Heterogeneous Form

The feyforce of a Plantfolk can possess virtually any kind of plant in the known world. These are the abilities granted by being “born” into different types of plants.

Petite, Standard, & Treant Plantfolk can only take on a Standard heterogeneous form. Likewise, Agarics can take only Agaric forms. Tevi may take either or, but players should consult a DM when creating a Tevi and they may choose to limit or ban certain options depending on other factors, such as backstory, party balancing purposes, etcetera.

You can download a PDF copy of the Plantfolk Primer (with images!) at this link!

## Standard Plantfolk Forms

### 1 // Flowers

Your sweet scent is quite appealing and makes those around you more calm and friendly. You have natural proficiency in either Persuasion or Deception, and advantage when speaking with individuals already friendly towards you.

### 2 // Cacti and Succulents

You are used to the intense weather of the desert, in which your body is quite used to living in. You are unaffected by intense hot or cold weather. Additionally, your body is quite durable and pointy to help ward off desert creatures. You have natural armor that increases your AC by 2 and deals 1d4 piercing damage to any creature that makes physical contact with your body. This increases to an AC bonus of 3 that deals 1d6 piercing damage at level 10. Equipping heavy or medium armor removes the piercing damage, as it smothers your spines, but light armor as well as standard clothing provides enough space for the spines to stick out.

### 3 // Tree

Your body is covered in bark that protects you from the wear and tear of the world. Your AC increases by 2, which then increases to a bonus of 3 at level 10 and 4 at level 15.

### 4 // Vines and Creepers

Your body is quite malleable, to the point where when you rest you look more like a pile of spaghetti than a humanoid creature. Your body can be spread apart or wrapped together like a rope, allowing you to be used as one for all intensive purposes. Additionally, you have a natural climb speed of 20 ft.

### 5 // Edibles 1 (Fruits, Veggies and Berries)

Your body grows fruits, vegetables, or berries that are quite delicious to those who can eat them. You can pluck 1d4 edibles from your body per day, which each heal 1d6 plus your level to those who consume it. This increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

### 6// Edibles 2 (Nuts, Herbs/Spices, and Wheat)

Your body grows a substance that makes normal food taste incredible when added during the cooking process. You can mix a piece of yourself into a non-magical meal to make all those who consume the food heal 1d8 plus your level. You must add it in the creation process of the meal, ie such as when making a soup or rolling the dough of bread, for the healing factor to take effect. This can be done to any amount of food per day, though the healing factor fades off three days after the food is prepared and over-using your body for this can cause penalties based on DM discretion.

### 7 // Aquatic Plants

Your body is most at home within the water, within which you can move quite freely. You have a natural swim speed of 20 ft, and do not have disadvantage when making any melee attacks under water.

### 8 // Fungus

You have a body made of a mushroom, mold, or other fungus, which lurk in dark, damp places and decompose what already lies dead. You cannot photosynthesize; however, if you find a dead body of Medium size or larger, you can spend 1 hour decomposing it into nothing more than bones, fully replenishing yourself and obtaining the benefits of a Long Rest. The effects of the rest can only be done once per day, though you may consume any other bodies you find to heal yourself 1d10 + your CON modifier.

### 9 // Carnivorous

Your body is made of a carnivorous plant, which survives by consuming living matter. You can eat as any other mortal creature can, obtaining the given sustenance however it provides it. Additionally, you have the ability to capture and consume prey for sustenance. You have a Bite attack that deals 1d6 + STR damage. Additionally, your Bite can be used as a Grapple attempt instead of an attack, in which you have a Strength contest with the foe. The following turn, you may attempt another Bite attack on the foe while they are retrained by your Bite- on a success, you swallow the creature whole.

The swallowed creature is blinded and restrained, has total cover from attacks and other effects outside of your body, and takes an amount of acid damage at the start of your turn equal to a d4 per your level. If you take an amount of damage from the creature equal to 5 times your level in one round, you must make a DC 16 Constitution saving throw or regurgitate the creature, who then falls prone in a space next to you. If you die, a swallowed creature is no longer restrained by you and can escape from your corpse using 15 ft of movement, exiting prone.

