Nature Bound
When a druid or creature with strong ties to the natural world dies, they may be rebirthed as a nature bound. It is uncertain why or how the spirit ties itself into the form of a nature bound. Some theorize the process is the work of powerful magic, divine intervention, or the spirit's sheer force of will. The spirit's previous life is but a distant memory in the back of their mind, and they awaken with a strong connection to the natural world around them, some drawn to act as guardians for the forests and fields from which they grew.
One with Nature
The body of a nature bound is formed completely of plant-life, and has different requirements than most creatures. Instead of consuming food, as they did in their previous life, a nature bound requires sunlight and water to remain alive. The appearance of a nature bound is ever changing; as normal plants grow leaves and blossom during different times of the year, so do they. Nature bound view the world differently than most; they spend time listening to the rustle of leaves and gusts of wind, as if interpreting the will of the natural world through these sounds.Circle of Life
Nature bound have varying lifespans dependent on the plant-life that they embody. When a nature bound feels it has completed its life cycle, it will set out on a journey to the location where it first grew, and allow its body to be reabsorbed into the natural world, releasing the plant-life bound to its body back to the earth from where it came. Nature bound often feel a strong connection to this location, and it's not uncommon for the nature bound to return to this location numerous times before the end of their life.New Life, Old Habits
It isn't entirely certain how a nature bound is able to speak, think, and feel; their existence remains mysterious, and has done so since the first records of their kind. Few nature bound take the time to investigate their existence, as the drive of wanderlust and a chance at a second life is viewed as a treasured gift that must be celebrated; it is common for a nature bound to live a life without regrets or doubts.Scroll of Strange Races II
Nature Bound
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Nature bound lifespans vary dependent on the plantmatter they embody. They can live for several hundred years, like a great oak tree, or for as few as 2 or 3 years, like a flowering bush.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:
Take Root and Grow. You are completely made up of organic plant-life, and you are considered a plant creature. You don't need to eat food, and instead gain sustenance from direct exposure to sunlight. You can go without exposure to sunlight for a number of days equal to your proficiency bonus before gaining 1 level of exhaustion, and an additional level of exhaustion every day thereafter. You lose all levels of exhaustion after being exposed to sunlight for at least 1 hour. You still need to drink water, as usual. Flammable. When you are reduced to 0 hit points by fire damage, you have disadvantage on death saving throws until you are stabilized or regain hit points. One with Nature. You have proficiency in the Nature skill. While you are touching nonmagical plant-life, you can spend 10 minutes conferring with the natural world in a 500-foot radius around you. You learn how much precipitation the area gets, the average temperature in the last week, and if the soil is fertile enough to sustain plant growth.
Take Root and Grow. You are completely made up of organic plant-life, and you are considered a plant creature. You don't need to eat food, and instead gain sustenance from direct exposure to sunlight. You can go without exposure to sunlight for a number of days equal to your proficiency bonus before gaining 1 level of exhaustion, and an additional level of exhaustion every day thereafter. You lose all levels of exhaustion after being exposed to sunlight for at least 1 hour. You still need to drink water, as usual. Flammable. When you are reduced to 0 hit points by fire damage, you have disadvantage on death saving throws until you are stabilized or regain hit points. One with Nature. You have proficiency in the Nature skill. While you are touching nonmagical plant-life, you can spend 10 minutes conferring with the natural world in a 500-foot radius around you. You learn how much precipitation the area gets, the average temperature in the last week, and if the soil is fertile enough to sustain plant growth.
