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This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG]
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{{#description2:The Antroplantæ are an origin strongly linked to nature and plants, although they also relate to stones and earth. Zyra, Maokai and Ivern are some examples of Antroplantae.}}
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''Age:'' The life of Antroplantæ is something strange, while arboreals reach maturity between 8 and 15 years, Florals can reach maturity in 1 or 2 years. However, they can live for millennia depending on their lifestyle.
''Age:'' The life of Antroplantæ is something strange, while arboreals reach maturity between 8 and 15 years, Florals can reach maturity in 1 or 2 years. However, they can live for millennia depending on their lifestyle.


''Size:'' An adult Antroplantæ Floral tends to have an average size between 1.5 to 2.1 meters, while an Arboreal can vary from 2.1 to 2.9 meters. You can choose between the sizes Small, Medium and Large.
''Size:'' An adult Antroplantæ Floral tends to have an average size between 1.5 to 2.1 meters, while an Arboreal can vary from 2.1 to 2.9 meters. You can choose between the sizes Small or Medium.


''Speed:'' Your base walking speed is 30 feet.
''Speed:'' Your base walking speed is 30 feet.


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''Past:'' Choose a Past. See [[Passados/en|Chapter 4: Detailing]] for the list of Pasts available.
''Passado:'' Escolha um passado. Veja o [[Passados|Capítulo 4: Detalhamento]] para a lista de Passados disponíveis.
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''Region:'' You have 1 Region Heritage point and 1 language from that region, you must choose your Region which will define where you grew up and much of how you see the world. You can see more about this in [[Runeterra/en|Chapter 11: Runeterra.]]
''Região:'' Você recebe 1 ponto de Herança de Região e 1 idioma dessa região. Você deve escolher sua Região que definirá onde você cresceu e muito de como você vê o mundo. Você pode ver mais a respeito disso no Capítulo 11: Runeterra.
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''Languages:'' Antroplantæ can speak Sylvan. They can communicate with any tree of their own kind as if using the ''speak with plants'' spell.
''Idiomas:'' Antroplantæ podem falar Silvestre. Eles podem se comunicar com qualquer árvore de seu próprio tipo como se usassem a magia falar com plantas.
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''Vegetation:'' Due to their nature, Antroplantæ have a Weakness to fire-related effects and have no need to eat, but must spend at least 4 hours a day in the sun and drink 5 liters of water a day, otherwise they gain 1 level of Exhaustion. Although they don't need to sleep, they must root themselves for at least 8 hours every night. While rooted they become immobile, though they can take light actions if necessary and are aware of their surroundings. Antroplantæ can only take root in sand, earth, mud, and gravel; they cannot take root in solid rock or a ground of worked stone. An Antroplantæ that fails to root for one night gains 1 level of Exhaustion and does not benefit from a long rest. During rooting, Arboreals have advantage on Deception checks to disguise themselves as a tree, as do Florals for vegetation.
''Vegetação:'' Devido a sua natureza, Antroplantæ possuem uma Fraqueza contra efeitos relacionados ao fogo e não tem necessidade de se alimentar, mas devem passar pelo menos 4 horas do dia no sol e tomar 5 litros de água por dia, caso contrário recebem 1 nível de exaustão. Embora não precisem dormir, devem se enraizar todas as noites por pelo menos 8 horas. Enquanto estão enraizados eles se tornam imóveis, embora possam fazer ações leves se necessário e cientes dos seus arredores. Antroplantæ só podem se enraizar em areia, terra, lama e cascalho; eles não podem se enraizar em rocha sólida ou em um chão de pedra trabalhado. Um Antroplantæ que não consiga se enraizar por uma noite recebe 1 nível de exaustão e não é beneficiado por um descanso longo. Durante o enraizamento, os Arbóreos tem vantagem em testes de Enganação para disfarçarem-se de árvore, assim como Florais para vegetação.
