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# Vinelings 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. Though they have minor variations between them, Vinelings generally have skin made of stem or bark, and have either black or bioluminescent eyes. They are differentiated by traits they have resembling the places where they were born, such as leaves from a rainforest or mushrooms from a bog. **Environmentalists.** Vinelings believe in preserving nature as a whole, which they view as their homeland. Because they feel so connected to nature, Vinelings sometimes have trouble integrating into developed civilizations that lack natural features. **Habitat.** Vinelings typically inhabit areas of dense flora, such as forests, where they have natural camouflage. They might also be found in communities of druids. #### Bud Vineling buds are newborn vinelings, small and without developed abilities. They appear as much smaller versions of their older counterparts. #### 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. #### 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. #### Kelplings 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. \columnbreak #### Magileaf Magileaf are the oldest forms of the different vinelings, infused with great fey magic. They can come from any line of vineling, but most commonly resemble trunklings. #### Pricklings 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. #### 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. #### 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. #### 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.
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\pagebreakNum ___ > ## Vineling Bud >*Small Plant (humanoid), Any Alignment* > ___ > - **Armor Class** 14 > - **Hit Points** 20 > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|20 (+5)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Skills** Perception +1, Stealth +2 > - **Damage Vulnerabilities** Fire > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** passive 11 > - **Languages** Sylvan > - **Prof. Bonus** +2 > ___ > ***Fey Ancestry.*** Magic can't put the vineling to sleep. > > ***Multiattack.*** The vineling can make 2 attacks on its turn as a single action, using any combination of its Slash and Needle Shot. >### Actions > ***Slash, +5 to hit, 5ft reach, one target.*** Hit: 2d4+3 Slashing damage. > > ***Poison Needle, +2 to hit, 60ft range, one target.*** Hit: 2d6 Poison. ___ > ## Vineling Calmspore >*Medium Plant (humanoid), Any Alignment* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 50 > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|20 (+5)|10 (+0)|15 (+2)|12 (+1)| >___ > - **Skills** Perception +3, Stealth +2 > - **Damage Vulnerabilities** Fire > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Poisoned > - **Senses** passive 13 > - **Languages** Sylvan > - **Prof. Bonus** +2 > ___ > ***Fey Ancestry.*** Magic can't put the vineling to sleep. > > ***Multiattack.*** The vineling can make 2 attacks on its turn as a single action, using any combination of its Slash and Needle Shot. >### Actions > ***Slash, +5 to hit, 5ft reach, one target.*** Hit: 2d6+3 Slashing damage. > > ***Poison Needle, +2 to hit, 60ft range, one target.*** Hit: 3d6 Poison. > > ***Spore Cloud.*** As a bonus action, the vineling expells a cloud of spores in a 5ft radius sphere around it. The sphere spreads around corners, and its area is heavily obscured. It lasts until the end of the vineling's next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Creatures within this area when it uses this feature must succeed a DC 15 Constitution saving throw or take 1d6 Poison damage.
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\pagebreakNum ___ > ## Vineling Feyrose >*Medium Plant (humanoid), Any Alignment* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 50 > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|20 (+5)|10 (+0)|15 (+2)|16 (+3)| >___ > - **Skills** Perception +3, Performance +5, Stealth +2 > - **Damage Vulnerabilities** Fire > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Poisoned > - **Senses** passive 13 > - **Languages** Sylvan > - **Prof. Bonus** +2 > ___ > ***Fey Ancestry.*** Magic can't put the vineling to sleep. > > ***Multiattack.*** The vineling can make 2 attacks on its turn as a single action, using any combination of its Slash and Needle Shot. >### Actions > ***Slash, +5 to hit, 5ft reach, one target.*** Hit: 2d6+3 Slashing damage. > > ***Poison Needle, +2 to hit, 60ft range, one target.*** Hit: 3d6 Poison. > ### Reactions > ***Enchanting Fragrance.*** As a reaction to a creature within 5 feet of the vineling dealing damage to it, the vineling can attempt to charm them with enthralling spores. The target must succeed a DC 15 Wisdom saving throw or become Charmed until the start of the vineling's next turn. ___ > ## Kelpling >*Medium Plant (humanoid), Any Alignment* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 45 > - **Speed** 30ft, 30ft swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|20 (+5)|10 (+0)|15 (+2)|16 (+3)| >___ > - **Skills** Perception +3, Stealth +3 > - **Damage Resistances** Fire > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** passive 13 > - **Languages** Sylvan > - **Prof. Bonus** +2 > ___ > ***Amphibious.*** The kelpling can breathe air and water > > ***Fey Ancestry.*** Magic can't put the kelpling to sleep. > > ***Multiattack.*** The kelpling can make 2 attacks on its turn as a single action, using any combination of its Slash, Needle Shot, and Kelp Whip. >### Actions > ***Slash, +6 to hit, 5ft reach, one target.*** Hit: 2d6+4 Slashing damage. > > ***Poison Needle, +3 to hit, 60ft range, one target.*** Hit: 3d6+1 Poison. > > ***Kelp Whip, +6 to hit, 15ft reach, one target.*** Hit: 1d4+4 Bludgeoning damage, and the target is Grappled (escape DC 13). While a creature is grappled in this way, the kelpling can't use its Kelp Whip. While the kelpling is grappling a creature with its kelp whip, it can pull the creature 15 feet closer to it as a bonus action on its turns.
