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Introduction

H
ello and welcome to my fourth PDF: The
Drotoman! The drotoman are a race of plant- Table of Contents
like people who are very unique when 1 The Drotoman
compared to the other races of D&D 5E. I 1.1 A Failed Experiment
believe that their best quality is the amount of 1.2 The Appearance of Nature
possibilities they give the players. I won't load 1.3 The Beautiful Island of Ivory Cay
this introduction with details - after all, I did 1.4 Drotoman Names
make an entire PDF that already possesses all of those 1.5 Drotoman Traits
details. 1.6 Plant Types
This race is made for the Forgotten Realms setting, 1.7 Plant Type Variants
however, it can be very easily adapted to any other setting.
In this PDF, you'll find the following: 2 Extra Lore
A new race of plant-like people! 2.1 Reunion With the Soil
Fifteen subraces for this new race! 2.2 Festival of Reunion
Seven magic items relating to the theme of the drotoman! 2.3 The Outsiders
A new druid circle centering around the drotoman! 2.4 Aquatic Civilization
A new artifact with the unique trait of gaining different 2.5 Mater Natura
abilities each season! 2.6 Pollination
A ton of lore! 2.7 Hibernation
2.8 Open-Wall Housing
This PDF was made using Homebrewery by Natural Crit. 2.9 Notes from Ramignatus the Wise
The cover image is a photo in the public domain which was 3 Druid Circle
taken by Cleyton Ewerton, who uploaded the image on 3.1 Circle of Mater Nature
Pexels.com. Here is a link to his account:
https://www.pexels.com/@cleytonewerton Thank you for 4 Magic Items
releasing this wonderful photo as a free stock photo! You can
check out his website here: 5 Artifact: Staff of Seasons
https://www.cleytonewerton.com/?ref=pexels.

INTRODUCTION II
The Drotoman The Appearance of Nature
Birthed from the chaotic magic of nature and the fey, the The drotoman are a race bearing a distinct connection with
Drotoman live a peaceful life on the island of Ivory Cay. nature, especially in their appearance. Each drotoman has a
body that can sprout various plants from it at any time (the
A Failed Experiment type of plant usually being determined by their parents, along
with where they were planted). Flowers, types of produce,
The drotoman were all birthed entirely from two people - and even trees can be a drotoman’s plant. These plants are
Halisca Rose and Peniculus Raspberry. They were the result one with them - the healthier the drotoman, the healthier
of a strange release of wild magic from the Feywild - as the their plants, and when the plants are damaged, so are the
tale goes, Ramignatus the Wise, a powerful wizard known for drotoman (although they can be harvested and pruned if done
his strange and often unsuccessful experiments, attempted to safely). The plants will often wrap their stems around the
create a new type of wild magic by combining the power of drotoman and find a place to grow on them that provides
the Feywild and two powerful druids (though not quite as ease and comfort to both parties.
powerful as Ramignatus). Whether or not they were willing to Every drotoman seems to have a different way for their
engage in this experiment is unknown, however, the result of plants to grow on their body. Some have flowers grow from
this experiment is less ambiguous - utter failure. However, their skin with stems that wrap around their limbs, blooming
although the original purpose was not fulfilled, something did beautifully and becoming the awe of those around them,
come of it - a whole new race of plant-like people. easily spreading their pollen across the land and causing
The two druids involved in this experiment, Halisca and more flowers to bloom from them. Some have the seeds of
Peniculus, began to show odd behavior. Roses began to fruits or vegetables appear to rise out of their skin and fall to
sprout all over Halisca, and the thorny stems of these roses the ground, these seeds producing ripe food in a matter of
wrapped around her body - however, they did not hurt her, weeks or even days, which is said to be more delicious and
strangely enough. As for Peniculus, he also began to grow healthy than any other fruit in the world. Some have had trees
plants along his bodies, however, they were in the form of implant themselves in their bodies, causing their skin to grow
raspberries - very delicious raspberries. These creatures, bark and for branches to sprout from their head, producing
once an elf and a human, would no longer be identified by leaves instead of hair.
that race, but rather, as the first two beings of this new race. Unluckily for the drotoman, the things they produce are of
It was a great shock to both of them. Halisca's tears acted incredible beauty and value. Were any greedy group of people
as seeds that planted themselves in the soil, causing more to find them, they would be without doubt enslaved and
drotoman to grow from them. The first time this was done, forced to spend their lives living like farm animals. Their
100 drotoman grew within a year, almost all of them having flowers are said to smell better than and bloom more
different species of plants represented in them. Halisca and beautifully than any other flower in the world, and the
Peniculus, who changed their last names to Halisca Rose and produce they create is magically infused with rejuvenating
Peniculus Raspberry to reflect the change in their life, took and delicious properties. This is why they have isolated
care of these drotoman as best they could, and luckily for themselves from the world on Ivory Cay. However, they are
them, the act of photosynthesis was able to provide the able to produce materials from their bodies and separate
children with nutrition. To this day, the drotoman continue to them safely - the process is slightly painful, however, just as
reproduce by performing a sacred act between two drotoman other races cut their hair and clip their toenails, it is
they call pollination. This causes the creation of a new seed, necessary for a healthy drotoman to prune himself, often
usually being some kind of combination of the traits of the allowing him to produce a useful product from their plant.
parents’ plants.

