Herbafolk
One would expect a race of sentient humanoid plants to be peaceful, nature-loving environmentalists – that presumption is what allows this hyper-aggressive tribal civilization to thrive.- Celrei
Physique
Herbafolk often have a lean and muscular build and a flower on the top of their head. Herbafolk usually have green skin, but their skin and flowers can have colorations that range the entire visual spectrum, and perhaps beyond. Other plants have been known to be on a Herbafolk's head, such as mushrooms and fly traps. They also have black bug-like eyes and a jagged mouth full of shark-like teeth.History
Herbafolk live in a tribal society, so their history is likely conveyed by word-of-mouth and tradition. In the larger universe, their society is usually looked upon as inferior or barbaric by other races and Herbafolk are often treated as such regardless of their level of education. While there are many cases where non-barbaric Herbafolk have successfully integrated into society, some tribally raised Herbafolk have trouble adjusting. Literature written by one particularly troubled Herbafolk might involve successful diplomatic negotiations involving a large amount of "stabbing" and the like, for example.Society
Herbafolk are very violent, often having civil wars along with occasional hunting "parties" which almost always quickly devolve into lethal infighting with the intent to prevent more than one Herbafolk from actually hunting the prey. Tribal Herbafolk society also treats living animals of all sorts like a Human might treat non-sentient plant life: as building materials, food, and decoration. Despite this, they seem to have a knack for figuring out how to use technology with relatively little knowledge of how it might actually work. Most technology that tribal Herbafolk use are either scavenged or pillaged from more civilized societies, however, and they rarely care to invent their own technology.Though uncommon, it is not unheard of for a tribal-born herbafolk to have a less barbaric mindset either by sheer intuition or through education from a parent who has such a mindset.
Herbafolk Traits
Herbafolk are strong and swift. Though they appear to lack intelligence, they only lack education.Ability Score Increase. Your Constitution score increases by 2.
Age. Like many plants do, Herbafolk live until they are killed, but the strains and lethal nature of tribal society mean that they usually only live to about 20 years of age.
Alignment. Most of these plant-like creatures tend towards chaotic and neutral alignments. Herbafolk society is full of "sssstabbing," but they do not kill out of malice. They often don't know any better and their culture often calls for killing.
Size. Herbafolk vary in height and weight as much as humans do, though being a warrior race their builds are generally more muscular. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 can't discern color in darkness, only shades of gray.
Flammable. Herbafolk are sentient plants with a healthy fear of fire. Your creature type is both plant and humanoid. In addition, you have vulnerability to fire damage.
Herbafolk Weapon Training. You are proficient in simple weapons.
Green Thumb. There are many plants that grow around the world, and a few grow faster when near a Herbafolk. You are proficient in the Nature skill.
Photosynthesis. When you roll hit dice and you are in bright sunlight you gain a bonus to the number of hit points recovered equal to your proficiency bonus times the number of hit dice rolled. In addition, if you spend an hour resting in bright sunlight you are considered to be fed for the next 24 hours.
Cell Wall. Due to your plant cell walls, you are considered immune to Poison and Disease when it regards to human illness. This does not carry over to plant based diseases such as rot and infection.
Languages. You can speak, read, and write Common, and Druidic. A Herbafolk's peculiar biology makes speaking Common difficult but not impossible for them, their speech is often filled with over pronounced words and a heavy grass whistle-like lisp.
Subrace. Choose a subrace from Nightbloom, Snapdragon, Rose, Tree, Sunflower, Swamp Vine or Durian.
Subraces
Nightbloom
Ability Score Increase. Your Wisdom score increases by 1.Night Magic. You know the minor illusion cantrip. When you reach 3rd level, you can cast the cause fear spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the darkness spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Pyroplant
Ability Score Increase. Your Charisma score increases by 1.Burning Passion. A snapdragon Herbafolk has an affinity for fire. You are no longer vulnerable to fire damage.
Fire Starter. You know the fire bolt cantrip. Charisma is your spellcasting ability for this spell.
Roseborn
Ability Score Increase. Your Charisma score increases by 1.Pleasant Scent. You are proficient in the Persuasion skill.
Thorned. Your body is covered with small retractable thorns. The thorns can be extended or retracted as a bonus action. If a creature enters your space, ends their turn while in your space or ends their turn grappling you while these thorns are extended they take piercing damage equal to your proficiency bonus. In addition, while extending your unarmed strikes deal piercing damage instead of bludgeoning damage and deal extra piercing damage equal to half your proficiency bonus.
Bark-Kin
Ability Score Increase. Your Strength score increases by 1.Root. A tree Herbafolk can increase its defensive capabilities at the cost of movement, rooting its self into the ground. As a bonus action, you reduce your speed to 0 until you take a bonus action to uproot yourself. Your Armor Class increases by 1 and if you are subject to an effect that would force you to make a Dexterity saving throw, you can use a reaction to make a Constitution saving throw instead.
Sturdy. You have advantage on any saving throw against being forcibly moved or knocked prone.
Sunflower
Ability Score Increase. Your Wisdom score increases by 1.Flash. As an action, you may release a brilliant burst of stored sunlight. Creatures within a 30-foot radius can see you must make a Constitution saving throw or be blinded until the end of their next turn. The DC for this saving throw is equal to 8 + your proficiency bonus + Wisdom modifier. You regain the use of this when you complete a short rest in bright sunlight or a long rest in any other condition.
Luminous Appearance. You know the light cantrip. Charisma is your spellcasting ability for it.
Vineborn
Ability Score Increase. Your Dexterity score increases by 1.Aqueous Makeup. Your vulnerability to fire becomes lightning instead.
Haunting Visage. You are proficient in the Intimidation skill. In addition, whenever you make a successful Intimidation check against a creature you may, as a reaction, reduce its speed to 0 until the end of your next turn. Creatures immune to the frightened condition are immune to this.
Swamp Vines. The distance you can travel when jumping is doubled.
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