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    RedKnightGirl

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    Default Playable Treefolk Race: Floran (PEACH)

    Along the lines of my attempt at a playable Centaur for 5E, this is a player race similar to a dryad or a man-sized Ent. Floran are animated plants that adopt a humanoid shape as part of their lifecycle, in order to go forth and experience the world.

    They are perpetual outsiders to the realms in which they travel, delighted to take part in new cultures and endeavors but never quite belonging. They can come across as slow and unintelligent, but that is only because they live by a different rhythm than animals do. They can seem naive and unworldly but, well, that’s why they travel!

    My goal is to make them neither under nor overpowered, interesting to play and to RP, and to work for a wide variety of possible classes. The fluff in particular I tried to write to set them apart from the rest of the races in the 5E PHB. I welcome any feedback, so thanks for looking! If you only want to see the game mechanics, skip straight to the Floran Traits section. I could use lots of feedback there, I think-I did my best, but some of the racial powers feel wordy and clunky, and I have no idea if the race as a whole is balanced.

    Floran

    Artist Credit: rickyryan on deviantart: picture
    igorkieryluk on deviantart: picture


    Spoiler: Fluff
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    Floran are living, bipedal plants that travel the world in order to bring new skills and experiences back to their ancestral forest. All floran are basically human shaped. Some appear as idealized men and women exquisitely carved from fine wood, while others never quite pick up the trick of blending in, and look like shambling brutes made of bark and branches. Whatever their appearance, floran are known for their inquisitiveness, patience, and their love of songs.

    A Unique Lifecycle


    Floran are among the longest lived beings in the world, though thanks to their unusual life cycle the casual observer might never notice. A floran begins as a seed, then spends about 20 years as a sapling. Saplings are active only for brief periods, and has about the mental faculties of a human infant. Whole groves of saplings spend their infancy under the watchful gaze of rooted adult floran, to whom even a few hours of movement a week counts as rambunctious youth.

    When a floran reaches about 5 feet tall, it begins to fill out and achieve the rough proportions and facial appearance of a human. It begins to move around more, and acquires the ability to speak. A few years after that, when the grove judges that they’ve taught the young floran what they can, the child is granted money and supplies to strike out on its own.

    The following part of the floran’s life is the only time that most people will ever encounter one. The young floran’s is encouraged to see everything she can of the world and to accrue skills and experiences among the younger races that she’ll never have the chance to pursue again. It is a time of great freedom and experimentation, and although the floran is still considered a child by his own people, among humanoids he tends to be treated as the adult which he resembles. After 30 to 40 years of wandering, learning, adventuring, losing, and generally living life as fully as possible, a floran will seek some place to settle for the rest of his life, usually an established grove with other adults. There he undergoes a process called “rooting”, giving up his ability to walk in order to achieve a much more sedate adulthood.

    Floran adults live for centuries, never again straying from the spot where they put down roots. Over this time they achieve truly monumental proportions, sometimes sheltering symbiotic communities of elves, gnomes, and other forest dwellers in their branches. Floran adults are still capable of speech and of moving their limbs, but tend to think, speak, and move very slowly and deliberately. To each other, it is said that they communicate by singing the Song of Seasons, a neverending melody inaudible to most humanoids that sets the tempo of the natural world and is filled with the wisdom of the floran ancients.

    Scholars in search of information about the distant past often petition elderly floran for help, but it takes great patience and effort to learn from the ancient treefolk. The stationary floran often ask a service from mobile petitioners in trade for their knowledge.

    You Can take the Floran out of the Forest...
    As the old saying goes, you can take the floran out of the forest, but you can't take the forest out of the floran. There are a few things that florans find particularly hard about travelling in the world. Fire unnerves them. It doesn't actually harm a floran any more than it does an elf or human, since they are made of green, living wood that is as hard to set on fire as flesh is. They do have an instinctual aversion to it because of the deadly danger it poses to fully grown floran who can't run away from a forest fire. When setting up camp for the night, it isn't uncommon for a floran traveller to seek a patch of ground far away from the open flame.