Scroll of Strange Races II
Herbal Nature Bound
The plant-life that makes up your body is formed from rich vegetation that heals the sick, and crawls across the land, snaking up trees and buildings.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Nature bound lifespans vary dependent on the plantmatter they embody. They can live for several hundred years, like a great oak tree, or for as few as 2 or 3 years, like a flowering bush.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
parent race:
Nature Bound
race features:
Take Root and Grow. You are completely made up of organic plant-life, and you are considered a plant creature. You don't need to eat food, and instead gain sustenance from direct exposure to sunlight. You can go without exposure to sunlight for a number of days equal to your proficiency bonus before gaining 1 level of exhaustion, and an additional level of exhaustion every day thereafter. You lose all levels of exhaustion after being exposed to sunlight for at least 1 hour. You still need to drink water, as usual. Flammable. When you are reduced to 0 hit points by fire damage, you have disadvantage on death saving throws until you are stabilized or regain hit points. One with Nature. You have proficiency in the Nature skill. While you are touching nonmagical plant-life, you can spend 10 minutes conferring with the natural world in a 500-foot radius around you. You learn how much precipitation the area gets, the average temperature in the last week, and if the soil is fertile enough to sustain plant growth. Vertical Crawl. You have a climbing speed of 20 feet. Lashing Vines. Your lashing vines are natural weapons, which you can use to make unarmed strikes against creatures within 10 feet of you. You can use Strength or Dexterity for the attack and damage rolls of your lashing vines. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Healing Herbs. You can harvest potent medicinal herbs from your body, and use them to heal an ally. You can spend 10 minutes preparing a brew from herbs harvested from your body. A creature can drink the brew to regain 2d6 hit points. The healing increases as you gain levels, so that the number of d6s equals your proficiency bonus. The brew loses its potency if undrunk after 8 hours. You can use this trait once, and regain the ability to do so after finishing a long rest.
Take Root and Grow. You are completely made up of organic plant-life, and you are considered a plant creature. You don't need to eat food, and instead gain sustenance from direct exposure to sunlight. You can go without exposure to sunlight for a number of days equal to your proficiency bonus before gaining 1 level of exhaustion, and an additional level of exhaustion every day thereafter. You lose all levels of exhaustion after being exposed to sunlight for at least 1 hour. You still need to drink water, as usual. Flammable. When you are reduced to 0 hit points by fire damage, you have disadvantage on death saving throws until you are stabilized or regain hit points. One with Nature. You have proficiency in the Nature skill. While you are touching nonmagical plant-life, you can spend 10 minutes conferring with the natural world in a 500-foot radius around you. You learn how much precipitation the area gets, the average temperature in the last week, and if the soil is fertile enough to sustain plant growth. Vertical Crawl. You have a climbing speed of 20 feet. Lashing Vines. Your lashing vines are natural weapons, which you can use to make unarmed strikes against creatures within 10 feet of you. You can use Strength or Dexterity for the attack and damage rolls of your lashing vines. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Healing Herbs. You can harvest potent medicinal herbs from your body, and use them to heal an ally. You can spend 10 minutes preparing a brew from herbs harvested from your body. A creature can drink the brew to regain 2d6 hit points. The healing increases as you gain levels, so that the number of d6s equals your proficiency bonus. The brew loses its potency if undrunk after 8 hours. You can use this trait once, and regain the ability to do so after finishing a long rest.
Scroll of Strange Races II
Fungal Nature Bound
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Nature bound lifespans vary dependent on the plantmatter they embody. They can live for several hundred years, like a great oak tree, or for as few as 2 or 3 years, like a flowering bush.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
parent race:
Nature Bound
race features:
Take Root and Grow. You are completely made up of organic plant-life, and you are considered a plant creature. You don't need to eat food, and instead gain sustenance from direct exposure to sunlight. You can go without exposure to sunlight for a number of days equal to your proficiency bonus before gaining 1 level of exhaustion, and an additional level of exhaustion every day thereafter. You lose all levels of exhaustion after being exposed to sunlight for at least 1 hour. You still need to drink water, as usual. Flammable. When you are reduced to 0 hit points by fire damage, you have disadvantage on death saving throws until you are stabilized or regain hit points. One with Nature. You have proficiency in the Nature skill. While you are touching nonmagical plant-life, you can spend 10 minutes conferring with the natural world in a 500-foot radius around you. You learn how much precipitation the area gets, the average temperature in the last week, and if the soil is fertile enough to sustain plant growth. Creature of the Darkness. You were grown in dark and damp conditions, and have no reliance on the sun. You don't require exposure to sunlight to gain sustenance, but require twice the normal amount of water. Darkvision. You have adapted to life under the earth, and have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Spore Cloud. As an action, you can release a cloud of spores around you in a 10 foot radius, which moves with you, and spreads around corners. Whilst the cloud is released, you have blindsight within the radius of the cloud, and can communicate telepathically to anyone within the cloud. When a creature is reduced to 0 hit points within the cloud, you can use a reaction to draw energy from their wounds, and regain hit points equal to your proficiency bonus. The cloud lasts for one minute, or until you dismiss it as a bonus action. You can use this trait once, and regain the ability to do so after finishing a long rest.