III THE DROTOMAN RACE


The Beautiful Island of Ivory Cay
Ivory Cay is the home of the drotoman, an island filled with Photosynthesis
plants of different types - beautiful flowers, vegetable and fruit The drotoman, like their natural brethren, gain
plants, and of course many trees are scattered throughout the nutrients from the soil and the sun. These nutrients
island. It is located somewhere in the Great Sea, though few do not replace food for the drotoman, but rather,
have managed to find it. The island is meant to isolate the supplement it. Any drotoman who is magically or
drotoman from the outside world to prevent them from being offensively inclined may find that the energy they
enslaved (as mentioned above). To help this goal, one of the gain from photosynthesis can be channeled into
first 100 drotoman had the plant species known as blood ivy their abilities to increase their effectiveness. They
infused into him - a red plant that takes the form of a pine do not need photosynthesis to live, but it does
bush, growing to be as much as two to three feet wide and increase their lifespans noticeably if they regularly
tall, with pines sharper than needles. When any species is perform it.
given a wound from these needles, the blood ivy releases
pollen that searches for the blood of whoever it has wounded,
causing more blood ivy to grow in the wound, eventually
opening the wound more and causing the death of the one Drotoman Names
who was affected by it. Their body then produces even more
blood ivy. However, when the drotoman are pricked by it, the The names of the drotoman are given by their parents. They
pollen is unable to enter them due to the plants already heavily resemble Latin. Their last name is the name of the
inside of them fighting it, so the dangerous plants pose no plant in their body, a compendium of which has been created
danger to them. Druids are also usually able to resist its and updated by the drotoman, with the paper made from the
effects, but druids are generally welcomed on to Ivory Cay, so bark of volunteers. The drotoman also have no concept of
this poses no threat to the Drotoman. The man with this gender, rather categorizing themselves by general plant
plant, known as Penshire Blood Ivy, spread the seeds of his category, although the names do not differ between these
plant around the border and eventually died, supposedly categories.
without ever passing on this plant to a new generation. Names: Abrahamas, Abundinatus, Adrius, Angelus, Avidia,
Recently, drotoman society has begun to truly prosper, Bacchis, Caecina, Callipho, Delphium, Didia, Eligius
leaving many restless. A few adventurers have been going out Erotium, Felicius, Gelasimus, Georgius, Grumio, Harpax,
to different countries, though they number less than 50. Lena, Lystiteles, Manlia, Munia, Oppia, Pardilisca, Petrus,
Some have gone together and some have gone alone - it is Phaedria, Pseudolus, Quintinous, Rogerius, Scelederus,
mostly unknown how they are faring in the world, except Sceparnio, Vipsania, Volusena
from news from the druid visitors, who still rarely have info.

THE DROTOMAN RACE IV


Drotoman Traits Return to Dust. When you die, you leave seeds around
your body, causing your plant type to grow around you. In
Your drotoman character has a few traits coming from their addition, your body will decompose to nothing as long as it is
infusion with the plant species that inhabits them. in contact with the ground for 8-10 days. Clothing and
Ability Score Increase. Your Constitution score increases equipment interfere with this process - if you have any barrier
by 2 and your Wisdom score increases by 1. between yourself and the ground, you can not successfully
Age. Drotoman tend to live longer when constantly decompose. If you decompose fully, any magic that would
exposed to good sunlight, water, and soil. They can live to be raise you from the dead which requires your body can be
up to 500 years old, if the conditions are very good, which performed on the plant you left behind, however, removing
they generally aren’t. They reach the looks of a young adult the plant from the ground will cause it to no longer be usable
human around the age of 20 and maintain this appearance for this purpose.
for most of their life. They are considered to be an adult Plant Subrace. The drotoman gain certain benefits from
around the age of 25. the type of plant which inhabits their body. Choose a subrace
Alignment. The drotoman are very peaceful creatures, based on your plant. Note that the descriptions of each
usually having a lawful alignment and often being neutral or subrace give examples of types of plants in that category -
good, however, it is still fairly common for neutral or chaotic these are not your only options, just suggestions and
drotoman to exist. example.