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:''Non-Humanoids.'' Antroplantæ cannot be targeted by spells that affect Humanoids, such as charm person. However, they count as plants for spells that target plants, such as ''[[malogro/en|blight]]''.
:''Não-humanoides.'' Antroplantæ não podem ser alvos de magias que afetem humanoides, como enfeitiçar pessoa. No entanto, eles contam como plantas para magias que alvejam plantas, como ''[[malogro]]''.
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''Lineages.'' You must choose one of the following strains:
''Linhagens.'' Você deve escolher uma entre as estirpes a seguir:
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= Lineages =
= Estirpes =
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== Arboreal ==
== Arbóreo ==
Arboreals are more robust beings when compared to Florals, their thick bark helps them to stay in combat for a long time, but they tend to help those who are good with their forest, such as watering the plants, fertilizing the soil, protecting the local life, etc.
Arbóreos são seres mais robustos quando comparados com os Florais, sua casca grossa os ajudam a se manter por muito tempo em combate, mas possuem a tendência de ajudar aqueles que sejam bons com sua floresta, como regar as plantas, adubar o solo, proteger a vida local, etc.
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''Barkskin:'' An Arboreal cannot wear armor, however its bark provides natural defense. An Arboreal's AC equals 10 + their Dexterity modifier + Constitution modifier.
''Pele de Árvore:'' Um Arbóreo não pode usar armadura, no entanto sua casca provê defesa natural. A CA de um Arbóreo é igual a 10 + seu modificador de Destreza + modificador de Constituição.
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''Fibers:'' Some Arboreals may have special properties because of the wood they are made of or the leaves they produce. These variations are not mandatory, but you can select one of the following:
''Fibras:'' Alguns Arbóreos podem ter propriedades especiais por conta da madeira do qual são feitos ou das folhas que produzem. Essas variações não são obrigatórias, mas pode-se selecionar apenas uma entre as seguintes:
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* '''Oak.''' Even when unrooted, these Arboreals have advantage on any saving throw to resist forced movement. You count as a creature one category higher for the purposes of your carrying capacity, and your weight increases by 50%.
* '''Carvalho.''' Mesmo quando não enraizados, esses Arbóreos têm vantagem em qualquer salvaguarda para resistir a movimento forçado. Você conta como uma criatura de uma categoria acima para definir sua capacidade de carga e seu peso aumenta em 50%.
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* '''Cedar.''' Once per long rest, you can cast the spell ''[[Criar Muda/en|create sapling]]'' as a 1st-level spell, causing the sapling to deal 2d6 damage instead of 4d6, and its blast area becomes a 5 foot radius instead of 10. When you reach 5th level you can use it at 3rd level normally, and at 7th level you can cast it as a 4th level spell.
* '''Cedro.''' Uma vez por descanso longo, você pode utilizar a magia ''[[Criar Muda |criar muda]]'' como se fosse uma magia de 1º nível, fazendo com que a muda cause 2d6 de dano ao invés de 4d6, e a área de sua explosão se torna um raio de 5 pés ao invés de 10. Quando você atingir o nível 5 poderá usá-la no 3º nível normalmente, e no nível 7 poderá conjurá-la como uma magia de 4º nível.