    Another ancient enmity built into the floran's genes is their dislike of the myconids, a race of sentient fungi. After all, barring fire and men with axes, there is little that a centuries-old tree hates and fears more than tree rot. Myconids and floran have been in conflict for millennia, with the floran often enlisting aid from the younger races to stamp out myconid nests in their forests, and myconids infiltrating floran groves in order to infect them with exotic spores and other fungal diseases.

    Floran Personalities
    The important thing to remember about floran adventurers is that they are still children, even if they usually act and appear like humanoid adults. As plants, they live by a slower rhythm than most animals. They are patient, rarely given to rash action, and can happily sit in silence for hours. On the other hand, they seldom pass up a chance to experience something new, they throw themselves into unfamiliar situations with a lack of embarrassment that most can only envy, and they tend to be surprisingly good singers.

    They can be naive to the harsh realities of life among the faster lived races, but even when they discover the world’s merciless truth, they tend to react with philosophical detachment. A denizen of the forest understands about the cycles of death and rebirth, after all.

    Floran often find humor difficult to understand, and may attempt to figure it out by repeating jokes that they hear to unsuspecting companions. If their audience does not laugh the first time, they will explain the punch line repeatedly, to help them get it. Though they are too young to have any biological need to mate (and even for adult floran, the process involves flowers and pollinators and seeds more than intimacy and candle-lit dinners), travelling floran find love and humanoid intimacy endlessly fascinating. Floran do have genders, though truth be told it makes little difference to them which one they are. Some floran, especially among the woodnymphs, adopt idealized appearances in order to appeal to humanoids physically and explore this strange and wonderful emotion. Others might take a more scientific interest, asking perhaps to observe a mating couple in order to advance their understanding.

    Think of a few common experiences that your floran has never sampled, like going out to a show, being inebriated, cooking a meal, or playing a card game. Perhaps your character might find the chance to do so during the campaign, and might enlist your fellow player characters so that he or she "gets it just right".

    Floran Names


    Male Names: Anke, Basil, Danaus, Deek, Ghill, Obron, Puck
    Female Names: Aspia, Chryssia, Dryope, Eddra, Phoebe
    Family Names: Ash, Alder, Birch, Laurel, Hemlock

    Spoiler: Floran Traits
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    Floran Traits


    Floran live by a slower rhythm and possess patience to humble even the long-lived elves. In their own way, however, every floran is a child, and thus still in the process of becoming the person that they will be for the rest of their epochal lives.

    Ability Score Increase. Your Wisdom score increases by 2.
    Age. Adventuring floran are considered children by their own people, but by the standards of most races they are adults. Floran leave the forest in their early twenties, and travel for around 40 to 60 years as humanoids. Once they root, they can live well in excess of a thousand years while growing to truly immense size.
    Alignment. Floran might seem slow-paced to other races, but they seek to get as much out of life outside as they can. Because they are technically children, they can be surprisingly impressionable and naive about the workings of the world, especially if they just left their forest. They tend toward neutrality, but their experiences as they travel can change their outlook dramatically.
    Size. Floran are shorter than humans, and range from 4 and a half to 5 and a half feet tall. Woodnymphs weigh slightly less than a human their height, roothulks slightly more. Your size is medium.
    Speed. Your walking speed is 30 feet.
    Languages. You can speak, read, and write Sylvan and Common. Sylvan is the language of the forest's most secretive denizens, and floran grow up playing with and learning from all manner of pixies, nymphs, and naiads, but they learn Common in order to communicate with the outside world.
    Enhanced Regrowth. Floran are beings of the forest, in particular exemplifying nature’s capacity for regrowth. Whenever you roll dice to determine hp healed, e.g. from hit dice, a cure spell targeting you, or your fighter’s second wind, you treat any roll of a natural 1 on a die as if you had instead rolled the maximum possible on the die in question.
    Wooden Flesh. A floran’s wooden body forms a kind of natural armor. Your minimum AC is 13 + Dex modifier. If you don armor it can replace this natural defense, but you cannot benefit from both armor and Wooden Flesh at the same time. You are considered to be wearing light armor with which you are proficient for the purposes of effects and class features, though you may choose not to benefit from this racial feature if an ability (e.g. monk or barbarian AC bonuses) would supersede it.
    Vegetative Nature. Floran can eat to sustain themselves, but they can also subsist entirely on water and sunlight if enough of both is provided. As long as you are able to drink regularly and experience at least 4 hours of sun a day, you do not need any other form of nourishment. Spells and effects that target or affect plants affect floran as well.
    Subrace. While they are not actually subraces as such, floran can be divided into woodnymphs and roothulks. Choose one group to which you belong.

