| Post/Author/DateTime | Post |
|---|---|
| #1ZnayxAug 28, 2015 15:38:43 | I am a relatively new player (one year) going into my second campaign soon. I want to create a new and interesting character using unusual and uncommon elements. i was looking on the d20pfsrd website (dnd 3.5) and saw many interesting things... the problem is, they are for the ever-complicated mechanics of 3.5. I don't want that. I just want to use it as inspiration for aspects of my character, because it is very in depth and put together well. So, I would like some help from you DnD forum-goers to help me with my character.
Race-wise, I want him to be very similar to this: http://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/ghoran-19-rp So, a plant creature like a Ghoran. The problem is, as I went along, I found mechanics that don't work in 5e. For example, I wanted to integrate some of these traits that are in 3.5 plant creatures (copy-pasted from the website):
Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry).
Many of these aspects make sense. But in 5e, things aren't so complicated. They need to be trimmed down. However, a different problem is with that line:
Proficient with its natural weapons only.
Natural Weapons is a thing that does not exist in 5e. At least, not with the same complicated system. When I look into it, it makes sense to me. As a plant creature, I don't expect I can swing a weapon very easily. However, I expect that I would have perhaps an arm with a giant thorn, and my other arm is a vine-like whipping appendage. Those would be my two weapons, and they would be my "natural weapons". But how do I create their damage calculations?
Note that this line is not the only one I have trouble with; it was just my main focus. Also, on the actual page for Ghorans, there are many traits, some of which are quite unusual. I'm not sure where to draw the line for "overpowered" or "underpowered". Regardless, the whole thing needs to be trimmed down. (once again, refer to the page: http://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/ghoran-19-rp)
My DM suggested resistance or immunity to certain levels of radiant damage; I would also like to hear opinions on that.
Another thing: My character's story is slightly undecided. I've been looking at a Warlock. My story I was looking at was that my character underwent a ritual of sort (either accidentally stumbled upon it or used it on purpose to gain power) and as a result, either lost the ability to speak intelligibly or gained the ability to speak, though not very well. This ritual also resulted in him getting his magical abilities. So you see I'm unsure which route to go on, or whether to do something entirely different.
Thank you in advance |
| #2BRJNAug 28, 2015 16:15:05 | The closest you can get to being a plant in 5e is to be a Wood Elf, and write your own fluff text.
There is currently no way to become the Plant type. (After reading Unapproachable East, I want to play a Volodni (tree-people).) Buy a dagger and call it a Claw, for a natural weapon substitute. Elves can ignore Sleep and brush off some other common charm-type effects. Elves can also ignore sleep if you don't make a big deal out of it. (Trance still leaves you awake enough to be the guard.) Weapon and armor proficiencies are granted by class not race in 5e, so pick Sorcerer / Warlock / Rogue.
You can approximate most of what you want, you just have to be clever about doing it and be aware that there aren't all that many rules in 5e yet - it's easy to search everywhere but then again there's so much 'heritage material' they haven't talked about yet.
|
| #3ZnayxAug 28, 2015 17:40:17 | The idea has been given the go-ahead by my DM. So instead of people saying, "It's not possible" according to the current rules, I'm looking for experienced players and DMs to help me build this character because I'm really enthusiastic about it. Making a few compromises and messing with home-made rules is no problem, so long as it's not too complex and not too under/overpowered. |
| #4drizzt_zyloAug 28, 2015 18:36:50 | A lot of what u are asking is fluff wise like the natural weapon thing u could even make your warlock spells natural extensions of your plant nature u could homebrew some sure instead of the resistance to charm and sleep of elves maybe advantage against very specific conditions when u need to save against them like paralysis or remove some of the wood elf extra speed and natural camoflauge deal to get more of it. You could say your pact is turning u more into a plant and develop a homebrew patron for it. No one is saying its not possible its just with the way the rules are as of now are very loose and therefore very easy to fluff for instance a character I'm playing will be a multi class fighter paladin bard he isn't religious or musical instead he barks orders and insults which are his spells inspiration and manuvers when he patching someone up he grumbles about how if he were among his own clan they wouldn't need this much patching up. ive heard of others mimicking the alchemist with wizards using buffs and area effect spells aka bombs. Ive got a character that has a pact weapon mechanically a scimitar but reflavors it with every swing sometimes something silly and eldritch blast is a pair of smg and whose facepaint changes depending on mood |
| #5AhrimonAug 29, 2015 8:44:58 | My advice would be to re-fluff a warforged from the unearthed arcana rules. |
| (Reply to #5)jaappleton |
|
| #7KruskAug 29, 2015 11:18:27 | Here man, homebrew plantman race.