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* '''Cherry Blossom.''' You can duplicate the effects of the 1st-level spell ''[[Névoa Obscurecente/en|obscuring mist]]'' dropping all of your flowers at once, which form a sphere in a 20 feet radius from you. Once the Arboreal uses this ability, it cannot use it again in this way until it completes a long rest.
* '''Cerejeira.''' Você pode duplicar os efeitos da magia de 1º nível ''[[Névoa Obscurecente | névoa obscurecente]]'' soltando todas as suas flores de uma vez, que formam uma esfera de 20 pés de raio a partir de você. Uma vez que o Arbóreo use essa habilidade, ele não utilizá-la novamente dessa forma antes de completar um descanso longo.
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* '''Ebony.''' Your proficiency bonus is doubled for rolls against the weakness provided by the “Vegetation” feature..
* '''Ébano.''' Seu bônus de proficiência é dobrado para efeitos da característica “Vegetação”.
* '''Ferrobrasa.''' Você emana calor e seus ataques desarmados recebem dano ígneo adicional igual ao seu modificador de Constituição. Além disso, uma vez por ano você pode gerar uma Semente de Ferrobrasa.
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* '''Brambleback.''' You radiate heat, and your unarmed strikes take additional fire damage equal to your Constitution modifier. Additionally, once a year you can generate an Brambleback Seed.
* '''Frutífero.''' Ao se enraizar por 8 horas, você produz frutas suficientes para 4 rações diárias.
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* '''Fruitful.''' By rooting for 8 hours, you produce enough fruit for 4 daily rations.
* '''Olmo.''' Você sabe e pode usar os truques druidismo e orientação.
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* '''Elm.''' You know and can use the druidcraft and guidance cantrips.
* '''Petricita.''' Toda magia lançada a até 5 pés de você cura você um total de pontos de vida igual ao nível da magia.
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* '''Petricite.''' Every spell cast within 5 feet of you heals you for a total of hit points equal to the spell's level.
* '''Salgueiro.''' Você pode usar a magia ''[[Amizade Animal | amizade animal]]'', você a conjura como uma magia de 2o nível no seu nível 3, de 3o nível no nível 5 e de 4o no nível 7.
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* '''Willow.''' You can use the ''[[Amizade Animal/en|animal friendship]]'' spell, you cast it as a 2nd-level spell at your 3rd level, as a 3rd-level spell at your 5th level, and as a 4th-level spell at your 7th level.
* '''Sequoia.''' Adicione metade de seu bônus de proficiência ao dano de seus ataques desarmados ou causados por armas naturais. Você conta como uma criatura de uma categoria acima para definir sua capacidade de carga e seu peso aumenta em 50%.
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* '''Sequoia.''' Add half your proficiency bonus to the damage of your unarmed attacks or those made by natural weapons. You count as a creature one category higher for the purposes of your carrying capacity, and your weight increases by 50%.
* '''Seringueira.''' Quando exposto diretamente à luz do sol, você pode usar um Dado de Vida para se curar como uma ação contanto que não esteja fazendo um descanso curto. Você pode também gastar 1 Dado de Vida para regenerar membros perdidos.
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* '''Rubber Tree.''' When exposed to direct sunlight, you can use a Hit Dice to heal yourself as an action as long as you are not taking a short rest. You can also spend 1 Hit Dice to regenerate lost limbs.
* '''Teixo.''' Você pode usar a magia ''[[Ver o Invisível | ver o invisível]]'' um número de vezes igual a metade da sua proficiência (arredondado para baixo) por descanso longo.
 