Size. Drotoman tend to be tall creatures, reaching 5 or 6
feet easily. Your size is Medium. The base height and weight Flower
of a drotoman character are the same as wood elves. Roses, tulips, daffodils, and many other plant types fall into
Speed. Your base walking speed is 30 feet. the category of a flower. These flowers bloom along the body
Languages. You can speak, read, and write Common and of a flower drotoman, and their stems wrap around various
Sylvan. limbs. Flower drotoman, unsurprisingly, are known for their
Photosynthesis. Drotoman have the unique ability of natural beauty, and they tend to take roles that involve
gaining energy through the natural process of communications with insiders and outsiders.
photosynthesis. To do this, you must have soil that is nutrient- Ability Score Increase. Your Charisma increases by 1.
rich which you have unobstructed access to (ask the DM), at Every Rose has its Thorns. You know the thorn whip
least one waterskin full of water (which will be completely cantrip. Charisma is your spellcasting ability for this cantrip.
emptied), and access to sunlight (which can be slightly After performing photosynthesis, you can add your Charisma
obstructed, such as by the shade of trees, and may also be modifier to the damage roll for the thorn whip cantrip twice.
magically produced such as by the dawn spell or a fitting The expended uses are refilled after performing
magic item). Normal light does not work for this process - it photosynthesis, and they do not stack.
must be sunlight. If you have access to all of these things, you
can perform photosynthesis, which will take 2 hours and Tree or Bamboo
confer all the benefits of a short rest. Additionally, every Being infused with different species of trees, such as pine,
drotoman receives a benefit depending on their plant subrace oak, birch and spruce, or different types of bamboo, such as
from photosynthesis. This does not replace short rests and is umbrella bamboo or dragon head bamboo, causes the bodies
not required for the health of a drotoman. of the very tough and resilient tree drotoman (or bamboo
Natural Knowledge. You have proficiency in the Nature drotoman) to be greatly fortified. They tend to act as guards,
skill. not against other drotoman (considering that the society is
Fey Ancestry. You have advantage on saving throws mostly non-materialistic and peaceful) but more against
against being charmed, and magic can’t put you to sleep. outsiders with evil intentions.
Hibernation. To adapt to the harsh winter weather, Ability Score Increase. Your Strength increases by 1.
drotoman have evolved to hibernate in the ground. After Unarmored Defense. Your skin is similar to bark, very
spending 24 hours laying on the soil, without any clothing or rough, made to protect your insides better than normal skin
equipment on your body, your body will move into the soil. can. While you are not wearing any armor, your Armor Class
During this time, you do not require food, water, or any other equals 12 + your Dexterity modifier. You can use a shield and
form of sustenance. You are mostly unconscious while still gain this benefit. After performing photosynthesis, this
hibernating, however, you have enough consciousness to increases to 13 + your Dexterity modifier for the next 12
know how much time has passed. You can choose how deep hours.
into the soil to move, with a max of 20 feet down. Artificial
structures will obstruct you and not allow you to go deeper. If
your body is disrupted in this state, you will immediately
regain consciousness and your hibernation will end.
Otherwise, you can willingly end the hibernation at any time
after 10 days have passed. You will have aged half the amount
of time you spent in hibernation when it ends.

V THE DROTOMAN RACE


Fern or Bush Grass
Ferns and bushes are very important plants that go Meeting someone who does not know about grass would be a
unrecognized for their beauty very often. Although they may sure sign that they have either come from a strange part of
seem like a boring choice at first, bush drotoman and fern the Underdark or another planet altogether. Everybody is
drotoman tend to be very firm and dependable. Whether on familiar with grass, however, grass drotoman are, strangely
the fern side, the leatherleaf ferns, eagle ferns, and royal enough, quite uncommon. Lawngrass, wheat, ryegrass, and
ferns for example, or on the bush side, a barberry, paperplant, many other types of grass grow on these drotoman like
or maybe just a common ivy, the foliage on the body of a bush uncontrollable green hair. Even though they are relatively
or fern drotoman is a very useful tool. uncommon, you should be careful in a grassy field on Ivory
Ability Score Increase. Your Dexterity increases by 1. Cay - you never know when a grass drotoman will jump out at
Mask of Foliage. The leaves or pines around your body you. Due to their ability to hide this way, they often attack
can be manipulated at will to wrap around your body and intruders who make it past the Blood Ivy using the element of
create a protective covering that allows you to blend in with surprise.
your surroundings. You have advantage on checks made to Ability Score Increase. Your Dexterity increases by 1.
hide in any foliage, and you can attempt to hide even if you Mask of Grass. While prone, your speed is not reduced
are only lightly obscured by this foliage. After performing and you can get up without expending extra movement. In
photosynthesis, you can add double your proficiency modifier addition, when you crawl in a grassy area, you have
to all Stealth checks for the next 12 hours. advantage on Stealth checks. After performing
photosynthesis, you can use the dash action once as a bonus
Moss action while crawling. This expended use is refilled after
Moss drotoman tend to prefer the more damp and dank performing photosynthesis, and it does not stack.
spades of Ivory Cay. Spikemoss, pincushion moss, lichen, and
many other plants fill this category. By moving the moss on Fruit or Vegetable
their body around themselves, moss drotoman can create an Apples, oranges, berries of any sort, broccoli, asparagus,
extremely effective and very bouncy barrier against physical onions, garlic - you name it, any fruit or vegetable probably
attacks. Due to this ability, they tend to take jobs that include has at least one drotoman associated with it. Supposedly,
danger of bludgeoning damage, such as jobs that are done there is no better taste in the world than this produce, and
several feet off the ground or jobs that have the risk of flying the nutritional value is similarly unmatched. Eating just one
debris. of these fruits or vegetables will make you feel rejuvenated in
Ability Score Increase. Your Constitution increases by 1. a way that can’t be described by words.
