Twenty-Fourthborn - Blooming Persons Species in The Connected | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Twenty-Fourthborn - Blooming Persons

A set of Borns with extreme qualities based around their environment. The Twenty-Fourthborn range in all colors due to the fact that their colors and notable features are based around the flowers in both the region they were born and the time of birth. While generally slender the features of the plant they emulate are extravagant editions to their body. Generally around the extremities and head these features range greatly. Some of the Twenty-Fourthborn would seem to be entirely clothed due to these features. They also may grow roots in dire situations where the body needs sustenance and will effectively restore them if enough nutrients and water is present.   Pureblood
  • +1 Charisma +1 Wisdom
  • Entity of Nature’s Life: A Blooming Person may use this ability as many times per day as their proficiency modifier. It has different effects based on the environment that the individual currently is. First their body grows noticeably more durable and covered in natural things found in the environment which grants them bonus health equal to ((Charisma Modifier + Wisdom Modifier) x Proficiency Modifier). The second part of their transformation depends on the environment. All attacks and spells gain additional damage that is equal to (Proficiency Modifier/2)d4 damage, where the damage type chosen is the main element within the environment the ability is used in. This lasts for (Charisma Modifier or Wisdom Modifier + Proficiency Modifier) turns.
  • One of Root: When standing still a pureblood can feel throughout their environment through the plants around them. Not as much as by communing but by being one with the plants that their own roots can find. A pureblood can use their senses to extend their perception so long as there are plants every (Charisma Modifier or Wisdom Modifier) times five feet, up to (Proficiency Modifier) plants. Each consecutive extension of perception by plant reduces the initial range of perception of the plant (Charisma Modifier or Wisdom Modifier + Proficiency Modifier) times five feet, by five feet. If enough jumps are made somehow to reduce the perception range to zero, the pureblood can only feel what the plant does.
  Halfblood
  • +1 Charisma
  • Adaptable Growth: While by no means as in tune with nature a halfblood can still adapt to the very land that surrounds them. Once per day a halfblood can attune their very body to the environment they have found their body in. This in effect reduces the damage type most common in that environment by ((Charisma Modifier or Constitution Modifier) + Proficiency Modifier), and this set of adaptable growths can remain until the they are exchanged for a different adaptation.
  • Planted Positioning: The roots of a halfblood by no means are as extensive, winding or connective of that a pureblood. These roots however are thick and burrowing. A halfblood may as many times as their proficiency modifier before needing a short rest to recover half their uses or a long rest to recover all, to plant themselves where they stand. During this time their movement is reduced to zero, they can not be knocked prone and any form of knockback is halved. Any ability or spell that would knock them prone or knock them back the halfblood while planted adds (Charisma Modifier or Constitution Modifier) on top of all other modifiers to the roll and they are always proficient against those DC checks or rolls.

Nothing Different From Simple Plants

Origin/Ancestry
Twenty-Fourthborn - 270 RT
Geographic Distribution

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!