    Spoiler: Subraces
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    Floran Woodnymph

    Some floran are naturally gifted at controlling their appearance. They retain plant characteristics, such as leafy hair, wood grain swirls on their “skin”, or flesh that is hard and cold to the touch, but the net effect is a masterpiece of humanoid beauty wrought of elegant living wood. Floran woodnymphs find it easier to assimilate into animal society than their shape-challenged brethren, and their skills allow some of them to craft powerful disguises.

    Ability Score Increase. Your Charisma score increases by 1.
    Autotopiary. You can control your growth in order to change your physical appearance. This is a relatively slow process, requiring a long rest to use. Over the course of the long rest you achieve a physical transformation similar to the effects of the Disguise Self spell, except that they are permanent and physically real instead of illusions. This does not affect equipment you are wearing, though you may grow approximations of clothing (like bark covering your body instead of a shirt, or leaves and vines woven together to look like a dress). You can change the color of your “skin” and “hair”, completely rearrange your facial features, and so on, but there will always be visual and tactile giveaways of your real nature (barring the use of cosmetics or other means of further altering your appearance).
    Life Sense. All floran have a mystical connection with living things, but with the woodnymphs it becomes even more pronounced. When you make a Wisdom check to detect a living being, or when calculating your passive Perception score for the same purpose, you may add twice your proficiency bonus instead of any proficiency bonus that would normally apply. This only applies to living biological organisms; beings animated by unnatural, magical, or supernatural forces rather than natural life (e.g. undead, constructs, elementals) are not detectable by Life Sense and use your normal Perception bonus.

    Floran Roothulk

    Artist credit: thiago-almeida on deviantart: picture

    Those floran that never quite get the hang of appearing human are often called roothulks. Their facial features are rough and unfinished, looking more like wooden festival masks than the finely crafted forms exhibited by their fellow woodnymphs. Roothulks make up for this lack of subtlety by developing powerful physical gifts.

    Ability Score Increase. One of your physical scores (Strength, Dexterity, or Constitution) increases by 1.
    Natural Camouflage. Roothulks have many obviously plant features, which makes it harder to pass for a human but easier to blend in with the forest. You have advantage when rolling for stealth when hiding among vegetation.
    Grasping Branches. Many roothulks have large branches growing from them like antlers, or from their arms like spikes. When making an opportunity attack, you can use your reaction to attempt a shove attack (PHB 195) instead of a melee attack.
    Last edited by Steel Mirror; Yesterday at 03:11 PM. Reason: moved Life Sense

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    OrcBarbarianGuy

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    It seems like a very cool niche concept and would be fun weird race to play around with both as a character and for an npc.

    Enhanced Regrowth seems very powerful to me. I haven't done the math but I think it should be toned down with maybe a feat to make it better.

    Have you thought of any proficencies with skills or languages for them?

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    I've a couple of questions about this race: First, what languages do they use, elven, primordial, common, or a combination thereof? Second, what size are they in game terms, large, medium, small? Third, why is their primary attribute wisdom, instead of, say, constitution? Fourth, why don't they have a vulnerability to fire or slashing damage? Fifth, why are there so many options for roothulks to increase their ability scores? Sixth, why do they have more subrace features than their counterparts, woodnymphs? Seventh, are they affected by spells intended for plants and such? Lastly, will there be a third subrace for this race, and if so, what will it be? Myconids?
    I'm not sure how balanced Enhanced Growth and Wooden Flesh are.
    Other than all that, it looks good! I look forward to its next update!
    Last edited by ocel; 2014-09-15 at 10:05 AM.

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Ok, I really really like this...making a Roothulk ranger seems to be a must, for me. Having said that, I'd very much like to see how their natural plant features could be expanded. Perhaps trough feats or class paths and such (perhaps a barbarian path for the roothulk that gives natural slam attacks, regeneration and other planty stuff? Just a thought).