Spongy Interception. By moving the moss on your body Ability Score Increase. Your Constitution increases by 1.
around, you can lessen the impact of physical blows targeting Nutritious Produce. You can produce 1d6 pieces of
you. When you are targeted by an attack that deals produce (the type produced is your plant type) at the end of a
bludgeoning damage or are about to take non-magical long rest. These pieces of produce are magical. If a creature
bludgeoning damage for another reason (such as falling), as a consumes one of these pieces of produce, they gain 1d6
reaction, you can manipulate the moss on your body to soften temporary hit points. A creature can only eat two of these
the impact, halving the bludgeoning damage. You can use this pieces of produce before finishing a long rest, and the
feature twice, and the expended uses are refilled after a long temporary hit points will fade after a long rest. The pieces of
rest. After performing photosynthesis, you can choose to produce lose this property within 24 hours of separating from
lessen the impact to a fourth of the original damage for one you. After performing photosynthesis, the next time you take
use of the feature. a long rest, you will produce 1d8 berries and they will provide
1d8 temporary hit points.
Cactus
Saguaro, barbary fig, mammillaria, and peyote are only a Weed
basic representation of the great variety of cactuses out in the Being called a parasite, to most, would be a very offensive
world. Cactus drotoman tend to have sharp minds and a insult. However, to the weed drotoman, it’s simply a fact. Few
prickly temperament, and their piercing gaze can be quite weed drotoman are known to exist, as they tend to be greatly
chilling. However, once you get to know them, they become looked down upon for their greedy and selfish nature,
very respectable and resourceful allies - they tend to bring a however, many weeds manage to blend in, pretending to be a
very useful edge to any adventuring group. grass, a bush, or even a flower. Weed drotoman don’t need to
Ability Score Increase. Your Charisma increases by 1. feed off of other plants to get their nutrition, thankfully, and
Prickly Skin. As an action, you can cause the needles all many have proved themselves to not be like the plant they
over your body to become sharper and longer for the next represent, however, most drotoman still tend to be cautious
minute. During this time, as a reaction you take when you are around them due to the common stigma.
hit by a melee attack, you can extend your needles and deal Ability Score Increase. Your Constitution increases by 1.
1d4 piercing damage to the attacker. You can use this feature Parasitic Touch. As an action, you can make an unarmed
once, and the expended use is refilled after a long rest. After strike against a creature. When you do so, you channel
performing photosynthesis, the pricks deal 1d6 piercing parasitic energy into your hand and steal some of their life
damage the next time you use this feature. force. On a hit, the target takes 1d6 necrotic damage and you
regain a number of hit points equal to the damage dealt. You
can use this feature once, and the expended use is refilled
after a long rest. After performing photosynthesis, your next
use will instead deal 2d6 necrotic damage.
SUBRACES VI
Fungi Itchy Sap. As an action, you can make physical contact
The fungi drotoman, made up of toadstools, mushrooms, with a creature in any way. When you do so, they must make
boletes, and many others, tend to act as mediators and a Constitution saving throw with a DC equal to 8 + your
peacekeepers among the drotoman due to their naturally Constitution modifier + your proficiency modifier or develop a
harmonious abilities. The effects of their spores make them rash in the area you hit them. While affected by this rash, the
very enjoyable to be around. Adventurous fungi drotoman creature has disadvantage on any attack rolls or ability
tend to use their spores to create non-violent effects to move checks. As an action, they can repeat the Constitution saving
their adventuring party forward. throw and end the effect on a success. Otherwise, the rash
Ability Score Increase. Your Charisma increases by 1. lasts for 1 hour. You can use this feature once, and it is
Rapport Spores. As an action, you can release spores in a refilled after a long rest. After performing photosynthesis, the
radius of 20 ft that allow any creatures within the radius initial contact that causes this feature also deals 1d6 poison
which possess an Intelligence of 2 or higher to telepathically damage to the target.
communicate with each other. This effect lasts for 1 hour, and
the spores do not follow you if you move. You can use this Carnivorous
feature twice and all expended uses are regained after a long Even more uncommon than the poisonous plants,
rest. After performing photosynthesis, you can cause the carnivorous drotoman with plants such as the venus fly trap,
radius of the spores to move with you as its center for one tropical pitcher plant, or monkey cup are useful to have
use of the feature. around, since they tend to take care of insects and annoying
pests by just existing. Carnivorous drotoman get additional
Hemlock nutrients by using the plants growing on their body to devour
Some plants, such as foxglove, nightshade, jimsonweed, and flies, mosquitos, and other similar small insects.
of course, hemlock, are extremely poisonous to consume. Ability Score Increase. Your Intelligence increases by 1.