Take Root and Grow. You are completely made up of organic plant-life, and you are considered a plant creature. You don't need to eat food, and instead gain sustenance from direct exposure to sunlight. You can go without exposure to sunlight for a number of days equal to your proficiency bonus before gaining 1 level of exhaustion, and an additional level of exhaustion every day thereafter. You lose all levels of exhaustion after being exposed to sunlight for at least 1 hour. You still need to drink water, as usual. Flammable. When you are reduced to 0 hit points by fire damage, you have disadvantage on death saving throws until you are stabilized or regain hit points. One with Nature. You have proficiency in the Nature skill. While you are touching nonmagical plant-life, you can spend 10 minutes conferring with the natural world in a 500-foot radius around you. You learn how much precipitation the area gets, the average temperature in the last week, and if the soil is fertile enough to sustain plant growth. Creature of the Darkness. You were grown in dark and damp conditions, and have no reliance on the sun. You don't require exposure to sunlight to gain sustenance, but require twice the normal amount of water. Darkvision. You have adapted to life under the earth, and have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Spore Cloud. As an action, you can release a cloud of spores around you in a 10 foot radius, which moves with you, and spreads around corners. Whilst the cloud is released, you have blindsight within the radius of the cloud, and can communicate telepathically to anyone within the cloud. When a creature is reduced to 0 hit points within the cloud, you can use a reaction to draw energy from their wounds, and regain hit points equal to your proficiency bonus. The cloud lasts for one minute, or until you dismiss it as a bonus action. You can use this trait once, and regain the ability to do so after finishing a long rest.
Scroll of Strange Races II
Thorned Nature Bound
Your form is composed near entirely of flowered shrubbery. This could be an elegant rose bush with its sharp thorns or a sturdy hedgerow, dense and solid.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Nature bound lifespans vary dependent on the plantmatter they embody. They can live for several hundred years, like a great oak tree, or for as few as 2 or 3 years, like a flowering bush.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
parent race:
Nature Bound
race features:
Take Root and Grow. You are completely made up of organic plant-life, and you are considered a plant creature. You don't need to eat food, and instead gain sustenance from direct exposure to sunlight. You can go without exposure to sunlight for a number of days equal to your proficiency bonus before gaining 1 level of exhaustion, and an additional level of exhaustion every day thereafter. You lose all levels of exhaustion after being exposed to sunlight for at least 1 hour. You still need to drink water, as usual. Flammable. When you are reduced to 0 hit points by fire damage, you have disadvantage on death saving throws until you are stabilized or regain hit points. One with Nature. You have proficiency in the Nature skill. While you are touching nonmagical plant-life, you can spend 10 minutes conferring with the natural world in a 500-foot radius around you. You learn how much precipitation the area gets, the average temperature in the last week, and if the soil is fertile enough to sustain plant growth. Beguiling Perfume. As an action, you can cause the scent of your flowers to become overwhelmingly strong. One creature of your choice within 5 feet of you must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target is charmed by you until the end of your next turn. Once you use this feature, you can’t do so again until you finish a long rest. Thorns. While you aren't wearing armor, you can use a bonus action to deal piercing damage to a creature that is grappling you or that you are grappling. The damage equals 1d4 + your Strength modifier. Unassuming Appearance. Your form is more malleable than that of other nature bound. As an action you can move into the space of a Medium or larger collection of plants within 5 feet of you. Whilst you remain motionless in the space of these plants, you are indistinguishable from the plant-life around you.