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\pagebreakNum ___ > ## Prickling >*Medium Plant (humanoid), Any Alignment* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 50 > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|20 (+5)|10 (+0)|15 (+2)|12 (+1)| >___ > - **Skills** Perception +3, Stealth +3 > - **Damage Vulnerabilities** Fire > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** passive 13 > - **Languages** Sylvan > - **Prof. Bonus** +2 > ___ > ***Fey Ancestry.*** Magic can't put the prickling to sleep. > > ***Multiattack.*** The prickling can make 2 attacks on its turn as a single action, using any combination of its Slash and Needle Shot. > > ***Prickly Armor.*** When a creature touches the prickling or hits it with a melee attack within 5 feet of it, it takes 1d6 Piercing damage. > > ***Desert Native.*** The prickling can tolerate hot climates without any additional protection. >### Actions > ***Slash, +5 to hit, 5ft reach, one target.*** Hit: 2d6+4 Slashing damage. > > ***Poison Needle, +3 to hit, 60ft range, one target.*** Hit: 3d6+1 Poison. ___ > ## Shadowblight >*Medium Plant (humanoid), Any Alignment* > ___ > - **Armor Class** 16 (Natural Armor) > - **Hit Points** 55 > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|20 (+5)|10 (+0)|15 (+2)|12 (+1)| >___ > - **Skills** Perception +2, Stealth +3 > - **Damage Vulnerabilities** Fire > - **Damage Immunities** Poison, Necrotic > - **Condition Immunities** Poisoned, Exhaustion > - **Senses** passive 13 > - **Languages** Sylvan > - **Prof. Bonus** +2 > ___ > ***Fey Ancestry.*** Magic can't put the shadowblight to sleep. > > ***Multiattack.*** The shadowblight can make 2 attacks on its turn as a single action, using any combination of its Slash and Needle Shot. >### Actions > ***Drain Life, +6 to hit, 5ft reach, one target.*** Hit: 3d4+4 Necrotic damage, and the shadowblight regains hit points equal to that amount. > > ***Poison Needle, +3 to hit, 60ft range, one target.*** Hit: 3d6+1 Poison.
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\pagebreakNum ___ > ## Trunkling >*Medium Plant (humanoid), Any Alignment* > ___ > - **Armor Class** 17 (Natural Armor) > - **Hit Points** 70 > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|15 (+2)|20 (+5)|10 (+0)|15 (+2)|12 (+1)| >___ > - **Skills** Perception +3, Stealth +4 > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Frightened, Poisoned > - **Senses** passive 13 > - **Languages** Sylvan > - **Prof. Bonus** +2 > ___ > ***Fey Ancestry.*** Magic can't put the trunkling to sleep. > > ***Multiattack.*** The trunkling can make 2 attacks on its turn as a single action, using any combination of its Slash and Needle Shot. > >***Rooted to the Earth.*** When the trunkling is standing on a solid surface, it has advantage on saving throws against falling Prone. >### Actions > ***Slash, +7 to hit, 5ft reach, one target.*** Hit: 2d6+5 Slashing damage. > > ***Poison Needle, +4 to hit, 60ft range, one target.*** Hit: 3d6+2 Poison. ___ > ## Tumbling >*Small Plant (humanoid), Any Alignment* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 40 > - **Speed** 40ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|18 (+4)|20 (+5)|10 (+0)|15 (+2)|12 (+1)| >___ > - **Skills** Perception +3, Stealth +6 > - **Damage Vulnerabilities** Fire > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Poisoned > - **Senses** passive 13 > - **Languages** Sylvan > - **Prof. Bonus** +2 > ___ > ***Fey Ancestry.*** Magic can't put the prickling to sleep. > > ***Multiattack.*** The prickling can make 2 attacks on its turn as a single action, using any combination of its Slash and Needle Shot. > > ***Desert Native.*** The prickling can tolerate hot climates without any additional protection. >### Actions > ***Slash, +5 to hit, 5ft reach, one target.*** Hit: 2d6+3 Slashing damage. > > ***Poison Needle, +6 to hit, 60ft range, one target.*** Hit: 3d6+4 Poison.
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\pagebreakNum ___ ___ > ## Vineling Magileaf >*Large Plant (humanoid), Any Alignment* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 120 > - **Speed** 40ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|20 (+5)|10 (+0)|18 (+4)|12 (+1)| >___ > - **Skills** Perception +6, Stealth +3 > - **Damage Vulnerabilities** Fire > - **Damage Immunities** Poison > - **Condition Immunities** Charmed, Poisoned > - **Senses** passive 13 > - **Languages** Sylvan > - **Prof. Bonus** +2 > ___ > ***Fey Ancestry.*** Magic can't put the vineling to sleep. > > ***Magic Resistance.*** The vineling has advantage on saving throws against spells and other magical effects. > > ***Multiattack.*** The vineling can make 3 attacks on its turn as a single action, using any combination of its Slash and Needle Shot. > > \columnbreak >### Actions > ***Slash, +5 to hit, 5ft reach, one target.*** Hit: 2d6+3 Slashing damage. > > ***Poison Needle, +6 to hit, 60ft range, one target.*** Hit: 3d6+4 Poison. > > ***Innate Spellcasting (nature).*** The vineling casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (5th level, spell save DC 20, +12 to hit with spell attacks). > - *3/day each:* Charm Person, Faerie Fire, Sleep, Spike Growth > - *1/day each:* Grasping Vine, Plant Growth, Stinking Cloud
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