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* '''Yew tree.''' You can use the ''[[Ver o Invisível/en|see the invisibile]]'' spell a number of times equal to half your proficiency bonus (rounded down) per long rest.


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== Floral ==
== Floral ==
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Florais são seres que possuem uma aptidão mágica excepcional, entretanto acabam por ser mais vulneráveis, Florais acabam por ser mais agressivos e violentos com aqueles que destroem o seu lar, podendo envenenar ou prender uma criatura em seu território para sempre.
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''Ramo:'' Um floral é capaz de criar uma quantidade de ramo floral medindo até 10x seu bônus de proficiência em pés, por descanso longo. Esse ramo pode ser usado de diversas formas, como corda ou mesmo como um chicote de espinhos. Utilizando uma ação bônus, você pode criar o ramo e separá-lo de seu corpo ou mesmo mantê-lo ainda conectado ao seu corpo enquanto é utilizado como um chicote. O ramo criado se desintegra depois de 24 horas e são vulneráveis a magias de fogo.
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:''Chicote:'' Esse chicote causa 1d4 + seu bônus de proficiência em dano perfurante, é uma arma com a propriedade acuidade (você não pode adicionar Força no dano desse chicote) com a qual você tem proficiência.
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Florals are beings that have an exceptional magical aptitude, however they end up being more vulnerable, Florals end up being more aggressive and violent with those who destroy their home, being able to poison or trap a creature in their territory forever.
''Florescência:'' Um Floral devido a sua natureza possui maneiras únicas de se defender. Escolha um entre as seguintes:
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''Branch:'' A floral can create a number of floral branches measuring up to 10x your proficiency bonus in feet per long rest. This branch can be used in a variety of ways, such as rope or even as a thorny whip. Using a bonus action, you can create 6 feet of thorny branch and separate it from your body (or even keep it still connected to your body) and use it as a whip. The created branch disintegrates after 24 hours and is vulnerable to fire damage.
''Corpo Frágil.'' Um Floral devido a sua natureza frágil possui outras maneiras de se defender. Escolha uma no 1º nível e novamente no 4º:
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:''Thorn Whip:'' This whip is 2 meters long and deals 1d4 + your proficiency bonus in slashing damage, it is a weapon with the finesse property (you cannot add Strength to the damage of this whip) with which you are proficient.  
* '''Charme Sobrenatural.''' Você pode utilizar da sua beleza para distrair inimigos ou encantar vendedores para conseguir descontos. Você recebe a magia ''[[Enfeitiçar Pessoa | enfeitiçar pessoa]]'', podendo conjurá-la uma quantidade de vezes igual a metade do seu modificador de Carisma por descanso longo (mínimo de 1) sem gastar pontos de Mana. Carisma é seu atributo de conjuração para essa magia.
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''Florescence:'' A Floral has unique ways of defending itself due to its nature. Choose one of the following:
* '''Espinhos Alucinógenos.''' Inimigos que te atacarem desarmados devem passar em uma salvaguarda de Constituição, em uma falha o atacante perde a noção de realidade e imaginário, criaturas alucinógenas avançam em direção a ele. No final de cada turno ele pode repetir a salvaguarda. Adicionalmente com uma ação de ataque, você pode atirar um espinho a até 15 pés de distância. Você deve fazer um ataque à distância e é considerado que você possui proficiência com seus espinhos.
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* '''Supernatural Charm.''' You can use your beauty to distract enemies or charm vendors to get discounts. You gain the spell ''[[Enfeitiçar Pessoa/en|charm person]]'', which you can cast a number of times equal to half your Charisma modifier per long rest (minimum 1) without spending Mana points. Charisma is your spellcasting attribute for this spell.
* '''Esporos Venenosos.''' Ao ser atacado, você pode utilizar sua reação para lançar um gás venenoso em seu inimigo. Criaturas adjacentes devem passar em uma salvaguarda de Constituição, em uma falha as criaturas a sua volta recebem a condição Envenenado e 1d4 de dano venenoso por turno, no fim de cada turno da criatura ela pode repetir a salvaguarda para anular a condição.
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* '''Hallucinogenic Thorns.''' When suffering an unarmed attack (or with a natural weapon) the attacker must succeed in a Constitution saving throw DC equal to your Floral DC, on a failure, for a number of turns equal to your proficiency bonus, the attacker loses all sense of reality, imagining creatures advancing towards him. For the duration, the attacker receives a penalty equal to half your proficiency bonus on any action against the Anthroplantae. At the end of each turn, the affected creature can repeat the saving throw, canceling the effect on a success. A creature that has passed the saving throw is immune to this effect for the next 24 hours. Additionally with an attack action, you can shoot a thorn up to 15 feet away. You must make a ranged attack and are considered to have proficiency with your thorns.
* '''Flor do Imperador.''' Seu bônus de proficiência é dobrado para efeitos da característica “Vegetação”.
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* '''Poison Spores.''' When attacked, you can use your reaction to hurl poisonous gas at your enemy. Adjacent creatures must pass a Constitution saving throw, on a failed save creatures around it take the Poisoned condition and 1d4 poison damage per turn, at the end of each of the creature's turns it can repeat the saving throw to negate the condition.
