Mandrake

The Mandrakes are a reclusive and ancient species of treefolk, rooted in both the physical world and the deep, echoing consciousness of the forests of Aigusyl. Born from sap, bark, and sacred earth, Mandrakes are not mere plants given shape—they are the living dreams of trees, souls coalesced over centuries of growth, silence, and memory. Where others see trees as landscape, Mandrakes see lineage, song, and story written in rings and root.

Standing between five and seven feet tall, Mandrakes have bark-like skin that shifts in texture and color with the seasons—cracked and gray in winter, vibrant and green in spring, golden-hued in autumn. Their limbs resemble gnarled branches, often adorned with moss, mushrooms, or flowering vines that reflect their connection to the land. Eyes like amber resin or glowing sap rest deep beneath ridged brows, emanating patience and ancient thought. When they move, it is deliberate and purposeful—each step a quiet echo of roots drawing strength from the world below.

Mandrakes are slow to act, but wise beyond measure. They do not measure time in days or years, but in the rise and fall of forests, the migration of rivers, and the return of bird songs. Their speech is rhythmic and ponderous, often laced with metaphor and silence. To speak with a Mandrake is to have a conversation with the land itself—it is not fast, but it is true.

Their societies are hidden in deep groves, marshy thickets, or the hearts of living forests where the canopy never breaks. These settlements, called Ringholds, are grown rather than built—formed of living trees, woven vines, and stone softened by lichen. They serve as sanctuaries for forest creatures, wayward spirits, and druids who treat the land with respect. Each Mandrake holds a role within the grove—Seedkeepers guard ancient memory-fruits; Sapwalkers tend to the injured; and Heartbark Sentinels stand vigil against unnatural corruption.

Mandrakes have a powerful bond with the Spirit Realm, especially with minor spirits of growth, decay, and weather. They often act as emissaries between Spirit and soil, performing rites that ensure the balance of nature remains undisturbed. Their druids and sages use deep-rooted magic—slow to manifest, but near-unstoppable once in motion. Their spells often involve vines that move of their own accord, bark-skin armor, and communion with forest spirits that speak in rustling leaves and falling petals.

While peaceful by nature, Mandrakes are unyielding in defense of sacred land. When roused, they strike with the force of falling trees and the wrath of the wilds. In battle, they wield great gnarled staves, club-like limbs, or command the forest itself—calling roots to entangle, branches to shield, or spores to blind.

Among other races, Mandrakes are often seen as mysterious, slow, or even comical—until one witnesses their power. For in their silence is memory, in their limbs is life, and in their patience is the kind of strength that outlasts empires.

To earn a Mandrake’s trust is to be offered the shade of something older than the world remembers. To harm them is to provoke the fury of the forest itself.


VSSPP

Mandrake

PLANT

Mandrake Traits

Size: Medium (5-7ft)

Speed: 30ft

As a Mandrake, you have these special traits.

Plant Nature

As long as you are in direct sunlight for at least 4 hours a day, you don’t need to eat. Additionally, you can breathe through your leaves and you can absorb water and nutrients through your feet.

Natural Connection

You have proficiency in the Nature or Survival skill.

Root Magic

You know the Shillelagh cantrip and can target yourself with the spell, treating one of your limbs as a Club for the duration of the spell.

When you reach character level 3, you always have Goodberry prepared, and when you reach character level 5, you always have Barkskin prepared. You can cast each of these spells without a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).

Entangling Vines

You can take a Bonus Action to cause grasping weeds and vines to sprout up from the ground around a Large or smaller creature you can see within 30 feet of yourself. Until the end of the creature’s next turn, its Speed is 0 and can’t increase. This effect ends early if the creature replaces one of its attacks with freeing itself. You can use this Bonus Action a number of times equal to your Proficiency Bonus and you regain all expended uses when you finish a Long Rest.

When you reach character level 3, your Entangling Vines gain an additional effect based on the season in which you were harvested (choose when you select this species):

Spring. Your Entangling Vines can target an airborne creature within 30 feet of the ground, which is pulled safely to the ground when you use this trait.

Summer. Your Entangling Vines can move the target up to 10 feet to an unoccupied space on the ground or floor.

Autumn. Your Entangling Vines can affect a second creature within 5 feet of the first target.

Winter. The target takes Cold damage equal to your Proficiency Bonus.