You can only attempt to consume creatures that are one size category or lower than your own. Consuming something only one size category below you (for example, a Standard Carnivore consuming a Small creature) reduces your movement speed by half until you either voluntarily regurgitate the creature or spend 2 hours digesting the creature enough for you to move. You cannot digest inorganic creatures (such as creatures made of stone or steel) or other Plantfolk, who are unaffected by your acid damage. Fully digesting a creature gives you the benefit of a Long Rest, though it can only be done once per day.

### 10 // Parasitic

You cannot sustain yourself through photosynthesis or burying yourself- instead, you must rely on the energy of other plants. A normal long rest restore everything except for your hit points. To restore health, you may grapple other plants or Plantfolk and suck the life out of them, dealing necrotic damage to them each round you’re grappling them equal to 2d8 + your spellcasting Modifier (if a non-spellcaster, then INT for Fairy, CHA for Standard/Tevi, and WIS for Treant) per your level. Spending a long rest attached to a Large or larger plant will restore you completely, though you will leave the plant as a completely unusable husk by the time the rest is completed.

### 11 // Poisonous

Your body is filled with a potent poison. Your unarmed attacks cause the opponent to make a CON save with DC equivalent to your spell save DC (if a non-spellcaster, use INT if Fairy, CHA if Standard/Tevi, or WIS if Treant to calculate spell save DC) or become Poisoned, for which they can retry making the save at the beginning of their turn. As a bonus action, you can apply the poison to a melee weapon or a single piece of ammunition, which effects only last for up to 1 minute from the point of application and are immediately removed upon contact with a creature. At 15th level your poison becomes even stronger, rendering an individual Stunned on top of dealing damage, though they can attempt to make the save during their turn and upon any other creature’s attempt to physically shake them to consciousness.

### 12 // Moss and Algae

Your body is naturally adapted to clinging and growing in damp places. You have a natural climb speed of 20 ft, and as a full-round action can flatten your body to look like a normal patch of moss, only discernible as possessed by a Plantfolk with an Arcana check with DC equal to your spell save DC (if non-spellcasting, use INT if you’re Fairy, CHA if Standard/Tevi, or WIS if Treant)

## Agaric Forms

### 1 // Mold

A Mold Agaric can decay whatever it wants to touch. This manifests as a unique physical attack that can be executed 1d4 times a day, rolled at the end of a long rest. The attack has a bonus to hit equal to your Constitution modifier plus your proficiency bonus. If you successfully hit an opponent this way, you deal necrotic damage equal to 1d4 plus your Constitution modifier.

A foe damaged this way must also make a Constitution saving throw with the DC equivalent to 8 plus Constitution modifier plus your proficiency bonus. On a failure, their Constitution score itself is damaged, taking 1d4 damage. This increases to 1d6 damage when you reach your 10th level.

Damage to Constitution taken this way manifests in the form of a fast-growing mold, which begins consuming the creature alive. If a target takes over half their maximum Constitution score in damage this way they begin losing body parts, and if their Constitution score reaches 0 they die. Lost Constitution is regained after a long rest.

### 2 // Morel

Morel Agarics welcome the heat, unlike most of their fellow fungus. You have resistance to the effects of hot weather and are uninhibited by dry soil. Some may say you’re even attracted to heat, and have a +5 bonus to Wisdom (Survival) checks made to track forest fires. The downside to being a Morel is that you aren’t particularly pretty to look at, giving you a -3 penalty to Charisma (Diplomacy) and Charisma (Performance) checks.

### 3 // Jelly

You have a glossy, shimmering visage akin to layered honey. As a Jelly Agaric, you have acute instincts regarding medical knowledge, giving you a natural proficiency in the Intelligence (Medicine) skill. You’re also able to double the durability of medical kits. Finally, your ability to use the tools and natural resources growing from your body allows you to expend your hit dice on your friends as well as yourself, tending to their wounds rather than your own.

### 4 // Lichen

You’re incredibly hardy, using some sort of tree or other structure to move yourself around. You do not suffer the ill effecting of cold weather. When you roll for hit points, you may choose to double your Constitution modifier for each instance of health you obtain. You must also roll two dice for each instance and take the lower one, similar to rolling disadvantage.