    Really, feats tho, seem to be a most, as this race has a LOT of potential.

    Brew on!

    -Dyhmas
    I have a tendency to babble...a lot. My posts'll probably be huge while not having much understandable information. Sorry about that.

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    RedKnightGirl

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Thank you guys for reading! After considering your questions and observations, I'm thinking of making a few changes and adding a few options to the race, but I appreciate your feedback and opinions going forward. These treefolk guys are a little strange, and that combined with my 5E noobishness means that I'm definitely finding my way here and appreciate the helping hands.
    Quote Originally Posted by dragoonsgone View Post
    Have you thought of any proficencies with skills or languages for them?
    Quote Originally Posted by ocel View Post
    what languages do they use, elven, primordial, common, or a combination thereof? Second, what size are they in game terms, large, medium, small?
    Oh man, I forgot some basic stuff again. I'll add that into the original post. They are medium size, I didn't think they needed any skill proficiencies because I already loaded them up with racial features (though I might revisit that depending on what the balance ends up looking like), and as for languages they begin with Common and Sylvan, and may choose one other language that the ancients taught them in preparation for their journey.

    Quote Originally Posted by ocel View Post
    Third, why is their primary attribute wisdom, instead of, say, constitution? Fourth, why don't they have a vulnerability to fire or slashing damage? Fifth, why are there so many options for roothulks to increase their ability scores? Sixth, why do they have more subrace features than their counterparts, woodnymphs? Seventh, are they affected by spells intended for plants and such? Eighth, will there be a third subrace for this race, and if so, what would it be? Myconids?
    3) On the fluff level, I was going for the defining feature of the floran being that they are relatively patient and centered, compared to your average person. They are plants, after all, a lot of what we see as important and worth fussing over seems inconsequential or at best a matter of curiosity rather than consternation when you spent the first 20 years of your life as a sapling soaking up sun in a meadow!
    In game design terms, I thought it would be fitting to give them a primary score that nudges them towards a druid, ranger, or cleric. It also helps to mitigate what would otherwise be their powerful racial features (which I will discuss more in depth below). You can build a character to take advantage of Enhanced Growth or Wooden Flesh, but hopefully it won't end up being overpowered because the kind of characters that could abuse them won't necessarily be abusing the Wisdom bonus at the same time (beyond the sorts of things everyone gets out of it, like better Perception score and improved Wis save).

    4) I didn't figure that living wood is any more vulnerable to fire than normal flesh is, really. Have you ever tred to start a fire with greenwood? It's a pain!
    Also, to go with the game design perspective again, most races seem not to have too much in the way of disadvantages in 5E. I broke with that for the centaur because it was necessary to make the race work, but for the floran I think it's ok to try to follow PHB precedent a little more closely.

    5) It's mostly a game design thing. I want floran to be playable for a broad variety of classes, so since their primary score is Wisdom, I think it really opens up the race to allow a player to choose roothulk and get +1 to the physical score that makes sense for their build. Woodnymphs, on the other hand, just ooze Charisma on the conceptual level. That said, I'm considering making their bonus a +1 to any mental score and then give them proficiency in Persuasion. Helps with symmetry, and might also make floran more viable as a few other builds.

    6) It's a case of quality vs quantity, really. I was thinking that Natural Camouflage + Grasping Branches was about as powerful as Autotopiary. Does that seem right?

    7) That's a good thing to think about! I'm tempted to say 'yes, floran are affected by spells and effects that affect plants', but would that be problematic in any way that anyone can foresee? I'm not really knowledgeable about 5E spells yet.

    8) I was sort of tossing around ideas for a third subrace, but I don't have anything I like yet. As for the myconids, that actually sounds like a good thing to mention as a racial enemy of the floran! After all, I imagine that there is little the huge intelligent trees of the forest would hate and fear as much as sentient tree rot.

    Thanks for all the questions!

    Quote Originally Posted by dragoonsgone View Post
    Enhanced Regrowth seems very powerful to me.
    Quote Originally Posted by ocel View Post
    I'm not sure how balanced Enhanced Growth and Wooden Flesh are.
    I figured someone would be a bit leery about these, and truth be told I'm not at all sure that they are balanced, either. Let's start with Wooden Flesh.

