Awakened Plant (5e Race)
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Awakened plants resemble the ordinary plants they once were, but with a twist. Their roots, vines, or creepers form tendril-like legs that give the plants rudimentary locomotion, and their branches or similar appendages form arms. They can bend the tips of their appendages like fingers to grab and operate objects just as any creature with hands would. Though they do not have eyes or ears, awakened plants can see and hear.
Awakened plants are created by the Awaken spell. For 30 days, the plant follows and tends to the needs of its creator mindlessly, but after that time period ends, the plant is given free will. Some go on as companions of their caster fathers and mothers, but others may turn on their masters. Most simply wander away and tend to their own business.
Attitudes and Beliefs
Awakened plants generally don't seem like the brightest folk, but beneath their leaves and vines is a mind that is constantly at work. They are called to natural landscapes, especially forests, jungles, and farmland, where plants are abundant. They seek to understand as much as they can about the world. Some awakened plants may have questions about the reason they were created, which is most often what directs them towards humanoids. Awakened plants are notably one-sided in their views of violence: Pacifistic or brutal. Either way, their heaving limbs and lashing vines can prove deadly weapons.
Awakened Plant Names
Awakened plants are sometimes given names by their creators, but oftentimes come up with their own. They like names that highlight their natural features, or names that are botanical puns. Since they are plants, awakened plants have no true gender.
Names: Barky, Brown, Flora, Herb, Needles, Sap, Scruffy
Awakened Plant Traits
Ordinary plants given sentience and mobility by the Awaken spell or similar magic.
Ability Score Increase. Your Intelligence increases by 1.
Age. Awakened plants are "born" after they are awakened, and live as long as the plant they once were. Smaller plants may live for a number of decades, and larger ones for a number of centuries.
Alignment. Awakened plants tend toward Neutral alignment. Some follow the alignment of the caster that created them.
Size. See subraces.
Speed. Your base walking speed is 25 feet.
Plant Nature. Your type is considered plant instead of humanoid. Attacks that deal fire damage deal their maximum amount against you. For example, if you were hit by a Fireball spell, you would take 48 fire damage on a failed save or 24 on a successful one, rather than 8d6.
Photosynthesis. You do not require food. If you spend at least 1 hour a day in direct sunlight, you are nourished as much as 1 day's worth of rations. You still require water, but do not ingest it; rather, you soak it up through your roots. You also do not require sleep, and magic cannot render you unconscious. Instead, you root yourself in the ground (if you can) and remain in an idle state for 4 hours, during which you receive all the benefits of a long rest. You can hold your breath for up to 1 hour, as you do not breathe like a creature does.
Limbs. Your branches, vines, etc. are natural weapons. You can make unarmed strikes with them, dealing 1d4 bludgeoning + your Strength modifier bludgeoning damage. You are proficient with these limbs.
False Appearance. If you remain motionless, you are indistinguishable from a regular plant. Creatures that approach you while you are not moving can make a DC 18 Wisdom (Insight) check to determine that you are sentient.
Inhuman Physique. Your body is ill-suited for rigid clothing and armor. You cannot don heavy armor. Medium armor must be specifically tailored to fit you.
Languages. You can speak, read, and write Common and one other language of your choice (that your creator knew).
Subrace. Choose from awakened shrub, awakened deciduous tree, awakened evergreen, awakened succulent, or awakened fungus.
Ability Score Increase. Your Dexterity increases by 2.
Size. Your size is Small.
Sneaky. You are proficient in the Stealth skill. Additionally, you can attempt to hide when only lightly obscured by foliage or undergrowth.
Rake. You can use your Dexterity modifier instead of your Strength modifier when you make unarmed strikes with your limbs. Additionally, the damage type changes from bludgeoning to slashing.
Shrub Subspecies. Choose one of these options:
Prickle Bush: Creatures have disadvantage on rolls made to grapple you, and you have advantage on checks made to escape a grapple.
Berry Bush: You can cast the Goodberry spell once with this trait, requiring no components or slots, and regaining the ability to do so once you complete a long rest. Intelligence is your spellcasting modifier for it.
Awakened Deciduous Tree
Ability Score Increase. Your Strength increases by 2.
Size. Your size is Large.
Sturdy. You have a +1 to your hit point maximum at level 1, and you gain an additional hit point each time you level up.