* '''Flor Gélida.''' No primeiro nível você pode utilizar um ponto de Herança para escolher a Herança Variante Glacinata. Adicionalmente, inimigos que te atacarem desarmados devem passar em uma salvaguarda de Constituição, em uma falha o atacante perde 15 pés de deslocamento. No final de cada turno, ele pode repetir a salvaguarda. Esse efeito não é auto-cumulativo.
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* '''Emperor's Flower.''' Your proficiency bonus is doubled for rolls against the weakness provided by the “Vegetation” trait.
* '''Luminescência.''' Você conhece os truque luz e luzes dançantes.
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* '''Iceflower.''' At first level, you may spend one Heritage point to choose the Iceborn Variant Heritage. Additionally, enemies that attack you unarmed must pass a Constitution saving throw, on a failure the attacker loses 15 feet of speed. At the end of each turn, he can repeat the saving throw. This effect is not self-cumulative.
* '''Nictinastia.''' Ao receber um dano que o deixaria abaixo de 1 ponto de vida mas não o mate instantaneamente, você se fecha em suas pétalas em um estado dormente e não recebe dano algum. Você fica nesse estado de dormência até alguém destruir suas pétalas ou até você recuperar toda sua vida. Enquanto estiver dormente, você não poderá se mover ou realizar nenhum tipo de ação ou reação. No começo de cada turno, você recupera seu bônus de proficiência + seu modificador de Constituição em pontos de vida até estar com metade dos seus pontos de vida máximos ou alguém destruir suas pétalas. Essas pétalas possuem 10 de CA e uma vida igual ao seu bônus de proficiência + seu modificador de Constituição. Essa habilidade se ativa sozinha apenas uma vez por descanso longo.
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* '''Luminescence.''' You know the light and dancing lights cantrip.
* '''Raízes Detectoras.''' Você pode se enraizar em um local que tenha terra, areia ou lama se concentrando por 10 minutos. Ao fazer isso você pode detectar uma quantidade de criaturas que esteja a até 1 milha de você, mas não pode dizer a espécie das criaturas. Você também sabe dizer se existe alguma região que está sendo afetada por magia dentro desse mesmo alcance. Essa habilidade só possui efeito se as criaturas ou magias estiverem em terra, lama ou areia, ou seja, você não pode detectar criaturas que estejam dentro ou acima de algo feito de pedra ou gelo.
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* '''Nyctinasty.''' When you take damage that would drop you below 1 hit point but doesn't kill you instantly, you enclose yourself in your petals in a dormant state and take no damage until the start of your next turn. You remain in this dormant state until someone destroys your petals or until you regain half your hit points. In this state, you can't move or take any actions or reactions. At the start of each turn, you regain your proficiency bonus + your Constitution modifier in hit points until you are at half your maximum hit points. The number of petals you have is equal to twice your proficiency bonus, and each petal has 10 AC and a hit point value equal to twice your Constitution modifier. This ability activates on its own only once per full rest.
* '''Sopro de Esporos.''' Você pode, uma vez por descanso longo, soprar seu estoque de pólen como uma arma ofensiva em formato de cone de 15 pés. Criaturas nessa área devem fazer uma salvaguarda de Constituição ou ficam Cegas por um número de turnos igual ao seu modificador de Constituição (mínimo de 1). Criaturas afetadas repetem a salvaguarda no início dos seus próximos turnos, encerrando a condição em um sucesso.
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* '''Detecting Roots.''' You can root yourself in a location that has dirt, sand, or mud by concentrating for 10 minutes. By doing so, you can detect a number of creatures that are within 1 mile of you, but you cannot tell the creatures' species. You can also tell if there is any region being affected by magic within that same range. This ability only takes effect if the creatures or spells are on dirt, mud or sand, meaning you can't detect creatures that are in or above something made of stone or ice.
* '''Sopro Polinizador.''' Você pode, uma vez por descanso longo, soprar seu estoque de pólen como carga de energia curativa em formato de um cone de 15 pés, criaturas aliadas nessa área recuperam 1d4 + metade do seu modificador de Constituição (mínimo de 0) vezes o seu bônus de proficiência em pontos de vida.
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* '''Spore Breath.''' You can, once per long rest, breathe your pollen supply as a 15-foot cone-shaped offensive weapon. Creatures in that area must make a Constitution saving throw or are Blinded for a number of turns equal to your Constitution modifier (minimum of 1). Affected creatures repeat the saving throw at the start of their next turns, ending the condition on a success.
''Defesa Natural.'' A CA de um Floral é igual a 10 + seu modificador de Destreza + seu modificador de Sabedoria. A CD de um floral é igual a 8 + bônus de proficiência + seu modificador de Sabedoria.
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* '''Pollinating Breath.''' You can, once per long rest, breathe your store of pollen as a charge of healing energy in the shape of a 15-foot cone, friendly creatures in that area regain 1d4 + half your Attack modifier. Constitution (minimum of 0) times your proficiency bonus to hit points.
''Mente Única.'' Florais têm vantagem em salvaguardas contra magias que lhe dariam a condição [[Condições#Enfeitiçado | Enfeitiçado]].
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:'''''Floral CD''''' = 8 + prooficiency bonus + Constitution modifier
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Edição atual tal como às 12h19min de 25 de setembro de 2024