    Wooden Flesh

    Functionally, Wooden Flesh is a light armor that is +1 AC better than the best option given in the PHB. This is really good for pure casters like the Wizard or Sorcerer; it's better than a feat spent on light armor. They are the characters that benefit the most from this ability, but I think this is somewhat mitigated by the fact that they get +2 Wisdom for being floran, which is hardly ideal from a minmaxing perspective.

    Next up are Rogues and fighting characters who use Dex and light armor (Rangers, some Fighters, some Barbarians). For them this ability is also quite powerful. In the PHB, light armor and medium armor offer a max AC of 17, but floran break with this and allow a lightly "armored" floran to have the same max AC as someone wearing the best heavy armor, 18. Again, I think this is mitigated by the fact that Rogues, Fighters, and so on don't typically want Wisdom as their primary or even secondary stat. The exception is Rangers, and actually I think it's a nice little bonus that floran Rangers get some decent synergy. Works on the fluff level.

    Finally, there is a broad swathe of characters who will simply ignore the Wooden Flesh ability in favor of wearing heavier armors, or using abilities such as the Monk's Wisdom bonus to AC (which will be boosted by the floran's Wis bonus, making the tradeoff possibly worthwhile). For them, the racial ability might as well not exist, and presumably they are taking the race for access to some of its other qualities.

    So all that is my thought process. Even I am not 100% convinced that it's balanced, though. Should I bring down the AC to 12 + Dexterity modifier, making it like a built-in studded leather? Or do you have some other idea about how to implement the idea?

    Enhanced Regrowth
    First some numbers. Enhanced Regrowth turns 1's and 2's into max die rolls. For a d8, that means that the average result improves from 4.5 to 6.125, for a boost of about +1.6 hp healed.

    Over the course of a very active adventuring day, let's say a level 6 floran spends all 3 of her hit dice (3d8). That's a boost of about 4.9 hp healed, for a character who probably has about 39 hp total. A nice boost, but hardly exceptionally powerful, and comparable to a Hill Dwarf's +1 hp per level.

    Things get interesting once you add in the healing effects, of course. Let's say the same character the next day not only spends her hit dice (3d8), she also gets healed by 4 cure spells of various levels (8d8 total), and drinks 2 healing potions (4d4). For this day, she'll benefit from approximately +22 hp healed, a handsome boost, but also one that reflects how much of the party's healing resources she soaked up that day. Considerably more powerful than the Hill Dwarf ability.

    For reference, if the Enhanced Regrowth only worked on a natural 1, it would be +.9 hp healed per d8, and the two numbers for the hypothetical situations outlined above would be +2.6 hp for the first day and +12.6 the second day. I'm beginning to think that this is better balanced, so I'll probably make that change unless anyone has something else to say. Or do you guys think that is still too powerful?

    Quote Originally Posted by dragoonsgone View Post
    maybe a feat to make it better.
    Quote Originally Posted by Dyhmas View Post
    Having said that, I'd very much like to see how their natural plant features could be expanded. Perhaps trough feats or class paths and such (perhaps a barbarian path for the roothulk that gives natural slam attacks, regeneration and other planty stuff? Just a thought).
    I wasn't planning on making feats for them, since 5E hasn't had any racial feats yet (it is technically an optional subsystem, after all!). But you guys have convinced me that it would at least be a fun experiment. I'll give it some thought and post up something soon.
    Last edited by Steel Mirror; 2014-09-15 at 11:15 AM.
    Check out my homebrewed centaur and treefolk playable races for D&D 5E!

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Regarding Wooden Flesh and Enhanced Grouth, I don't think either is unbalanced or, rather, that, if it is, it's not to a point where it should be changed since, at is it, it just fits so well with the concept of the race that I dare say they are perfect as is.

    Regarding Florans reactions for spells that affect plants, I'd advise you to check the Druid's spell list, perhaps spell by spell, since they have most, if not all, the spells that could fall in that category. Seems to me, tho, that adding that line to the Florans would actually make them more powerfull. Still, I think it's a sensible addition to the race.