Thick Bark. You have a +1 to AC when you aren't wearing armor or carrying a shield.
Tree Subspecies. Choose one of these options:
Vine Tree: You can cast the Snare spell once with this trait, requiring no components or slots, and regaining the ability to do so once you complete a long rest. Intelligence is your spellcasting modifier for it.
Ability Score Increase. Your Strength and Constitution increase by 1.
Size. Your size is Large.
Boreal Endurance. You are acclimated to cold environments, as described in chapter 5 of the DMG. Whenever you use your Photosynthesis, you require only 45 minutes in direct sunlight to receive the benefits.
Aromatic. Your body produces special sap. You are proficient with alchemist's supplies, and by spending an hour using them, you can produce a single block of incense from your body. You must complete a long rest in order to do so again.
Evergreen Subspecies. Choose one of these options:
Resin-Producing Evergreen: You have advantage on checks made to grapple a target, and creatures you are grappling have disadvantage on checks made to escape your grasp.
Coniferous Evergreen: Your body regularly produces spiky cones, which you or a creature within 5 ft. of you can use an action to pluck up to 1. These cones can be used as improvised ranged weapons or as sling ammunition.
Ability Score Increase. Your Constitution increases by 2.
Size. Your size is Medium.
Desert Endurance. You are acclimated to hot environments, as described in chapter 5 of the DMG. You require only 1 gallon of water a week, regardless of temperature.
Thick Cuticle. When determining your AC, you can choose to use your Dexterity modifier or your Constitution modifier, whichever is higher.
Succulent Subspecies. Choose one of these options:
Spiny Succulent: Creatures have disadvantage on rolls made to grapple you, and you have advantage on checks made to escape a grapple.
Burrowing Succulent: You have a burrowing speed of 10 ft.; however, you can only burrow up to 10 ft. underground, and only through soil, sand, or similar soft material. You cannot burrow horizontally.
Ability Score Increase. Your Intelligence and Wisdom increase by 1.
Size. Your size is Small.
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.
Fungal Resistance. You are resistant to poison damage.
Fungus Subspecies. Choose one of these options:
Enticing Fungus: You can cast the Hideous Laughter spell once with this trait, requiring no components or slots, and regaining the ability to do so once you complete a long rest. Intelligence is your spellcasting modifier for it.
When creating an awakened plant character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
|1||I prefer to mind my own business, and speak only when spoken to.|
|2||I adore other plants. I hope to find another awakened plant like myself someday.|
|3||I enjoy a good fight, especially fist-to-branch.|
|4||I like to sit and think. I space out a lot when I'm not talked to.|
|5||Books fascinate me, especially old stories.|
|6||Sometimes I pretend I'm a normal plant, and just stand still for hours.|
|7||I like to surprise people by suddenly jumping up at them.|
|8||Different animals and people often catch my attention.|
|1||Aid. My master made me to serve, and I provide for others as much as I can. (Lawful)|
|2||Destruction. I am a living weapon. I was created only for violence, and violence is all I know. (Evil)|
|3||Knowledge. The world is a fascinating place, and I want to know as much about it as I can. (Neutral)|
|4||Heroism. My master was in a group of noble warriors, and I want to be just like them: Fighting for a righteous cause. (Good)|
|5||Freedom. I didn't like serving my master. I enjoy doing whatever I want! (Chaotic)|
|6||Nature. The natural world is a work of art. I will do what I must to protect it and watch it thrive. (Any)|
|1||I still accompany my master, and I am rather close to him/her.|
|2||I prowl the lair of an old green dragon, and spy on those who enter.|
|3||I am too free-spirited to make friends. I'll work with others, but I am the only company I'll ever need.|
|4||I have a small animal companion who lives inside of me.|
|5||I am drawn to humanoid societies, even if they won't accept me.|
|6||I met a circle of druids once, and I follow them around sometimes. I don't know if they notice me.|
|1||I am rather klutzy, and tend to break things I'm asked to hold or use.|
|2||My master abused me terribly, so I am slow to trust others.|
|3||I crave violence to a fault, and pick way too many fights.|
|4||I don't keep myself healthy. I'd chop off my own limbs if someone needed lumber.|
|5||I am very socially awkward.|
|6||I pay little things too much attention and big things too little.|