Race: Plantfolk

Last updated: 10/24/2017

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 +2 to one ability score and +1 to a second ability score.
  • 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.
  • Natural Vulnerability. While most things don’t care for fire, it poses additional danger for you. Whenever you take a source of fire damage, you are set on fire, taking damage equal to your proficiency bonus at the end of each of your turns. This persists each round until the fire is put out. You may spend an action and fall prone to roll and put yourself out. While on fire, adjacent creatures must make a dexterity save each round or take an equal amount of damage when you are burned and whenever you make a melee attack while on fire add the burn damage to your attack.
  • Languages. Plantfolk can speak Ovidic (Common) along with a specialty language trait based upon their plant subtype.
  • Skills: Plantfolk gain proficiency in Nature.
  • Subraces. Plantfolk come in a variety of forms below. Choose a subrace from the following.

Plantfolk Subrace Traits.

  • Arborkin. Arborkin are plantfolk that live in deep forests and have an affinity to trees. While generally reclusive and placid, those that harm their forests can rouse these plantfolk into a fury and they are not to be underestimated. Arborkin have a thick, bark-like skin and when not wearing armor their base AC is 13.  This skin may be coarse or smooth, as you wish, but is uncommonly resilient. Arborkin also have a natural connection to wood. As a ritual you may alter the size and shape of wooden objects you are touching into any shape that suits your purpose (such as warping open a wooden door, creating a weapon, coffer, or tool, creating a hollow inside a tree, etc.). The amount of time required is relative to the size of the object (with palm-sized objects being under a minute, weapons or large hand-held objects taking 10 minutes, objects of approximately medium size taking a short rest, and larger objects taking a long rest or more). In addition, as an action you may sacrifice a hit dice to conjure a fruit in the palm of your hand. This fruit restores a 1d6 + Constitution Modifier health, cures one poison or disease, or poisons a target if they do not pass a constitution saving throw (DC 10+your proficiency bonus+ your Constitution modifier). This poison lasts a number of rounds (or minutes) equal to your current level and deals 1d6 + Constitution Modifier poison damage each round if a subsequent constitution saving throws are failed. Arborkin may use One With Nature with any tree larger than their body mass.
  • Meadowkin. Meadowkin are plantfolk that live in flowering fields and meadows and have an affinity to vines, grasses, and reeds. The most social of the Plantfolk, they are occasionally found near human habitation and are attracted to cropfields. Their arms appear almost as woven vines and their sinews are able to stretch and grow at will, granting them the ability to extend their reach with both arms to 10ft as a bonus action. This benefit lasts until the beginning of their next turn. Meadowkin also have the ability to accelerate or retard the growth of plants in their vicinity. As a ritual you may alter the plants around you to clear difficult terrain, create overgrowth that causes difficult terrain (with vines and grasses bursting from all but metal surfaces), or ripen crops and plants to maturity. The amount of time this ritual takes is equal to a minute per 5ft square. In addition, as an action Meadowkin 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 entangled. While this effect is in place, the Meadowkin cannot move beyond 20ft of each target without the vines coming loose and releasing the affected target. Maintaining this hold requires concentration, and should you lose concentration all targets are released. Once you use this trait, you can’t use it again until you finish a long rest. Starting at level 10, you may recover this ability on a short or long rest. Meadowkin may use One With Nature with reeds, grasses, and vines (the volume of which must be at least 15ft square).
  • Trufflekin. Trufflekin are plantfolk that frequently live underground or in places of rot and decay. They favor mushrooms and mycelium growth and are frequently hostile to mortal races unless they see a direct benefit from working with them. Trufflekin are made up of spore-like mycelium and while their bodies have humanoid limbs, no part of the body is actually different in composition to the rest of their bodies. This also allows them to separate parts of their body and then regenerate them at a rate that is alarming compared to other races. A Trufflekin may separate a part of their body as an action. That body part will remain doing what it was commanded to do so long as the Trufflekin is within 20ft of it (for example, a head will remain watching and provide sight, a arm will remain holding something, etc.). A limb may also be used as a weapon, serving as a club or greatclub depending upon the limb. Once regenerated, or once the Trufflekin moves more than 20ft away from any other part of the Trufflekin, the limb dissolves into dust. A Trufflekin may rejoin parts of itself that haven’t dissolved as an action, or may spend hit dice to rapidly regenerate or reincorporate lost limbs, crippling injury, or expel poisons or diseases instead of restoring HP. The amount of hit dice required is dependent upon the amount of damage taken. Whenever a trufflekin makes a death saving throw, they may also add one of their hit dice to their roll to assist in regeneration. In addition, Trufflekin may communicate telepathically to creatures within 20ft of a part of the Trufflekin through the invisible cloud of spores they constantly eject. Creatures immune to disease or poison are unable to gain this benefit. Trufflekin may use One With Nature with Mushrooms, Mycellium, or Mosses (The volume of which must be at least 15ft square or the size of your body).