Hemlock drotoman, a term used widely to refer to drotoman Bite. Your unarmed strike deals 1d4 piercing damage +
who produce a plant type that is poisonous through your Strength modifier from your plants biting the enemy.
consumption, are extremely uncommon. Despite their After performing photosynthesis, you can use a bonus action
strange ability, they tend to live their lives just the same as to make your unarmed strikes poisonous for the next minute,
any other type of drotoman - they just have to be careful to forcing your target to make a Constitution saving throw with
not let any of their plants be mixed up with food or liquids a DC equal to 8 + your Constitution modifier + your
that are to be consumed, which isn’t difficult considering proficiency modifier or take an additional 1d4 poison
interfering with other people’s food is generally frowned upon damage. You can use this feature from your photosynthesis
whether you produce poison or not. However, hemlock once and the expended use is refilled by performing
drotoman who seek adventure may find that their produce is photosynthesis. Uses of this ability do not stack.
a helpful tool.
Ability Score Increase. Your Constitution increases by 1. Vines
Poison Brewing. You have proficiency with the Poisoner’s Vines, such as the mexican creeper, balloon vine, or common
Kit. In addition, during a long rest, you can choose to finish ivy, are known for growing their long stems upward and
the long rest missing five hit points to create a vial of basic climbing up a structure of any sort (commonly trees or walls)
poison. You can use the poison in this vial to coat one to seek sunlight. In truth, all drotoman have plants that
slashing or piercing weapon or up to three pieces of behave this way, as plants tend to wrap themselves around
ammunition. Applying the poison takes an action. A creature their body parts. Most plants will flourish the most at the top
hit by the poisoned weapon or ammunition must make a of a drotoman’s head, as that is the place where sunlight is
Constitution saving throw with a DC equal to 8 + your easy to access. Due to this, vinedrotoman tend to not be
Constitution modifier + your proficiency modifier or take 1d4 identified as such for most of their lives, since their
poison damage. Once applied, the poison retains potency for appearances are similar to that of other drotoman. However,
1 minute before drying. After performing photosynthesis, one may identify themselves as a vine drotoman if they
during your next long rest, you can make a poison which discover that they have a strange desire to seek great heights.
deals 2d4 poison damage when the target fails the saving Ability Score Increase. Your Intelligence increases by 1.
throw. Constrictor You can use your vines to constrict and
restrain your enemies, giving you advantage on checks made
Poison Ivy to grapple targets. In addition, you can move with targets
Similarly to the hemlock drotoman, poison ivy drotoman are while grappled without losing any speed if they are one or
extremely uncommon. They get their name as a more sizes smaller than you. After performing
representation of the poisonous nature of their contact. As photosynthesis, you can add double your Strength (Athletics)
plants like poison oak, poison sumac, giant hogweed, and, of or Dexterity (Acrobatics) modifier to the check made to
course, poison ivy tend to do in the wild, they blend in with grapple once. The expended use is refilled by performing
other plant types and may not even learn of the nature of photosynthesis and uses of this feature do not stack.
their poisonous contact until they accidentally release their
sap in anger. Thankfully, if a poison ivy drotoman means no
harm to you, you do not need to fear them. But if they do, you
should be prepared for an itchy experience.
Ability Score Increase. Your Constitution increases by 1.

VII SUBRACES
Coral Fungi Variants
Completely separate from the rest of drotoman society are I have multiple ideas here. Any one of these can replace the
the coral Drotoman, beings who live underwater instead of default ability, however, only one should be used - these aren’t
on land. Branch coral, elkhorn coral, bleu or black coral, and all meant to replace the original at once.
many other types make up this small subset of the drotoman
and are known for their wide variety of vibrant colors. They, Poisoned Spores. When you are attacked, you can use a
along with other drotoman of aquatic nature, live off the coast reaction to release harmful spores. When you take this
of Ivory Cay, still keeping in communication with their land- reaction, every creature within 15 ft of you must make a
loving brethren, but living separately. Constitution saving throw with a DC equal to 8 + your
Ability Score Increase. Your Constitution increases by 1. proficiency modifier + your Constitution modifier. Upon a
Amphibious. You can breathe both air and water. In failure, roll 1d4. The target will be afflicted by the
addition, your swimming speed is equal to your walking matching condition as shown here:
speed. After performing photosynthesis, your swimming 1 - Blinded
speed increases by 20 feet for the next 2 hours. 2 - Deafened
3 - Poisoned
Blood Ivy 4 - Frightened
The only blood ivy drotoman known to ever exist is Penshire
Blood Ivy. However, it is possible that a new one would be This effect lasts for 1 minute. You can use this feature
born as a horrible twist of fate. No blood ivy drotoman are once and you regain the expended use after a long rest.
