Race: Plantfolk

Last updated: 1/27/2017

Plantfolk are a race of sentient plant creatures that dwell hidden throughout the natural world. The first plantfolk was born from Compassion alone in her desperate search to find a guardian to keep the Eternal Rose safe from the other gods. Along her journey, she came across a wooded grove, filled with flowers and mushrooms. Here the precious rose would look like but one of many, and she hoped it might be safe. After planting the rose at the foot of a great tree, she spread her power throughout the grove and the mushrooms, trees, and grasses rose up as sentient beings to her call. The strongest of these was the Mother Oak, an Arborkin that emerged from the tree above the Eternal Rose. Mother Oak swore to compassion that her arms would shelter the rose from harm and guard it throughout the seasons that would follow. The youngest of these was Shimmer, a willowy Meadowfolk maiden, who swore to keep the Eternal Rose company and be the last line of defense should someone enter it’s garden. Last to rise was the elderly Trufflekin crone, Vein, who swore to seek and destroy those who would take the rose for themselves, and left the grove to seek out this dark mission. And so these beings continue to keep charge of the Eternal Rose, and the wild places across the world. While most believe Plantfolk to be the least numerous of the races of Falleron, their capacity to hide in plain sight makes this hard to prove.

Charge of Compassion

Plantfolk all have a secret mission passed down from Compassion: they must protect the Eternal Rose and the Fool from the other gods. While an opportunity to do so may never occur in their lifetimes, should the opportunity present itself their free will is momentarily overridden and they will come to the aid of this mission.

The Wild Realms

Plantfolk are different from most sentient beings of Falleron in that they do not often create societies and communities of their own kind, instead dwelling in hidden places in the wilderness they feel most comfortable with. While many will, in their early years, wander the world to explore, dream, and adventure after a time most Plantfolk find a place they feel is precious to them and ‘take root,’ choosing to dwell and protect that place for their remaining years. In some places such a rooting may be done in small communities. Arborkin typically dwell in solitary trees, or at most in pairings with a spouse or confidant. Meadowfolk typically live in groups of ten or less amongst the grasses, reeds, and flowers they love. Trufflekin, the most martial and plentiful of the Plantfolk, tend to form large, organized warbands deep underground, with the full size and scale of these varying by the location and band. The largest known warband of Trufflekin emerged from the Breach, a massive collapse into the underground caverns beneath the Brevardrim Wastes, numbered in the tens of thousands. It is presumed (and hoped) that this is an uncommon event by most scholars. Plantfolk are a very rare sight in large cities and settlements, though they can occasionally be more common in small communities along the wild places and frontiers of the world.

Languages of the Land

Plantfolk speak one of two languages, either the silent and gesture-based language of the Arborkin or the strange, backwards language of the Trufflekin. Both are frequently infuriating to other mortal races, though for different reasons. Arborkin is a very slow, though deeply expressive, language involving nearly imperceptible motions and gestures. It can take hours to make a simple hello in Arborkin, and days to communicate a complex idea or request. Trufflekin is frequently spoken, but rarely fully understood as its language is almost entirely spoken of in lies. Trufflekin tend to say the opposite of what they mean in their language at all times, and with the range of implications misunderstandings from mortal races are… frequent. While Trufflekin understand their own language perfectly, many suspect their language was developed specifically to confound the other races.

Traits: Plantfolk

Plantfolk come in a variety of humanoid shapes and sizes, but generally they all have the following traits.

  • Ability Score Increase. Add +3 to Constitution, Dexterity, or Wisdom.
  • Age. Plantfolk usually develop fully over about 10-15 years but once they gain maturity can remain alive indefinitely with care. Plantfolk over the age of 100 rarely are adventurers, having ‘taken root’ in a place long enough to have made it their own.
  • Alignment. Plantfolk tend toward chaotic or neutral alignments, follow the wild and seemingly random growth of nature. Those who observe closely can begin to see patterns in their behaviors, and the rare Plantfolk follows this trend to be lawful.
  • Size. Plantfolk are typically humanoid in shape and appearance and are medium size.
  • Speed. Your base walking speed is 30 feet.
  • One With Nature. Plantfolk are able to merge with their surroundings with such skill and camouflage that few notice them as anything but the natural plants growing in an area. As an action or reaction, you step into a living plant object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the plant for the duration of the effect. Using your movement, you step into the plant at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the plant, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the plant. You can use your bonus action to leave the plant where you entered it, or your movement to exit at any location within your total movement that the plant touches, either of which ends the spell. You otherwise can’t move. Minor physical damage to the plant doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 slashing damage to you. The plant’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. The type of plant you can merge with is based upon your plantfolk subrace. You may do this once per short rest.
  • Natural Vulnerability. Sources of fire damage are a bane to you. Whenever you take a source of fire damage you have a 50% chance to catch fire. While on fire, you take 1d6 points of fire damage each turn. This persists each round until the fire is put out. You may spend an action and fall prone to roll and put yourself out on ground not covered in additional fires.
  • Languages. Plantfolk can speak Ovidic (Common) along with a specialty language trait based upon their plant subtype.
  • Skills: Plantfolk gain proficiency in either nature or stealth.  
  • Subraces. Plantfolk come in a variety of forms below. Choose a subrace from the following.


