The Planted Species in The Sundered Worlds | World Anvil
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The Planted

Note: all planted mortals have the type plant as well as humanoid

Gods and death and cosmic forces aren't the only powers that can give rise to life. Sometimes, sapience is grown. In the fertile places of {PLANET}, where magic and green things thrive, or where mortals who wield the power of nature dwell, or where wildlife has been cursed to wander, the planted are born. While some researchers believe plantlike mortals have fey origins, this claim is hotly debated, and planted folk are found across the Sundered Worlds.

Petallion

We still grow even when the sun hides.
— A petallion proverb

What Grows from Sorrow

It is said that at the end of the {REQUISITE GOD WARS}, a now-forgotten god of light and earth saw the destruction that had been wrought, and wept. Where the tears fell to the Sundered Worlds, flowers sprouted. Though the planar maelstrom had quieted with the creation of the Abyss, enough chaos remained to animate these flowers.

Flowering Forms

Petallions resemble a wide variety of flowering plants. Some have petal-soft skin in an array of yellows and pinks and reds, while others have feathery petals in place of hair. There is almost no end to the physical characteristic possibilities of petallions; indeed, a petallion child does not take on the appearance of their birth parents, but of flowers native to the region they were born in.
Age. Petallions reach maturity in their late teens and live less than 100 years.
Size. Your size is your choice of small or medium.
Speed. Your base walking speed is based on your size, 25 feet for small creatures and 30 feet for medium creatures.
Beguiling Scent. As an action, you can exude a delightful scent in 10 foot radius around you. Any creature that is in the radius when you take this action, or who starts their turn there, must succeed on a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or be charmed by you until the end of your next turn when the scent fades. The creature has advantage on the saving throw if you or your companions are hostile to it, and the charmed condition ends if the creature takes damage. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses once you finish a long rest.
Photosynthesis. Your plantlike origins allow you to absorb energy more efficiently. If you spend at least four hours in direct sunlight, or six hours in indirect sunlight, you do not need to eat for that day. You must still consume water as normal.
Sturdy Roots. As a bonus action, you can extend thin roots from your feet and legs into any naturally-formed earth you are standing on. The roots have nothing to attach to if you are on stone or worked flooring. For up to 1 minute while you are concentrating on these roots (as if concentrating on a spell), you have advantage on strength checks and saving throws, and on checks against being knocked prone. While you are rooted like this, your speed is 0.

Psilocybe

Spores are the reproductive organs or communication methods of ferns and certain fungi. Spoor is poop.
— Memo to biology students after grading a particularly chaotic batch of essays

Mushroom Mutuality

Originating deep underground, many psilocybe historians say that their people emerged from naturally occurring pockets of magical energy that pool deep within the earth. Others claim, on the contrary, that the psilocybes are the children of some great fungal being, with a mycelial network that spans the world.
Commonly confused with the more plantlike myconids, psilocybes are in fact independent mortals and do not natively belong to a hive mind.

Fungus Among Us

Psilocybes are sentient mushrooms with a familiar mortal shape. From their stalks sprout fibrous arms and legs, with which they interact with their environment like any other humanoid might. Their stalks end with a cap that serves as their heads, complete with a face and the ability to speak. As mushrooms can vary widely in shape and color, so too can psilocybes.
Age. Psilocybes grow relatively quickly, reaching maturity in their early teens. They age slowly after puberty, living upwards of 200 years.
Size. Psilocybes are short, with a wide variety of forms; some are thick and stocky, while others are thin and willowy. In all cases, they are very light, weighing no more than twenty-five pounds. Regardless, your size is small.
Speed. Your base walking speed is 25 feet.
Darkvision. Your underground origins have granted you a level of familiarity with darkness. 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.
Hallucinogenic Spores. When they feel threatened, psilocybes can emit spores from the gills beneath their caps. As an action, you can eject spores at a creature you can see within 15 feet that you. The creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be poisoned for 1 minute, as vivid hallucinations begin. The poisoned target is considered stunned while poisoned in this way. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you have ejected spores in this way, you cannot do so again until you take a short or long rest.
Myceliac Metabolism. Your plantlike form grants you a level of fortitude. You have resistance to poison damage and advantage on saving throws against the poisoned condition.

Trees

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Age.
Size.
Speed.
Photosynthesis. Like plants, you can absorb nutrients from the sun. If you spend at least four hours in direct sunlight, or six hours in indirect sunlight, you do not need to eat for that day. You must still consume water as normal. Roots. You have sturdy roots that ground you. As a bonus action, you can extend thin roots from your feet and legs into any naturally-formed earth you are standing on. The roots have nothing to attach to if you are on stone or worked flooring. For up to 1 minute while you are concentrating on these roots (as if concentrating on a spell), you have advantage on strength checks and saving throws, and on checks against being knocked prone. While you are rooted like this, your speed is 0.
Additionally, you can speak with plants as if you had cast the speak with plants spell while you are rooted like this.

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  • Fern Resilience. Like ferns after a natural disaster, you survive. When you are reduced to 0 hit points and are not killed outright, you instead drop to 1 hit point. Once you use this trait, you must finish a long rest to use it again.
  • Wintry Endurance. You were born of the pines that watch through the winter. You have resistance to cold damage.
  • Oaken Protection. The tough bark and sturdy wood of the great deciduous trees protects you. Your base AC is 13 + your Dexterity modifier. If worn armor would leave you with a lower AC, you can use this AC instead.
  • Froot Magic.
  • You know the druidcraft cantrip, and can use it to create magical, non-edible fruits, plants, and flowers that fit within a 1-foot cube and disappear after 1 hour. At 3rd level, you know the goodberry spell and can cast it without material components. Once you cast this spell in this way, you must finish a long rest before you can cast it this way again. At 5th level, you know the protection from poison spell. Once you cast this spell in this way, you must finish a long rest before you can cast it in this way again.
  • Grasping Vines. Vines sprout from your head or wrap around your arms. As an bonus action, you can extend your reach by 5 feet on any melee attack you make until the end of your next turn. Additionally, you have advantage on rolls made to grapple, and grapple checks made against you have disadvantage.


Cover image: by Athevra via Adobe Spark

Comments

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Dec 27, 2022 00:10 by George Sanders

Ooo! The beguiling scent is a fun trait.

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Dec 27, 2022 01:22 by Athevra Woods

Thanks!