This article complies with version 0.94 of Runarcana RPG

The Antroplantæ are an origin strongly linked to nature and plants, although they are also related to stones and the earth. In Runeterra life finds many ways to manifest itself through magic, it is not strange that unique forms often arise without being part of a broader origin or a structured species, they are unique members and as different as the branches of a tree.

Natural Constructs

Antroplantæ are sentient plants that move around. The exact reason why they are animated can vary greatly, some are as a response from nature to some threat, there are even cases where this can happen as an effect of a spell, whether it is wanted or not.

Antroplantæ generally resemble small trees or humanoids covered in flowers and thorns, most are tall and slender with disproportionate arms and legs. Their faces have eyes, nose and mouth and may have small twigs and leaves instead of hair. Each Antroplantæ closely resembles a specific type of tree or flower, such as lavender, chrysanthemums, oak, pine, etc. They breathe, talk, and can eat if they choose to, though most of them absorb nutrients by rooting at night. Depending on the type of plant they are based on, the leaves that make up their hair can change color or even fall off depending on the season.

Antroplantæ are considered Medium creatures for all purposes, but can grow to nearly 10 meters in height. They usually don't wear clothes. Non-anthroplantæ cannot distinguish between males and females.

Because of their connection to nature, encountering an Antroplantæ that uses metallic weapons, armor or tools is extremely rare. Most Antroplantæ have a savage fighting style or are spellcasters.

An Antroplantæ on the Move: Danger

The Antroplantæ are really rare and the mere sight of one is rumored and doubted. An Antroplantæ without its forest tends to travel long distances until it finds one that pleases it. If its plant friends have been destroyed by other creatures, a vengeful Antroplantæ may set out on an extreme journey to exact its revenge.

Antroplantæ Names

Antroplantæ names are usually given by their creators. In the rare case of someone who is the offspring of other Antroplantæ, the names are given by their parents, but usually the names are given by other people with whom they are in contact. It is more common for them to only have one name, that is usually related to their characteristics or something in nature.

Male Names: Maokai, Rhubarb, Twig, Skewer, Treebeard, Smartrunk, Floribeard

Female Names: Floripes, Daisy, Rosace, Violet, Rooth, Dahlia, Tulip, Amaryllis

Antroplantæ Origin Traits

Attributes: You can add 2 points to an attribute and 1 to a second attribute.

Heritage: You have 2 Origin Heritage points, see Chapter 5: Customization for the list of Heritages available. You gain 1 Origin Heritage point at levels 5, 9, 13 and 17.

Age: The life of Antroplantæ is something strange, while arboreals reach maturity between 8 and 15 years, Florals can reach maturity in 1 or 2 years. However, they can live for millennia depending on their lifestyle.

Size: An adult Antroplantæ Floral tends to have an average size between 1.5 to 2.1 meters, while an Arboreal can vary from 2.1 to 2.9 meters. You can choose between the sizes Small or Medium.

Speed: Your base walking speed is 30 feet.

