Forest Mutation (5e Race)

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Forest Mutation[edit]

If they play around with cells, genetic engineers might well create their own Chimera; a new life form, totally alien, totally different to what God intended for Earth. Frightening, don't you think?

Physical Description[edit]

Forest Mutations are amalgamations of Fey and Plantlife, chimeras of two intertwined worlds coming together into a mess of features. Some could form naturally through the union of two races with close blood links to the Fey, several could be the result of a Fey-spirit literally 'becoming one with nature', others might be artificial; created in an experiment. Ones born naturally tend to inherit an appearance from their parents, while others created artificially generally having the most diverse range of appearances. While their physical appearances may vary greatly, there are several traits that are almost universal throughout the entire species; several of these mutations can include leaves sprouting from their body, a thin coating of moss or lichen growing on their skin, parts of their body being made of wood. Finally, due to their part-Plant biology, Plant Mutations mature at a quick rate, undergo photosynthesis on sunny days and can even afford a limited regeneration.

History[edit]

Forest Mutants have been around for an unrecorded amount of time, reckoned to have been around since the Feywild started overlapping with the Material Plane, most named examples of these rare Mutants have been in association to renowned adventurers and the egregious blending of magic and biology into an entirely new lifeform. For the most part, it's very unlikely for any two Forest Mutants to be born within decades of each other, whether they be the rare strokes of genius that result in an artificially-born Forest Mutant, dormant genes awakening after generations of a Fey-descended bloodline, or the reawakening of a deceased Fey.

Society[edit]

With the very limited few, potentially even singular Forest Mutants born a century, meetings between any number of Mutants are a cosmic infrequency at best. Naturally-born Forest Mutants are a product of their experiences, depending upon the culture their parents raise them in. Some societies may treat the Mutant as one of their own, teaching them their values and histories like any other; typically leading to the Forest Mutant being fine with outwardly sharing who they are. However, a more pressured society, such as that of the Elves, may at best, tolerate them and push them into hiding their identity; or at worst, see them as a stain to be cleansed, executing or exiling them in the process. Forest Mutants formed from the merging of a Fey with nature, however, tend to be an unusual case, left unable to remember their past lives...

...Mostly.

Forest Mutation Names[edit]

Depending on the way they were born, and how they were raised, Forest Mutants may adopt something from their parent culture. Those that don't, usually adopt a moniker themed around flora.

Nicknames: Ficus, Oak, Thorn, Fern, Bark, Bacopa, Wort, Root, Ginger, Basil, Thyme, Lily, Rose, Bell, Windelov, Daisy

Forest Mutation Traits[edit]

Thanks to their Fey blood and Plant-descended 'nature', Forest Mutants inherit various traits themed around plants and being from the Feywild.
Ability Score Increase. Your Constitution score increases by 2.
Age. Forest Mutants tend to grow quickly, reaching maturity at 13, and can remain in their prime for an upwards of around 400 years before they begin to decay.
Alignment. A Mutant's alignment generally relies upon their upbringing, often evening out around the Chaotic spectrum.
Size. Size like everything else is a Mutant blur, and they generally range anywhere from 2, to a staggering 6.5 feet tall. You are considered Medium by default.
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.
Tracing your Roots. Due to your unusual makeup, your creature type is Plant and Fey.
Brethren in Green. Once a long rest, you may cast speak with plants with a radius of 45 feet and a duration of 5 minutes.
Languages. You can speak, read, and write Common, Elvish, Sylvan, and 2 other languages of your choice.
Subrace. You can choose from among Vicious Growth, Putrid Pollen, and Submerged Stem as your subrace.

Vicious Growth[edit]

The Vicious growth Subclass has extremely flexible body parts on certain parts of its body that can be used offensively and defensively.

Ability Score Increase. your Strength score increases by 1.
Freakish Appendages. Using an appendage (Either a vine, Extendable arm, or something similar you reach out up to a maximum of a 75 feet distance and grapple a target then pull them directly to you. This ability deals 1d6 damage on successful grapple. The target will need to make a Dexterity saving throw to escape. This trait requires you to take a short rest to be used again after a successful escape attempt from the grappled opponent.
Soak up Nutrients. Sprouting roots from your toes and heels, your character ingrains themselves into the ground reaching far down into the soil. Doing so locks your character in place Preventing themselves from moving but also being moved by outside sources. Whenever you are ingrained, you regenerate 1d4 per turn. This abilities initial cast takes an action, and automatically ends after 4 turns. After you automatically uproot yourself, this ability requires a short rest to be used again.

Putrid Pollen[edit]

The Putrid Pollen subclass has adapted multiple ways to make use of its body and the environment, albeit in some unorthodox ways.

Ability Score Increase. your Wisdom score increases by 1.
Sunlight and Radiation. Because of your strange mutation, you absorb the nearby atoms in the air along with sunlight. This allows you to recover 1d4 hit points per turn for 4 turns, however, this can only be used once before needing a long rest to use again as it puts great stress on your body to absorb that much energy. If you are in a Dark environment the healing is reduced to 1d2 for 3 turns instead.
Sadly Sappy. On activation lays a thick web made out of sap. This has the same effect as the normal spell Web, except for the fact that if lit on fire enemies on top of it take double the damage, 2d4 damage twice.

Submerged Stem[edit]

The Submerged Stem Subclass is a type of mutation spawned through more careful and shy plants that make use of their abilities to be in trip up and confuse enemies.

Ability Score Increase. your Dexterity score increases by 1.
Panicked Plant. Taking a quick action your character retreats underground becoming untargetable, but also being unable to act unless they end this trait. Ending this trait does not take an action and you quickly pop out of the ground. Any Earthquake type attacks deals Twice as much damage to you while underground.
Crafty Carnation. Forging a vine or root from their body your character makes a Snaring trap that works the same as the spell snare, the detaches it from their body arming the trap.

Random Height and Weight[edit]

(You can also use the base heights and modifiers of one of your combined races singular height and weight stats.)

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
2′ 0'' +7d20 25 lb. × (4d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

0.00
(0 votes)

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