  • One With Nature. Your one with nature melding may be used on living trees. The tree must be your size or larger.
  • Speak with the Trees. You can speak the long and silent sign language of Arborkin.
  • Barkskin. Your skin has a rough, bark-like appearance, and your AC can’t be less than 16, regardless of what kind of armor you are wearing. This skin may be coarse or smooth, as you wish, but is uncommonly resilient.
  • Sylvan Shillelagh. Your natural affinity with wood invoke the wooden object or weapon in your hand (such as a weapon, tree branch, table leg, etc.) to become alive and empowered. As a bonus action you may pick up a wooden object and cause it to grow and transform into a club, dart, or quarterstaff until end of combat. You are considered proficient in this weapon. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a D8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again, after it is thrown (dart only), or if you let go of the weapon.


  • One With Nature. Your one with nature melding may be used on grasses and flowering bushes. The volume of the bushes or grass must be your size or larger, or a 15ft by 15ft square of grass.
  • Speak with the Trees. You can speak the long and silent sign language of Arborkin.
  • Covered in Bees. Meadowkin are one with the flowers and grasses and have a close relationship with pollinating insects. As a reaction when hit, you may choose to summon a swarm of bees to protect you. This swarm forms as a 10ft aura around you. When the area appears, each creature in it must make a Constitution saving throw. A creature takes Xd10 piercing damage (where X is your proficiency bonus) on a failed throw, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. This aura lasts 10 minutes and then dissipates as the bees get all tuckered out and fly home to take a nap. This effort exhausts your precious honeybee friends and they must sleep until the end of a long rest.
  • Briarthorns. As an action you may make attempt to summon flowering vines to burst out of the ground beneath your target to wrap around a target or targets within 20ft of you. The target must make a dexterity saving throw DC16-[total number of targets affected by Briarthorns] or else become grappled and poisoned while they are entangled. While this effect is in place, you cannot move or take actions beyond attempting to entangle a single new target each round as it takes all of your concentration to keep the vines taunt though you may concentrate on any number of targets for this spell. Should you lose concentration all targets are released and lose the poisoned and grappled status. Once you initially cast this spell, you may chain it any number of rounds in a single combat so long as this is the only action you take each subsequent round. Once you lose concentration, or choose to not continue the action, you ability to manipulate the vines is exhausted until after a long rest.


  • One With Nature. Your one with nature melding may be used on mycelium, mushrooms, and mosses. The total system of mycelium, mushrooms, or mosses must be equal to your size (though usually most of these are underground).
  • Truffletalk. You can speak the backwards and confusing secret language of the Trufflekin.
  • Mindspores. As an action, you release spores into a target you can directly touch in an attempt to overpower their mind and exert your will through them. The target must be humanoid or undead, and must make a Constitution saving throw DC10+[your proficiency bonus), and does so with advantage if you or your companions are fighting it; the target has disadvantage on this save if it is standing upon Mycelium. If it fails this save, it is charmed by you until your next short rest or until you or your companions do something harmful to it. The charmed creature regards you as a superior worthy of respect. If the controlled creature is ordered to do something against its well being it may make a second Constitution saving throw to attempt to refuse. It is still controlled after this save. Generating mind spores is swift, but the focus required takes concentration. You may only use this ability once per short rest. A target’s body gains limited immunity to these spores after being released, and cannot be charmed again in this fashion for 24 hours.
  • Mycelium. As an action, you concentrate to spread a layer of Mycelium across the ground around you, spreading from your feet outwards starting as a 5ft radius. Each round you maintain concentration you may spread this area an additional 5ft in radius. If you lose concentration, or choose to release the spell, you can no longer spread Mycelium but the previous growth remains in place. Mycelium is considered difficult terrain for all but Trufflekin. It is also considered a fungus for use with One With Nature. Non-Trufflekin creatures that fall prone on Mycelium must make a Constitution saving throw DC10+[your proficiency bonus) or else become poisoned by the mist of spores rising from the fungus. You may spread Mycelium once per short rest.