likely to exist, however, having a character of this species After performing photosynthesis, the spores also deal 1d6
could be extremely interesting. No doubt, if they existed, a poison damage.
blood ivy drotoman would be a greatly feared creature by Alert Spores. As an action, you can release spores in an
drotoman and other species alike. area of 60 feet around you. You instantly know whenever a
Bloody Poison. When a creature succeeds on a melee creature enters or exits this space, and when a creature
attack against you, you can use a reaction to prick them with enters, if you have seen one of its species before, you
your blood ivy. The target takes 1 piercing damage and must instantly learn what species it is. These spores last for 8
roll a Constitution saving throw with a DC equal to 8 + your hours and can be used once, and the expended use is
Constitution modifier + your proficiency modifier. On a refilled after a long rest. After performing photosynthesis,
failure, they are infected by the pollen of your blood ivy. At the you can increase the range to 90 feet.
start of each of their subsequent turns, they take 1d4 piercing
damage and must repeat the Constitution saving throw,
ending the effect on a success. If a target succeeds on the Hemlock Variant
saving throw at any time, they can no longer be infected by Natural Resistance. You are resistant to poison damage.
the poison for the rest of their life. You can use this reaction a After performing photosynthesis, the next time you are hit
number of times equal to your Constitution modifier and with poison damage, you take no damage.
expended uses are refilled after a long rest. After performing
photosynthesis, the poison deals 1d6 piercing damage Poison Ivy Variant
instead of 1d4 piercing damage every round. Natural Resistance. You are resistant to poison damage.
Ask your DM before using this subrace - it is very After performing photosynthesis, the next time you are hit by
experimental. an attack that deals poison damage, you take no damage from
the poison.
Plant Type Variants
Due to the high amount of plants in this world, I had many Carnivorous Variant
ideas for features for the different subraces that I believe Devour. You only need to eat half of a day’s rations to gain the
would be fun to play but would also be unbalanced to include necessary nutrients for one day. After performing
along with the feature I had already decided on. Here, I just photosynthesis, you only need to eat a fourth of a day’s
present some variant features that can be used depending on rations to gain the necessary nutrients for one day.
the subrace. If you choose to use a variant, simply replace the
second feature of the subrace (not the ability score increase)
with the feature of your choice from the variant.
Trees and Bamboo Variant
Tree Friendship. You can communicate with trees as though
you had casted the speak with plants spell at any time. You
gain no other benefits of the spell except for the ability to
speak to the trees - they will not follow your orders. After
performing photosynthesis, you can magically give a tree one
order which it will fulfill at the DM’s discretion. You gain one
order from one photosynthesis, and these orders stack only
to 2.

SUBRACES VIII
Aquatic Variant Festival of Reunion
This variant can be applied to most plant types. This is for On the solstice of each year, drotoman gather together to
players who wish to be seaweed, algae, kelp, or other similar celebrate the lives of those who came before them, especially
species of plants found underwater. If they wish to combine historical figures such as Halisca Rose, Peniculus Raspberry,
another ability with one of these, simply half the effectiveness and Penshire Blood Ivy. Each day of the festival focuses on a
of both. For example, if they want to play a vine drotoman particular figure. The drotoman tend to use natural pigments
with the plant type seaweed, give them only half of their to create paints and tattoos to adorn their body with symbols
walking speed as swim speed and remove the ability to move of those who have passed. In addition, an elder, or one who is
creatures that are one size smaller of them while they are close to his own Reunion, will read out or sing a summary of
restricted. This may still be a bit overpowered, but I leave it to the historical figure’s main accomplishments and may also
your discretion. read any texts left by the figures, such as journals or
Amphibious. You can breathe both air and water. In manifestos.
addition, your swimming speed is equal to your walking Other activities of the festival include ceremonial music,
speed. After performing photosynthesis, your swimming most of which is made using either vocals or instruments
speed increases by 20 feet for the next 2 hours. made from wood, the sharing of food from the year’s harvest,
and occasionally the presence of an outsider (usually a druid
Extra Lore of the Circle of Mater Natura) to tell stories of the world
I enjoy writing about the drotoman, so I decided to throw in outside of Ivory Cay. The last day of the festival is a day for
some more lore about them that you can take a look at if families to celebrate their past family members. Occasionally,
you’d like. Perhaps they could help you determine what it families with a high amount of passed members will continue
would be like for the party to visit Ivory Cay if they needed to to celebrate a few days after the festival officially ends to
do that for any reason. completely honor their fallen.

Reunion With the Soil The Outsiders


When a drotoman dies, they release multiple seeds of their Ivory Cay is almost completely separated from the rest of the
plant type around their body. Their body then decomposes world for the sake of safety, since the plants of the drotoman
within 20 days as long as it has access to the soil. In that spot, are so incredibly valuable. Naturally, making it onto Ivory Cay
within about a month, a plant that matches the deceased is no simple feat, as one must actually know about Ivory Cay,
drotoman’s plant (or a field of these plants, depending on find directions there that are only known by druids in the
their type) will grow in the spot they decomposed. The plant, Circle of Mater Natura, and manage to get past the blood ivy.
or plants, grown in this way can be used to revive the If they do make it, they’ll likely be met with a force of
drotoman through magic as though they were its body. drotoman guards with fighting abilities who will make Ivory
Drotoman who had magical abilities of any sort or were Cay their grave. It is not in a drotoman’s nature to kill, but it is
notably more powerful than the average drotoman may keep in their nature to survive, and the two often connect. If an
their soul within the plant that marks their grave, making the outsider does not attempt to make it past the blood ivy but is
plant sentient and allowing them to communicate with others persistent in refusing to leave, an elder with the ability to
who are in tune with nature (drotoman and druids, usually). defend himself will communicate with them.
They rarely tend to linger in their plant for long amounts of However, outsiders who are invited to Ivory Cay
time, as they consider the calling of nature to be a sign that it (occasionally world figures, but most commonly druids) are
is time for them to leave the world, however, it isn’t allowed in peacefully. They are often invited in to act as
completely uncommon for a drotoman with unfinished messengers or, rarely, traders for goods. If a festival is
business to remain in their plant to act as a mentor figure to currently happening, welcome outsiders will be invited to join
other drotoman. Although horrible acts such as murder are the celebration as honored guests. Outside of times of
extremely uncommon in drotoman society, this trait makes it celebration, outsiders are treated with great hospitality,
difficult to pull off villanious feats without being caught. however, drotoman do not easily warm up to outsiders and
The passing of a drotoman, or, as they refer to it, their tend to treat them with caution until they are well-known.
“Reunion With the Soil,” is an event that calls for great Druids of the Circle of Mater Natura spend years of time
celebration. Although it is a time of mourning as well, most living in drotoman society and becoming regular with those
consider a drotoman’s return from the ground they came who they will protect, so they are usually treated as good
from to be the ultimate high point of their existence. These friends to the drotoman.
celebrations can go on for days or weeks depending on the
accomplishments of the drotoman. Often, drotoman will stick
around inside their plants to see the celebration themselves.
However, the drotoman are a very modest and selfless race,
so it’s very uncommon for them to be disappointed.

IX EXTRA LORE
Aquatic Civilization Hibernation
Off the shore of Ivory Cay, surrounding it on all sides, lives a Winter is a much dreaded season for the drotoman: However,
separate group of drotoman with plant types that prefer a the weather on Ivory Cay is mostly sunny and they enjoy the
more aquatic environment. The most well-known type are the rain greatly as it nourishes them, so light snow doesn’t tend
coral drotoman, who often specialize in the art of dance due to harm them horribly. During the time leading up to winter,
to their bright colors. There also exist seaweed, algae, kelp, the drotoman have a very serious and solemn gathering
sponge, and many other types of drotoman. The aquatic where they begin their hibernation with the rest of their
drotoman population is small, so they mostly share their family. For a drotoman to hibernate, they must be in contact
culture and resources with the dry drotoman. They don’t with the ground laying down, having chosen in their minds
consider themselves a separate civilization or society - the before hand to hibernate. Their body then stores all of the
only real difference is where they live and play. energy they have remaining and slowly slides into the ground,
They tend to stay very near to the coast of Ivory Cay, since until after about 24 hours they have gone under the soil.
the seafloor is higher there, meaning they are closer to the They are unconscious during this time, however, their
sun. When intruders are near, the aquatic drotoman easily internal clocks track the passage of the sun and they can
blend in with the seafloor by pretending to be normal plants willingly choose to end the hibernation when the time has
and retreating to deeper levels of the ocean where the sun come, as their bodies feel the change in the soil that comes
can’t reach them. with the spring. In the festival of Mater Natura, the first
drotoman to awaken begins the festival by blowing out of a
Mater Natura large wooden horn, an act which alerts any drotoman who
have not finished their hibernation that they should do so
Drotoman have very little understanding of religion and, in promptly, felt through the vibrations in the ground. Drotoman,
general, the beliefs and other affairs of the wider world as a if they are of a very old age, sometimes pass away during
whole. However, they have developed their own beliefs about hibernation. This can be seen if the plant type of said
where they originated and where they will end up. Their one drotoman has begun to grow where they began their
and only god is nature, which they have begun to represent hibernation.
using a goddess that goes by the name of Mater Natura.
