Seedrian (5e Race)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 00:13, 2 November 2023 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: A race page is almost never complete when first created. For guidance, see the 5e Race Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Seedrian[edit]

Physical Description[edit]

Cosmo%27s_species.png
Seedrians.png
Seedrians are humanoid plant creatures with rounded heads and no nose. Their hair is leafy in nature and often accompanited by some additional plant. For females this is some type of flower. For males it is a type of wooden like horn.

History[edit]

Seedrians lived on the lush planet of Greengate, until an otherworldly threat to their survival appeared. This threat nearly wiped the seedrian race off the face of the universe. The only way that the seedrians could combat them was using something called Mover Mode, a transformation that turned them into giant monsters for offense, however, doing so cost them their lives. The only way for them to survive was to go off world and run. However, a section of Seedrians chose to stay and fight. Finding out that they could use their planet's life force to extend their Mover Mode transformation. Doing so was a huge taboo, to the point where the fleeing Seedrians bombed the planet as they left.

Doing so made enemies of the Seedrians staying behind. They had progressed their evolution, goiong beyond the large monstorous appearences they once had to slender, sleek, almost construct-like forms. They grew exoskeletons made of Adamantine, and weapons to suit. Only five surivved the fall of their home world. Those five proceeded to start up a faction called the Metarex. Togehter, they created ships to go beyond their home world and made an empire amongst the stars, creating factories for other Metarex as foot soldiers, star ships, generals and warlords. Their ultimate goal is to wipe out the universe of animalistic life, leaving only a peaceful kingdom of plantlife in it's wake.

Society[edit]

Seedrian culture is particuarly druidic in nature, due to their intrinsic connection to plant-life. While most are pacifistic, some seedrians are not above resorting to violence for the greater good. Additionally, not all plants are simply peaceful lifeforms taht do no harm. Invasive plant life, such as the Kudzu plant, grow out to unfathomable lengths and steal soil form nearby plants, taking their nutrients, and even growing above others and stealing the sunlight from them.

Seedrian Names[edit]

Seedrian names typically are named after some type of plant, or an element of space, or a combination thereof.


Seedrian Traits[edit]

Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1.
Age. Seedrians typically live for about 80 years.
Alignment. Seedrians typically are lawful, but can sway to be Good or Evil
Size. Adult Seedrians tend to range between 4 to 6 feet tall. Your size is Medium
Speed. Your base walking speed is 30 feet.
Creature Type. You are a Plant
Plant senses. You are attuned to the soil around you. When you are on soil, you have tremorsense up to 30 feet.
Slow Decent. You are very lightweight and your attire takes advantage of this. When you are falling, prodvided you're foot down, your attire expands out to act as a parachute, and decends your fall. You take no damage from falling provided you are able to decend.
One With Nature. You know one of the following cantrips of your choice: Light, Druidcraft or Thorn Whip. Additionally, at 3rd level you learn the Entangle spell. When you cast Entangle with this trait, it is a second level spell. At 5th level, you learn Speak with Plants. Once you cast Entangle or Speak with Plants with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
Tree Powers Activate. As an Action, you may advanced to the next form of your race, and become a tree. When you do so, your size becomes Large or Huge, your movement speed becomes zero, and you lose the ability to proform verbal, or somantic components for spells, attack, dodge, or use the skills Athletics, Acrobatics, Slight of Hand or Stealth. You gain vulnerability to fire, but resistence to bludging and piercing damage. Additionally, the only way you may communiate with another individual is if they are casting Speak with Plants, or either you or they have Telepathy. You cannot transform back to what you once were by any means short of a Wish spell.
Photosynthesis. You are able to gain more energy from the sun. When in direct sunlight, whenever you expend a hit die, you may roll an aditional hit die and add it to the total. You may do this an eqeal number of times to your Proficency bonus per long rest.
Languages. You can speak, read, and write Common, Druidic and one other language of your choice. If you get acess to Druidic from another source, you may choose another language.

Racial Feats[edit]

Mover Mode[edit]

Prerequisite: 8th level
As an Action, you activate Mover Mode. You turn into a massive, dinosuar-like creature. While transformed You gain the following benefits.

  • Your size becomes Gargantuan.
  • Your Strength score increases by 10, to a maximum of 30.
  • Your unarmed strikes do 4d8 plus Strength Bludgeoning, Slashing or Piercing damage (You choose when transformed).
  • You Resist Bludgoning, Slashing, and Piercing damage.
  • You take Necrotic damage with each turn passed. This damage is equal to 2d12 plus your constitution modifier.

You may stay transformed like this for an number of turns equal to your character level. After transforming back, you regain use of this feature after a long rest. If you die in Mover mode, you do not transform back.


Metarex Evolution[edit]

Prerequisite: Mover Mode feat

  • Your Constitution increases by 1
  • Your AC is 20. You cannot don armor, but can use a shield.
  • Your armor is considered to be adamantine.
  • You gain access to one weapon. You are proficient with this weapon, even if you would not normally be. This weapon is considered an adamantine weapon.

You are considered as having donned metal armor for the sake of druids.

0.00
(0 votes)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: