyes are white or pink pearls.
Amphibious. You can breathe air and water, and you have a swimming speed equal to your walking speed.
Sea Weapon Training. You have proficiency with the blowgun, net, pike, and trident.
Heritage: Prickling
As vinelings spread across the world, some grew to survive harsh deserts with natural defenses, mimicking what little local flora they could find.
Pricklings appear to be vinelings with bramble bodies with armor-like cacti coverings. Their eyes are yellow and have the appearance of seeds. Some have flowers growing on top of their heads.
Prickly Armor. When a creature touches you or hits you with a melee attack within 5 feet of you, you can use your reaction to deal 1d6 Piercing damage to it.
You can use this feature a number of times per day equal to your Proficiency Bonus, regaining all expended uses after a long rest.
Desert Native. You only require half the normal amount rations each day, and are adapted to extreme heat.
Heritage: Shadowblight
Vinelings created or revived by shadowy evils become Shadowblight, undead plants that drain the life force of others.
Shadowblight appear to be made of dead, spiky twigs with ominous green or blue magic flowing between them. Their eyes are also made of this strange magical energy.
Drain Life. As an action, you can attempt to entangle a life-draining root to a creature you can touch. Make a melee attack roll. On a hit, the target takes 1d4 Necrotic damage, and you regain hit points equal to that amount.
The damage die of this ability increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.
Shadow Food. In addition to sunlight, you can also satisfy your Photon Food feature with magical darkness, such as that created by the Darkness spell, if you remain in its area of effect for the effect's duration, or for 1 hour (whichever is shortest).
Heritage: Trunkling
Trunklings are among the oldest Vinelings, having grown greater physical hardiness and wisdom at your old age. Trunklings
Most Vinelings are made of vines and tough stems, but Trunklings are covered in sturdy, rough bark, and their legs are as stable as roots.
Trunkling Wisdom. You gain proficiency in one of the following skills: Arcana, History, Insight, or Medicine.
Tree Skin. While you aren't wearing armor, your AC equals 13 + your Dexterity Modifier.
Rooted to the Earth. When you are standing on a solid surface, you have advantage on saving throws against falling Prone.
Heritage: Tumbling
Tumblings are the nomadic desert-dwelling Vinelings that traveling in large groups. They originally grew beneath the ground, but quickly became desert wanderers, looking for interesting things to swarm around.
Tumblings are rounder vinelings made of thick but light bramble that resemble tumbleweeds. They are typically brown in color with either black or fiery red eyes.
Swarm's Speed. Your base walking speed increases to 35 feet.
Bouncy. Your jump distance is doubled.
Desert Native. You only require half the normal amount rations each day, and are adapted to extreme heat.