    Should you not like racial feats, perhaps making racial "paths" for classes might be more interesting, since you can make use of a finished skeleton (the class) and only add some features (perhaps some that didn't make into the final version of the race for being too strong/complex?).

    Brew on!

    -Dyhmas
    I have a tendency to babble...a lot. My posts'll probably be huge while not having much understandable information. Sorry about that.

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    RedKnightGirl

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Quote Originally Posted by Dyhmas View Post
    Regarding Florans reactions for spells that affect plants, I'd advise you to check the Druid's spell list, perhaps spell by spell, since they have most, if not all, the spells that could fall in that category.
    Yeah, that's a good idea. I think that there is some real potential for abuse there, so I'll check those spells out to see if anything jumps out as crazy powerful.
    Quote Originally Posted by Dyhmas View Post
    Should you not like racial feats
    Naw, you guys convinced me that it would be fun to at least try! Worst thing that happens is that they end up being silly, and I can chalk that up to experience and move on.
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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Wow I Have to say I really like the Fluff of this race. It really makes me want to play it especially as an unorthodox Floran that simply doesn't want to set his roots down. My feel for the new system is quite lacking but here are two racial feats that may be useable ( or at least salvageable).

    Hardened Wooden Flesh

    Prerequisite: Floran Roothulk


    You have further adapted to an adventuring lifestyle and your Wooden Flesh as a result is harder than most of your kind gaining the following benefits:
    • Increase your constitution score by 1, to a
    maximum of 20.
    • Your minimum AC is 16 + Dex modifier(max 2). If you don armor it can replace this natural defense, but you cannot benefit from both armor and Wooden Flesh at the same time. You are considered to be wearing Medium armor with which you are proficient for the purposes of effects and class features, though you may choose not to benefit from this racial feature if an ability (e.g. monk or barbarian AC bonuses) would supersede it.


    Wooden Armor

    Prerequisite: Hardened Wooden Flesh

    Your skin tempered from countless battles has hardened to a degree that it more closely resembles armor than skin gaining the following benefits:
    • Your minimum AC is 18. If you don armor it can replace this natural defense, but you cannot benefit from both armor and Wooden Flesh at the same time. You are considered to be wearing Heavy armor with which you are proficient for the purposes of effects and class features, though you may choose not to benefit from this racial feature if an ability (e.g. monk or barbarian AC bonuses) would supersede it.
    • If you can Alter or change your form through a class feature or spell you may choose to have this feat still provide its benefits in your new form but your new appearance shows clearly that you are part tree potentially betraying your true nature.
    Last edited by ArchangelAzrael; 2014-09-16 at 09:01 AM.

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Ah, I see now. Thank you, Steel Mirror. I'll be sure to let you know if I've any more questions for you.
    I have taken a closer look at the Wooden Flesh racial feature, and found it more to my liking, especially the part that prevents anything from abusing it. As for Enhanced Growth, I believe re-rolling the fumbled dice and using the new result, much like Halflings' Luck trait, is a better fix for it. I think there should be a change to Life Sense too. It should define what can and cannot be detected more explicitly. That which is not alive, such as constructs, elementals, constructs, et cetera, should not benefit from this ability, unless there's something that makes them exempt from this rule. Lastly, I think that Woodnymphs, should have as many racial features as their counterparts, Roothulks, anyway.
    Last edited by ocel; 2014-09-16 at 09:45 AM.

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Quote Originally Posted by ocel View Post
    As for Enhanced Growth, I believe re-rolling the fumbled dice and using the new result, much like Halflings' Luck trait, is a better fix for it.
    That would certainly match the way they do things in the rest of the game a bit better. I don't know, I'm torn. I don't want it to be too powerful, but I also think that maximizing a natural 1 is easier to roll at the table (less rerolling) and gives the player a bit more of a thrill when they get to turn a disappointing 1 right into a really awesome 8 for clutch healing. It's more noticeable without (I think) being unbalancing. I think I'll probably keep it as-is for now, and see if I can't do a little playtesting to see how it works out in practice.

    Quote Originally Posted by ocel View Post
    I think there should be a change to Life Sense too. It should define what can and cannot be detected more explicitly. That which is not alive, such as constructs, elementals, constructs, et cetera, should not benefit from this ability, unless there's something that makes them exempt from this rule.
    That was certainly the original intent! I'll add a clause making this explicit. Thanks!