During character creation, Lichen Agarics have the option to choose to play as a Large creature rather than a Medium one, though there must be backstory for such a decision (such as growing on a large structure such as a statue). The only statistical improvement from this decision is the increased range of squares you have within 5 feet of you.

### 5 // Bioluminescent

Bioluminescent Agarics emit a faint light from their bodies, shedding dim light in a 10 ft radius centered on themself. Friends and foes alike have +2 to Wisdom (Perception) checks made to spot you in standard lighting, which increases to a +4 in darkness. You also have the ability to expel all your light in the form of a luminant burst, blinding foes and suppressing your glow until you take a short rest. Any creature within a 15 ft radius of you when the blast is released must make a Constitution saving throw equal to 8 plus your Constitution modifier plus your Proficiency bonus. You take 1d4 damage when this effect is used, but any foes who fail the save are also blinded for 1d4 rounds.

### 6 // Spore

For one reason or another, your head has a massive cap. You have a +4 AC bonus to any attacks coming from above, but a -4 AC bonus to those attacking from below. You also emit spores much easier than your kin, with your large gills. These spores abilities go off on foes or friends alike within a 10 foot radius circle centered on you, and go off on a failure of 8+profencicy+constitution on your part. Roll a d4 to determine what the spores do.

**1. Snooze.** The spore sniffer is put asleep for 6 rounds, and makes a saving throw at the beginning of their turn that must beat the initial save

**2. Vile.** The spore smeller suffers the poisoned condition for 6 rounds, and makes a saving throw at the end of their turn that must beat the initial save

**3. Empower.** The spore snuffer is strengthened by your spores, and is given a +3 to all saving throws for 4 turns, and gains 1d4 temporary hitpoints.

**4. Infest.** The spore sneezer is infested with your spores, which you have a special connection to, for up to 1d4 days, you will be able to detect what direction the infested is from you in a 5 mile radius centered on you, you can also detect if the afflicted is alive or dead.

Given DM permission, you may create other personalized spore effects. However, you may only have four potential effects at once.

### 7 // Psychedelic

Your “blood” produce an elixir that can make even the most steadfast of solider bend to their knees. You can harvest this liquid from yourself anywhere on your body, though you take 1d10 damage as you do so. Psychedelic fluid left exposed to the air loses it’s effectiveness after 1 hour, while fluid stored in an air-tight container can maintain it’s strength for up to 1d4 days.

Non-Plantfolk, non-construct creatures that imbibe said fluid must make an Intelligence saving throw, with DC equal to 8 plus your Constitution modifier plus your proficiency bonus. Those who fail take 1d6 damage to each mental ability score (Intelligence, Charisma, and Wisdom), falling into a vegetative state if any score reaches 0. This damage remains until the afflicted creature takes a long rest, and can only be inflicted by drinking the fluid or injecting it directly into the bloodstream in large doses. Those who succeed on the Intelligence saving throw cannot be damaged this way for 24 hours after making the save, though it does seem to affect their sanity.

Additionally, the power of your drugged blood seems to let off hypnotic waves onto creatures that can be affected by your blood. When creatures around you are particularly laid back, such as at a party, you have advantage on Charisma (Persuasion) checks.

### 8 // Toxic

Being near you brings your fleshy friends sickness. As a Toxic Agaric, all physical unarmed damage you deal is dealt in poison damage. Foes who are immune to poison damage are also immune to the following consecutive hit effects, instead only taking your unarmed damage in bludgeoning damage form.

For each consecutive hit on the foe, add the additional effect below. If the effect requires a saving throw, they must fail that hit’s save before moving to the next hit effect on the list. If you fail to successfully strike and deal damage to a foe at least once for an entire round, your hit counter on them resets. The Constitution saving throw targets make is equal to 8 + your Proficiency bonus + your Constitution modifier.

Unfortunately, Toxic Agarics suffer from memory loss frequently due to the poison that flows through their spirits, and as thus, get a -1 to their Wisdom score and -5 to any checks attempting to recall information.

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