Children of Domhan Species in Domhan | World Anvil
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Children of Domhan

The people from the land of Vengeance often rise from the land itself, awakening to serve as its protector. They often display mutations indicative of these origins, such as having bark-skin, hair made of leaves, blood that runs like sap, etc. Some derisively give them the nickname of "Plant People"; others, finding it awkward to associate such people with the innocence of a child, instead call them "the Vengeful".   The Children of Domhan are born of soil and plant, and so their sensibilities are often different from those of other Emberi. For instance, while a Child of Domhan would have no qualms about killing Emberi, they may find the act of cutting down a tree to be unforgiveable. Because Rastlin is also a god of vengeance, the wrath of the Children of Domhan is best avoided, as they see no moral quandary about ritually butchering their enemies and presenting them as sacrifices to their god.   This does not necessarily mean that the Children of Domhan are more violent than the average Emberi; rather, it means that they miss social cues that are evident to others, simply because they are unaware of them.

[DnD 5e] Statistics

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. 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.   Sense Life. As long as your feet are touching the ground, you have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.   Plant Form. Starting at 3rd level, you can use your action to go back to your roots. For 1 minute, your body becomes more plant-like, and you gain the following benefits:
  • Your creature type is Plant, instead of Humanoid.
  • Whenever you start moving on your turn, you are considered invisible until you stop moving.
  • You have resistance to cold, fire, and lightning damage.
  • As a bonus action on your turn, you can make a special attack against a creature within 60 feet of you. Make a ranged weapon attack, with a modifier equal to your highest available attack modifier. On a hit, the target takes 1d10 magical bludgeoning damage and is restrained. At the beginning of the creature's turn, it takes 1d10 magical bludgeoning damage. At the end of its turn or as an action on its turn, the restrained creature can make a Strength saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a success, it is no longer restrained.
Once you use this trait, you can't do so again until you finish a long rest.   Languages. You speak Common and the language of the Children of Domhan, called Vatic.

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