Take Root and Grow. You are completely made up of organic plant-life, and you are considered a plant creature. You don't need to eat food, and instead gain sustenance from direct exposure to sunlight. You can go without exposure to sunlight for a number of days equal to your proficiency bonus before gaining 1 level of exhaustion, and an additional level of exhaustion every day thereafter. You lose all levels of exhaustion after being exposed to sunlight for at least 1 hour. You still need to drink water, as usual. Flammable. When you are reduced to 0 hit points by fire damage, you have disadvantage on death saving throws until you are stabilized or regain hit points. One with Nature. You have proficiency in the Nature skill. While you are touching nonmagical plant-life, you can spend 10 minutes conferring with the natural world in a 500-foot radius around you. You learn how much precipitation the area gets, the average temperature in the last week, and if the soil is fertile enough to sustain plant growth. Beguiling Perfume. As an action, you can cause the scent of your flowers to become overwhelmingly strong. One creature of your choice within 5 feet of you must make a Wisdom saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, the target is charmed by you until the end of your next turn. Once you use this feature, you can’t do so again until you finish a long rest. Thorns. While you aren't wearing armor, you can use a bonus action to deal piercing damage to a creature that is grappling you or that you are grappling. The damage equals 1d4 + your Strength modifier. Unassuming Appearance. Your form is more malleable than that of other nature bound. As an action you can move into the space of a Medium or larger collection of plants within 5 feet of you. Whilst you remain motionless in the space of these plants, you are indistinguishable from the plant-life around you.
Scroll of Strange Races II
Tree Nature Bound
You are a tree at your core. Thick bark covers your body, and strength swells through your form like a mighty oak.
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) choose three different +1
age:
Nature bound lifespans vary dependent on the plantmatter they embody. They can live for several hundred years, like a great oak tree, or for as few as 2 or 3 years, like a flowering bush.
Size:
Medium
speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
parent race:
Nature Bound
race features:
Take Root and Grow. You are completely made up of organic plant-life, and you are considered a plant creature. You don't need to eat food, and instead gain sustenance from direct exposure to sunlight. You can go without exposure to sunlight for a number of days equal to your proficiency bonus before gaining 1 level of exhaustion, and an additional level of exhaustion every day thereafter. You lose all levels of exhaustion after being exposed to sunlight for at least 1 hour. You still need to drink water, as usual. Flammable. When you are reduced to 0 hit points by fire damage, you have disadvantage on death saving throws until you are stabilized or regain hit points. One with Nature. You have proficiency in the Nature skill. While you are touching nonmagical plant-life, you can spend 10 minutes conferring with the natural world in a 500-foot radius around you. You learn how much precipitation the area gets, the average temperature in the last week, and if the soil is fertile enough to sustain plant growth. Bark Hide. Your exterior is covered in a thick bark, increasing your resilience. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your bark hide to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your bark hide. Rooted. As a bonus action, you can spread your roots across the ground, steadying yourself for attack. While rooted, your speed is reduced to 0, you can't be knocked prone, your reach increases by 5 feet, you have disadvantage on Dexterity saving throws, and when you hit with a melee weapon, you deal additional bludgeoning damage equal to your level. You remain rooted for one minute, or until you end it as a bonus action. You can use this trait once, and regain the ability to use it again once you finish a long rest.
Take Root and Grow. You are completely made up of organic plant-life, and you are considered a plant creature. You don't need to eat food, and instead gain sustenance from direct exposure to sunlight. You can go without exposure to sunlight for a number of days equal to your proficiency bonus before gaining 1 level of exhaustion, and an additional level of exhaustion every day thereafter. You lose all levels of exhaustion after being exposed to sunlight for at least 1 hour. You still need to drink water, as usual. Flammable. When you are reduced to 0 hit points by fire damage, you have disadvantage on death saving throws until you are stabilized or regain hit points. One with Nature. You have proficiency in the Nature skill. While you are touching nonmagical plant-life, you can spend 10 minutes conferring with the natural world in a 500-foot radius around you. You learn how much precipitation the area gets, the average temperature in the last week, and if the soil is fertile enough to sustain plant growth. Bark Hide. Your exterior is covered in a thick bark, increasing your resilience. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your bark hide to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your bark hide. Rooted. As a bonus action, you can spread your roots across the ground, steadying yourself for attack. While rooted, your speed is reduced to 0, you can't be knocked prone, your reach increases by 5 feet, you have disadvantage on Dexterity saving throws, and when you hit with a melee weapon, you deal additional bludgeoning damage equal to your level. You remain rooted for one minute, or until you end it as a bonus action. You can use this trait once, and regain the ability to use it again once you finish a long rest.
Civilization and Culture
Naming Traditions
If a nature bound has memory of the name they used in their previous life, they may take on the same name for their new life. If they're unable to remember, or want to take up a new moniker, they usually adopt a name that has something to do with the natural world around their growth place. These names can be as simple as Calm-Breeze or Rosebud, or as complex as Bountiful-Harvests-Along-The-Sword-Coast.
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