Botanikin
Botanikin Traits
Creature Type: Humanoid
Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
Speed: 30 feet
As a Botanikin, you have these special traits.
-
Darkvision. You have Darkvision with a range of 60 feet.
-
Bioluminescence. Your innate bioluminescent qualities become apparent at night. When in areas of non-magical darkness, you may choose to shed dim light in a 5-foot radius (no action required). The light can be colored as you like.
-
Poison Resistance. You have Resistance to Poison damage.
-
Grow to the Sun. You know the Thorn Whip cantrip. Starting at 3rd level, you can cast the Goodberry spell with this trait. Starting at 5th level, you can also cast the Barkskin spell with this trait, without requiring a material component. Once you cast Goodberry or Barkskin 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.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
Archived
References
- Elves
- Genasi
- Firbolgs
- Sylvari
- Botanikin (I think I mostly just took the name from this one)
- Plantling
Trait Ideas
Additional ideas to pull from or keep in mind if making adjustments to this species in the future.
-
Attuned to Nature. You are accustomed to life in the wilds. You are proficient in the Nature skill. (From the Sylvari species.)
-
Leaf Speech. You have the ability to communicate in a limited manner with Plants and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. (Modified from Firbolgs.)
-
Living Flora. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a suspended state, during which you retain consciousness. (Pulled from Botanikin and Elves.)
-
Root Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on a ground surface that can sustain plant life. (Modified from Earth Genasi.)
-
Flammable. You have Disadvantage on saving throws against Fire damage.
-
{Another Plant Term.} You can easily blend into sylvan environments. You have Advantage on Dexterity (Stealth) checks made to hide in forest or jungle environments (aka, environments with dense foliage).
Alternatively:- Hidden in Plain Sight. You have the properties that allow you to remain hidden better than others. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
-
Skin of Bark. Starting at 5th level, you always have the Barkskin spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. When you cast the spell in this way, you may only target yourself. You can also cast the spell using any spell slots you have of the appropriate level.
-
Regrowth. You can draw energy from the sun or the soil to help regrow wounded parts of your body during a Short Rest. If you regain Hit Points at the end of the Short Rest (which you have spent entirely either in an area of bright light or on dirt ground) by spending one or more Hit Dice, you regain an extra 1d6 Hit Points. Once you use this trait, you can't use it again until you finish a Long Rest.
Alternatively:
- Healing Seed. (Starting at 3rd level?) You always have the Goodberry spell prepared. You can cast it without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.