# Plantfolk > [!infobox] > ## > ![[Species - Plantfolk.webp]] > #### **Species Information** > | Table Header | Table Header | > | ---- | --- | > | Size | [[Small]] or <br>[[Medium]] | > | Type | [[Humanoids\|Humanoid]], <br>[[Plants\|plant]] | > | Darkvision | None | > | Height | 3.5 – 6 ft. | > | Lifespan | Unknown | > | Adulthood | Varies | > | Origin | [[Yanis-Materia]] | > | Speeds | 25 ft. walking | > #### **Roleplay Information** > | Table Header | Table Header | > | ---- | --- | > | Playable? | Yes | ### Origin & History Plantfolk came to exist during at the turn of the Pavonis Age—during the brink of the Viriditas Age on Proto Yanis. Plantfolk seem to have evolved naturally on Yanis and tend to be magically adept beings. Plantfolk are typically shy, reclusive creatures who prefer living in nature over settlements or established humanoid societies. These strange leafy hermits also tend to be docile and avoid conversation. They keep to themselves or mingle with members of their own kind but, like halflings, can occasionally develop curiosity about the unnatural world and manmade surroundings. No one knows exactly which kind of plants evolved to become the sentient plantfolk but what is known is that plantfolk come in all manner of sizes and variations. --- ### Appearance & Biology These native humanoids seem to have evolved and mutated many times to fit the survival needs of their environments. For example, plantfolk that live near bodies of water tend to be more buoyant and may have flowers or appendages that resemble water lilies or cattails while plantfolk that reside in desert environments have cacti or succulent-esk features. --- ### Plantfolk Races ##### A Plantfolk — ##### Leshii — --- ### Species Traits #### Core Traits > [!custom-trait-locked]- ➖ 2️⃣ Fire Susceptibility And Vulnerability. > - You are vulnerable to fire damage. > - For every 5 feet you move through flames or fire you take 1d4 fire damage. So, if you take 2 fire damage, it would double to 4 due to your vulnerability. > - Heat produced by fire is more intense to you and you may be prompted to make saving throws to prevent [[Conditions#Exhaustion|exhaustion]] if you spend long periods of time near extreme heat. > - This susceptibility applies to effects and spells which are fire-centric such as, the _firebolt_, _burning hands_, _wall of fire_, etc. > [!custom-trait-locked]- 1️⃣ Natural Camouflage. > - Advantage on stealth checks when surrounded by grass, foliage, trees, or plant matter. > [!custom-trait-locked]- 0️⃣ Natural Cycle. > - When you take a long rest, you spend at least six hours in an inactive, motionless state, rather than sleeping. > - In this state, you appear inert, but you remain semi-conscious and gain tremorsense up to 60 feet. > [!custom-trait-locked]- 2️⃣ Natural Regeneration. > - While in direct contact with dirt or soil, you may spend 1 minute, a number of times up to or equal to your proficiency bonus per short rest, to regain 1d10 + your constitution modifier in hit points. > - If you take cold, fire, or necrotic damage, you cannot use this trait for the next hour. > - You cannot use _**Natural Regeneration**_ if you start your turn with 0 hit points, or if you're incapacitated. > [!custom-trait-locked]- 1️⃣ Speak With Plants. > - Can communicate with plants as if you share a language. > [!custom-trait-locked]- 1️⃣ Spider Climb. > - Can climb and walk across difficult surfaces, including upside down on ceilings, without needing to make an ability check. #### Optional Traits > [!custom-trait-unlocked]- 1️⃣ Bear Fruit. > - Once per long rest, you may use up to 10 hit points to magically grow between 1 and 10 berries in your hand which are infused with magic for the duration—you expend 1 hit point per berry generated. > - A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. > [!custom-trait-unlocked]- 2️⃣ Poison Immunity. > - Immune to [[Combat#Damage|poison]] damage. > - Advantage on saving throws to avoid or end the [[Conditions#Poisoned|poisoned]] condition. > [!custom-trait-unlocked]- 1️⃣ Thorned Body. > - Advantage on checks made to grapple a creature within reach of physical melee attacks. > - Creatures take an additional 1d4 piercing damage when they hit you with physical melee attacks, are hit by your physical melee attacks, or when they start their turn [[Conditions#Grappled|grappled]] by you. > [!custom-trait-unlocked]- 2️⃣ Take Root. > - Upon forgoing movement on your turn, you gain the following bonuses: > - Tremorsense up to 60 feet. > - Advantage on saving throws to avoid or end the [[Conditions#Prone|prone]] condition or against spells and effects that force movement, such as the _gust of wind_ spell. > - You ignore spells or effects that force movement without a required saving throw, such as eldritch blast coupled with repelling blast. > - Advantage on strength and constitution saving throws. > - Your movement speed becomes 0 until you use an action to retract your roots. #### A Plantfolk Traits > [!custom-trait-locked]- 1️⃣ Pacifying Aroma. > - Advantage on performance, persuasion, and deception checks. #### B Plantfolk Traits > [!custom-trait-locked]- 1️⃣ Natural Armor. > - Your natural wooden armor provides you a base AC of 17 (your dexterity modifier doesn’t affect this number). > - You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal. %% Ygdracil %%