D&D General give me your ideas for plant people.

Given how plants can propagate from clippings and such do you think the species could have and produce an unique familiar as a racial feature?

Edit: In the sense that they inherently know the Find Familiar spell as an ability which ‘summons’ (read: splits off from themselves) a tiny/small? Plant creature that they are connected to, it probably shares their proficiencies and can act as eyes/ears
 
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Given how plants can propagate from clippings and such do you think the species could have and produce an unique familiar as a racial feature?
SOME plants. Not all.

There’s lots of interesting biological tricks plants have come up with. Many have toxic parts. Thorns. Some produce plastic-like resins. Some need fire or a trip through an animal’s guts for their seeds to sprout.

One thing you might do is have alternative mechanics for the typical stuff. For example, my aforementioned planty geomancer had the Brew Potion feat. But in his case, he grew potions as tubers within his body (yoinked from Swamp Thing comics in the 1990s).
 



In one of my settings I've fiddled with, elves are all like this in an effort to "take thing fantasy race is known for and turn it up to 11" for our favorite hippies.

Elves are plant people that, as they age, become ent-like before eventually slowing down and straight up becoming trees on which baby elf-fruit grows. The elf stage is not when reproduction occurs, necessarily meaning that elves do not have gender. Different elf sub-species work in the same way, but have different plant stages in their life cycles. Drow are essentially mushroom people, sea-elves become anemone/coral reefs, etc.
 





My homebrew Plantfolk statblock (another)

Default ASI: WIS +2
Size: medium
Speed: 30ft
Languages: common
Darkvision
Trance

Reaching Vines: you can use your bonus action to increase your reach by 5ft to perform an action, or increase it by 10ft with disadvantage on the action taken.

Roots of all Medicine: you have proficiency on WIS checks made for Nature and Medicine

Subclass A
Subclass ASI: CON +1
You have proficiency with the Herbalism kit
You know the cantrip Poison Spray, At 3rd level you can cast Entangle once per long rest, At 5th level you can cast Lesser Restoration once per long rest
Ironwood Skin: while not wearing armour you have an AC of 14.

Subclass B
Subclass ASI: STR +1
You have proficiency with the Poisoner’s kit
You know the cantrip Shillelagh, At 3rd level you can cast Hunter’s Mark once per long rest, At 5th level you can cast Thorn Growth once per long rest
Weapons of the Wild: you have proficiency with the Club, Greatclub, Quarterstaff, Spear, Shortbow and Longbow.

Innate casting uses their WIS modifier
 
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