Past: Choose a Past. See Chapter 4: Detailing for the list of Pasts available.

Region: You have 1 Region Heritage point and 1 language from that region, you must choose your Region which will define where you grew up and much of how you see the world. You can see more about this in Chapter 11: Runeterra.

Languages: Antroplantæ can speak Sylvan. They can communicate with any tree of their own kind as if using the speak with plants spell.

Vegetation: Due to their nature, Antroplantæ have a Weakness to fire-related effects and have no need to eat, but must spend at least 4 hours a day in the sun and drink 5 liters of water a day, otherwise they gain 1 level of Exhaustion. Although they don't need to sleep, they must root themselves for at least 8 hours every night. While rooted they become immobile, though they can take light actions if necessary and are aware of their surroundings. Antroplantæ can only take root in sand, earth, mud, and gravel; they cannot take root in solid rock or a ground of worked stone. An Antroplantæ that fails to root for one night gains 1 level of Exhaustion and does not benefit from a long rest. During rooting, Arboreals have advantage on Deception checks to disguise themselves as a tree, as do Florals for vegetation.

Non-Humanoids. Antroplantæ cannot be targeted by spells that affect Humanoids, such as charm person. However, they count as plants for spells that target plants, such as blight.

Lineages. You must choose one of the following strains:

Lineages

Arboreal

Arboreals are more robust beings when compared to Florals, their thick bark helps them to stay in combat for a long time, but they tend to help those who are good with their forest, such as watering the plants, fertilizing the soil, protecting the local life, etc.

Barkskin: An Arboreal cannot wear armor, however its bark provides natural defense. An Arboreal's AC equals 10 + their Dexterity modifier + Constitution modifier.

Fibers: Some Arboreals may have special properties because of the wood they are made of or the leaves they produce. These variations are not mandatory, but you can select one of the following:

  • Oak. Even when unrooted, these Arboreals have advantage on any saving throw to resist forced movement. You count as a creature one category higher for the purposes of your carrying capacity, and your weight increases by 50%.
  • Cedar. Once per long rest, you can cast the spell create sapling as a 1st-level spell, causing the sapling to deal 2d6 damage instead of 4d6, and its blast area becomes a 5 foot radius instead of 10. When you reach 5th level you can use it at 3rd level normally, and at 7th level you can cast it as a 4th level spell.
  • Cherry Blossom. You can duplicate the effects of the 1st-level spell obscuring mist dropping all of your flowers at once, which form a sphere in a 20 feet radius from you. Once the Arboreal uses this ability, it cannot use it again in this way until it completes a long rest.
  • Ebony. Your proficiency bonus is doubled for rolls against the weakness provided by the “Vegetation” feature..
  • Brambleback. You radiate heat, and your unarmed strikes take additional fire damage equal to your Constitution modifier. Additionally, once a year you can generate an Brambleback Seed.
  • Fruitful. By rooting for 8 hours, you produce enough fruit for 4 daily rations.
  • Elm. You know and can use the druidcraft and guidance cantrips.
  • Petricite. Every spell cast within 5 feet of you heals you for a total of hit points equal to the spell's level.
  • Willow. You can use the animal friendship spell, you cast it as a 2nd-level spell at your 3rd level, as a 3rd-level spell at your 5th level, and as a 4th-level spell at your 7th level.
  • Sequoia. Add half your proficiency bonus to the damage of your unarmed attacks or those made by natural weapons. You count as a creature one category higher for the purposes of your carrying capacity, and your weight increases by 50%.
  • Rubber Tree. When exposed to direct sunlight, you can use a Hit Dice to heal yourself as an action as long as you are not taking a short rest. You can also spend 1 Hit Dice to regenerate lost limbs.
  • Yew tree. You can use the see the invisibile spell a number of times equal to half your proficiency bonus (rounded down) per long rest.

Floral

Florals are beings that have an exceptional magical aptitude, however they end up being more vulnerable, Florals end up being more aggressive and violent with those who destroy their home, being able to poison or trap a creature in their territory forever.