    Quote Originally Posted by ocel View Post
    Lastly, I think that Woodnymphs, should have as many racial features as their counterparts, Roothulks, anyway.
    The more I think about it, the less powerful Autotopiary seems to be, so I'll probably give the woodnymphs an extra trait, after all. Maybe proficiency in Insight?

    ArchangelAzrael, thanks for the read-through and the feats! I've been sort of blocked when trying to come up with feats, but I like what you've done, and will definitely be including them in some form when I finally put up a feats section. Thanks again!
    Check out my homebrewed centaur and treefolk playable races for D&D 5E!

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    I absolutely adore this race, as it is basically a fifth edition of one of my old 3.5 edition homebrews, the Dendrons. I think the only major differences, between fluff and crunch, were that mine were large creatures and they spoke entirely with magical sign language.

    I will petition my Dungeonmaster immediately to approve this for a game.
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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Quote Originally Posted by Steel Mirror View Post
    I think I'll probably keep it as-is for now, and see if I can't do a little playtesting to see how it works out in practice.
    Alright. Please let me know when you're done with that.

    Quote Originally Posted by Steel Mirror View Post
    The more I think about it, the less powerful Autotopiary seems to be, so I'll probably give the woodnymphs an extra trait, after all. Maybe proficiency in Insight?
    Eh. There are a couple of backgrounds and classes that give proficiency in Insight, along others, in the Player's Guide already. I think it should be something that plays with the siren-esque aspects of their myths instead. I believe tieflings have an ability that lets 'em cast a cantrip at first level, a 2nd level spell at third level, and another at fifth level. They can only cast these spells once per day and must take a long rest in order to use them again. They can cast the cantrip as much as they like, there's no limit to it's use. Maybe you should use that.
    I think this race knows too many languages. The ones in the book have only two, their native tongue and common (that is, if you don't include their subraces).
    Last edited by ocel; 2014-09-16 at 07:38 PM.

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Quote Originally Posted by ocel View Post
    I think it should be something that plays with siren-esque aspects of their myths instead. I believe tieflings have an ability that lets 'em cast a cantrip at first level, a 2nd level spell at third level, and another at fifth level. The character in question can only cast these spells once per day; to recharge them, he or she will have to take a long rest. The cantrip, can be used as much as he or she wishes. Maybe you should use that.
    I second this. A few hand-picked Illusion or Enchantment spells/cantrips can really help dish out that whole "mesmerizing to behold" vibe you got going for the Woodnymph.

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Quote Originally Posted by Ninjadeadbeard View Post
    I absolutely adore this race, as it is basically a fifth edition of one of my old 3.5 edition homebrews, the Dendrons. I think the only major differences, between fluff and crunch, were that mine were large creatures and they spoke entirely with magical sign language.
    The sign language sounds cool, and thanks for the compliment! I wish you happy gaming, and if he approves it tell me how it goes!

    Quote Originally Posted by ocel View Post
    I believe tieflings have an ability that lets 'em cast a cantrip at first level, a 2nd level spell at third level, and another at fifth level.
    Quote Originally Posted by Dyhmas View Post
    I second this. A few hand-picked Illusion or Enchantment spells/cantrips can really help dish out that whole "mesmerizing to behold" vibe you got going for the Woodnymph.
    I'm strongly considering this, my only concern is in making the floran too powerful. The tieflings get the spell ability, but they only really get Darkvision and Fire Resistance otherwise, while the floran get twice as many other abilities, some of them significantly more powerful than either of the tiefling's.

    I am thinking of getting rid of life sense, for all floran either way. It's a nice power, not too powerful, but it is broadly useful, and overall I think it is the floran racial trait that you could most easily get rid of without compromising their flavor or how the race functions. And like I said, I'm worried that they might be overpowered.

    If I could fold the Autotopiary power to alter their appearance in with the spell-like abilities, I think that might be the best option.