Viridians You're part plant. its pretty sweet. You don't really have blood, and you get along with trees better than humanoids. Unfortunatly, humanoids move around a lot more and mess stuff up. So you've got to interact with them, even if it isn't you're favorite thing to do.
Racial Traits Ability Score Increase - Con +2 Age - You age super slowly, or super quickly. Your choice depending on your plant type. Pick one. Age as Half-Orc, or Age as Elf. Alignment - Whatever you want, but most likely neutral in some capacity. Size - Medium - You can be any size or weight that fits in the medium size category. Maybed you are big and heavy, because you are mostly made of ironwood. Maybe you are super light because you are a grass man. You're choice. Speed - You're base speed is 20ft. Quickness isn't a trait plants are known for. Plant Brain - You gain advantage on saving throws vs mind effecting spells and abilities. This includes all illusions, and enchantments. No Sleep - You are a plant, so you don't sleep. Instead, you must see at least 1 hour of sunlight (magical or otherwise) each day or become fatigued and suffer whatever the effects of not sleeping normally would be. This lasts until you see at least 1 hour of sunlight. (Giant magic crystals and stuff can also sometimes count, at your DMs discretion). Sappy - You cannot be healed by heal checks. Instead the nature skill does everything the heal skill can normally be used for, for you. Food - You don't need to eat, and in fact can't really digest stuff you do eat. you still require water as normal. Blossom - Whenever you would die from hitpoint damage, you can instead blossom. When you do, your PC still dies, but a small seedling begins to grow where you were. This plant rapidly grows and blooms. Within 24 hours time, you emerge from a chrysalys, at 1 HP. You can be of any subrace listed below, and retain all your memories, class levels, hit points, ability scores, skills, feats, etc. Languages - Common. You don't have your own language. There are too many of them as it is.
Subrace - Cactaur Ability Score Increase - +2 Str. You are a walking cactus. Any creature attempting to grab you, or attack with natural weapons takes 1d12 points of damage. Additionally, you can go for 1 week without water before being required to make checks for dehydration.
Subrace - Drosera Ability Score Increase - +2Wis. You are an Oak, or an Elm or something. A big tree. You are wise and long lived. You grow enough flowering fruit for a single medium creature to subsist for an entire day, each day. Lastly, you gain the ability to speak with your woodland friends. You can communicate with animals of small size or smaller as though you shared a language. They are not especially loyal to you, but if you grow acorns or something you can generally bribe them.
Subrace - Decidoan Ability score increase - +2 Str. You are a carniverous plant man. You are immune to poison, but totally need to eat. Specifically meat. You can milk yourself once each day to bottle your poison. it has a Save DC of 10+Level and lasts for 24 hours. The poison weakens your prey, and causes disadvantage on all checks for 24 hours.
Subrace - Evergreen Ability Score Increase - +1 Con, again - You are some sort of pine tree, used to growing places where it snows. You don't need to make any check ever due to extreme cold, and gain resistance to cold damage equal to your character level.
Subrace - Salix Ability Score Increase - +2 Dex - Like your willow tree ancestors you are super flexible. You can make attacks against creatures more than 5ft away from you as though you had reach. Because you do, actually have reach. This does not stack with reach weapons.
Subrace - Byrophyta Ability Score Increase - +2 Wis - As a moss monster man, you are actually more of a small colony of plants than a single giant being. As such, any critical hit against you is required to confirm. (Make a second attack and see if it still hits, at disadvantage). Additionally, you regain 1 hit point per round, so long as you are not in a stressful situation such as combat.
Subrace - Flower Ability Score Increase - +2 Cha - You grow flowers and its super pretty. You can also blast out pheremones, which are treated as per the spell Charm Person. You can repeat this ability after a short rest. The DC is 10+Cha mod.
Subraces are faux latin versions of a few types of trees or plant groups. |
| #8Slagger_the_ChuulAug 29, 2015 23:59:35 | Looking at the different plant creatures in the Monster Manual, there aren't really any consistent traits that apply to all plants apart from having the plant type. |
| #9rgoodbbAug 30, 2015 6:14:06 | Attributes: +1 +1 in whatever fits your concept Naturally Armoured: +1 AC as Warforged Thorn Whip racial cantrip, and at 9th level, Awaken 1/day Languages - Common, Sylvian Advantage on Nature checks Good Roots: Advantage on checks to be pushed, pulled or proned.
Not sure about power overall but just some more ideas.
|