Branch: A floral can create a number of floral branches measuring up to 10x your proficiency bonus in feet per long rest. This branch can be used in a variety of ways, such as rope or even as a thorny whip. Using a bonus action, you can create 6 feet of thorny branch and separate it from your body (or even keep it still connected to your body) and use it as a whip. The created branch disintegrates after 24 hours and is vulnerable to fire damage.

Thorn Whip: This whip is 2 meters long and deals 1d4 + your proficiency bonus in slashing damage, it is a weapon with the finesse property (you cannot add Strength to the damage of this whip) with which you are proficient.

Florescence: A Floral has unique ways of defending itself due to its nature. Choose one of the following:

  • Supernatural Charm. You can use your beauty to distract enemies or charm vendors to get discounts. You gain the spell charm person, which you can cast a number of times equal to half your Charisma modifier per long rest (minimum 1) without spending Mana points. Charisma is your spellcasting attribute for this spell.
  • Hallucinogenic Thorns. When suffering an unarmed attack (or with a natural weapon) the attacker must succeed in a Constitution saving throw DC equal to your Floral DC, on a failure, for a number of turns equal to your proficiency bonus, the attacker loses all sense of reality, imagining creatures advancing towards him. For the duration, the attacker receives a penalty equal to half your proficiency bonus on any action against the Anthroplantae. At the end of each turn, the affected creature can repeat the saving throw, canceling the effect on a success. A creature that has passed the saving throw is immune to this effect for the next 24 hours. Additionally with an attack action, you can shoot a thorn up to 15 feet away. You must make a ranged attack and are considered to have proficiency with your thorns.
  • Poison Spores. When attacked, you can use your reaction to hurl poisonous gas at your enemy. Adjacent creatures must pass a Constitution saving throw, on a failed save creatures around it take the Poisoned condition and 1d4 poison damage per turn, at the end of each of the creature's turns it can repeat the saving throw to negate the condition.
  • Emperor's Flower. Your proficiency bonus is doubled for rolls against the weakness provided by the “Vegetation” trait.
  • Iceflower. At first level, you may spend one Heritage point to choose the Iceborn Variant Heritage. Additionally, enemies that attack you unarmed must pass a Constitution saving throw, on a failure the attacker loses 15 feet of speed. At the end of each turn, he can repeat the saving throw. This effect is not self-cumulative.
  • Luminescence. You know the light and dancing lights cantrip.
  • Nyctinasty. When you take damage that would drop you below 1 hit point but doesn't kill you instantly, you enclose yourself in your petals in a dormant state and take no damage until the start of your next turn. You remain in this dormant state until someone destroys your petals or until you regain half your hit points. In this state, you can't move or take any actions or reactions. At the start of each turn, you regain your proficiency bonus + your Constitution modifier in hit points until you are at half your maximum hit points. The number of petals you have is equal to twice your proficiency bonus, and each petal has 10 AC and a hit point value equal to twice your Constitution modifier. This ability activates on its own only once per full rest.
  • Detecting Roots. You can root yourself in a location that has dirt, sand, or mud by concentrating for 10 minutes. By doing so, you can detect a number of creatures that are within 1 mile of you, but you cannot tell the creatures' species. You can also tell if there is any region being affected by magic within that same range. This ability only takes effect if the creatures or spells are on dirt, mud or sand, meaning you can't detect creatures that are in or above something made of stone or ice.
  • Spore Breath. You can, once per long rest, breathe your pollen supply as a 15-foot cone-shaped offensive weapon. Creatures in that area must make a Constitution saving throw or are Blinded for a number of turns equal to your Constitution modifier (minimum of 1). Affected creatures repeat the saving throw at the start of their next turns, ending the condition on a success.
  • Pollinating Breath. You can, once per long rest, breathe your store of pollen as a charge of healing energy in the shape of a 15-foot cone, friendly creatures in that area regain 1d4 + half your Attack modifier. Constitution (minimum of 0) times your proficiency bonus to hit points.
Floral CD = 8 + prooficiency bonus + Constitution modifier