    Quote Originally Posted by ocel View Post
    I think this race knows too many languages. The ones in the book have only two, their native tongue and common (that is, if you don't include their subraces).
    I had thought that giving them an extra language fit them as a race of wanderers. Half-elves, for instance, have similar flavor as wandering types, and they get Common, Elvish, and one language of their choice.

    Still working on those feats, and finalizations for the subraces are on the way! Keep those comments coming (they are very helpful) and stay tuned!
    Check out my homebrewed centaur and treefolk playable races for D&D 5E!

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Hmm... Have you thought about giving the Wood-nymph subrace the Life Sense feature, Steel Mirror? Or reserving it for another subrace, one you've yet to make? If the later, what do you have in mind? I'd be happy to help you develop it.
    As for Autotopiary, I believe it is fine as is (Enhanced Growth not so). Speaking of which, how goes the play testing for that? Getting back to the previous topic of discussion, I find its once per long rest spell like effect far more flavorful than, say, forest gnomes', or any other (sub-)race for that matter.
    I understand the reasoning behind your decision, and respect it, but I still think this race knows too many languages. Whenever I look at it, I get the feeling it's stepping on Half-Elves toes.
    Last edited by ocel; 2014-09-17 at 03:27 PM.

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Quote Originally Posted by ocel View Post
    Have you thought about giving the Wood-nymph subrace the Life Sense feature, Steel Mirror?
    That actually might solve two problems in a single go. Would moving the Life Sense feature to be a woodnymph exclusive make sense? Then I might use the spell-like ability idea in a racial feat for woodnymphs.
    Quote Originally Posted by ocel View Post
    (Enhanced Growth not so). Speaking of which, how goes the play testing for that?
    Haven't had time to test it yet, but I will report when I do!
    Quote Originally Posted by ocel View Post
    I understand the reasoning behind your decision, and respect it, but I still think this race knows too many languages. Whenever I look at it, I get the feeling it's stepping on Half-Elves toes.
    Languages aren't a huge part of the race, they already get a lot of goodies, and there are backgrounds available to give more languages if the player is interested. I'll change the floran to speaking Common and Sylvan.
    Quote Originally Posted by ocel View Post
    Or reserving it for another subrace, one you've yet to make? If the later, what do you have in mind? I'd be happy to help you develop it.
    I'm definitely interested in making more subraces, and always happy to collaborate! Since you had the suggestion that sparked my interest in brewing up the floran in the first place, did you have any other ideas in mind?
    Last edited by Steel Mirror; 2014-09-17 at 04:38 PM.
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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Quote Originally Posted by Steel Mirror View Post
    Would moving the Life Sense feature to be a woodnymph exclusive make sense?
    I think so. They appear to have a desire for platonic or romantic companionship (or a curiosity thereof); perhaps this ability helps them seek it.

    Quote Originally Posted by Steel Mirror View Post
    I'm definitely interested in making more subraces, and always happy to collaborate! Since you had the suggestion that sparked my interest in brewing up the floran in the first place, did you have any other ideas in mind?
    Well, I was reading one of my friend's old monster manuals (can't remember its name right now), and found something that might interest you: The Needlefolk (Yeah, I know, it's a stupid name, let's move on) a race of sentient plants. (As their name suggests...) They can shoot needles from their body, or use such things to defend themselves from attackers. They all look like praying mantises, but with exoskeletons made out of pineapple skins.
    Last edited by ocel; 2014-09-18 at 04:12 PM.

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    Default Re: Playable Treefolk Race: Floran (PEACH)

    Haha, I dug up my old 3.5 MM2 and looked up the needlefolk. I like how they seem to be animated thistles or weeds; they crop up unexpectedly in the forest, do their own thing without having much to do with others or even each other, and are hard to get rid of. Plus they seem to hate elves with a blinding passion, which I personally think is always funny.

    I'm not sure how much they lend themselves to being a playable race, but I think it might be fun to stat some up as a monster complement to the centaurs and florans that we already have going in the forest ecology.

    On another note, I edited the Life Sense ability to be a woodnymph exclusive, and I think that the race is finally settling out satisfactorily for me. I'm almost to the point where I think the promised feats are ready to see the light of the homebrewing thread, hopefully I'll have those up later today!
    Check out my homebrewed centaur and treefolk playable races for D&D 5E!

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