Mater Natura may or may not actually exist, however, the Open-Wall Housing
drotoman are unconcerned with this. They believe that, when
they die, Mater Natura or one of her servants will come and The drotoman do not tend to build actual houses to shelter
turn their soul into a new drotoman seed, which will themselves - instead, buildings like these are made to shelter
eventually be physically conceived through the act of items and property from the elements. The drotoman
pollination. If the drotoman chooses to remain in the plant themselves are most comfortable sleeping without a roof over
that comes from the spot they died, they simply believe that their heads, and they enjoy the feeling of rain as it nourishes
Mater Natura will come for them when she feels they are them. Any structures they do make are made almost purely
ready. out of wood and some stone.
Mater Natura is often painted or sculpted out of wood.
Most represent her as a drotoman with many different types
of plants growing on her all at once, but there is no official
image of her. During festivals, images of her likeness are seen
everywhere, both as paintings and sculptures as well as
costumes, body paint, and masks. At the Festival of Mater
Natura, a festival occurring after winter to celebrate its end,
many well-trained drotoman put on a play or musical
recounting the events that caused the creation of the
drotoman.
The drotoman believe that their creation was at the hands
of Halisca Rose and Peniculus Raspberry, who were
supposedly planted by Mater Natura on Ivory Cay. She simply
planted them, waited for them to grow, and then told them of
their duty, and they performed it. Their creation story is short
and sweet - the way they like it.
Pollination
The act of intercourse that brings about a new child is called
pollination by the drotoman. The act is slightly different for
every plant type, however, the process is quite straining and
uncomfortable for both of the drotoman involved. The
drotoman involved can both be any gender or plant type,
however, some combinations are considered to be
“unnatural” due to possibly causing the children to be
deformed in ways that could cause them great harm in the
future.
EXTRA LORE X
Notes from Ramignatus the Wise Experiment #008: The Drotoman
Status: Failed naturally
Ramignatus the (self-proclaimed) Wise, as you may have Result: New race of plant people
inferred from his title, is a wizard blessed by the chaotic
powers of wild magic. Through his insane willpower and an Welp, I’ve done it again. Another new experiment by
incredible amount of luck, he has survived to become a Ramignatus the Wise gone to sh*t. However, this time, I have
wizard much more powerful than the basic level 20 wizards created something I would consider to be relatively
you may be familiar with. Some worlds may even classify him interesting as opposed to the results of my… other
as a god, however, he is not omnipotent. experiments.
Through his questionable experiments and research, I’m insulted.
Ramignatus has discovered and created many strange things. Shut up. This experiment’s original goal was to attempt to
The drotoman were the result of one of his first experiments. use the properties of the Feywild to create some new type of
He keeps track of every experiment he creates in a notebook wild magic, but instead, I created a whole new race of plant
that came about as a result of his first experiment. This people. They have an appearance similar to humans and each
notebook is a magic item which has the property of allowing has a different type of plant growing from their skin. The two
the writer to write slightly faster than usual. Very initial creations, who I named Halisca Rose and Peniculus
underwhelming, but still helpful. Along with this property, it Raspberry, have decided to carry out the task of populating
also happens to be sentient, replying to anything written the island where I did this experiment (a previously deserted
inside of it usually with sarcasm and also censoring words it bit of land known as Ivory Cay) with this new species, the
considers profane, including anything related to fire as that drotoman.
particular force seems to scare it. You’ll see this notebook There is much I could say about them if they would let me
respond to Ramignatus throughout the text in italics. You can study them but they seemed quite opposed to me, their literal
read this if you want to, I just wrote it for fun, really. creator, staying on their island, since they were worried I
might accidentally disrupt the process.
They probably saw you hurl a f*reball at that innocent
hawk.
I didn’t like how it was looking at me. I will continue to
monitor them as they evolve and report my findings here. I’m
sure I can have some druids watch over them and report back
to me. My next experiment shall be discovering the results of
intercourse between opposing elementals.
Additional note: If a drotoman eats a vegetable or fruit, is it
considered cannibalism?

XI EXTRA LORE
Augmented Natural Spellcasting
Circle of Mater Natura At 10th level, you’ve learned how to harness the magical
I quite enjoy making druid circles, and I figured it would be forces of nature in your favor. Your spellcasting modifier and
appropriate to make one for the drotoman. These druids also spell save DC for the following spells increases by your
play an important part in the lore of the drotoman, as is Wisdom modifier: thorn whip, entangle, spike growth,
discussed in the Extra Lore section. grasping vine, wrath of nature, wall of thorns. Any spell that
is based around plants can receive this benefit at the DM’s
Circle of Mater Nature discretion. In addition, the following spells are augmented in
the following ways:
Druids of the Circle of Mater Natura have devoted their lives
to the protection of the race of plant people known as the Goodberry’s berries restore 1d4 hit points.
drotoman. They are the only beings outside of Ivory Cay who Barkskin’s AC is raised to 17.
know how to get to Ivory Cay, and they tend to act as When you cast Conjure Woodland Beings, the summoned
messengers between them and the outside world. Within creatures are summoned with 2d8 temporary hit points.
drotoman society, they are treated with respect and
appreciation for their work. Garden of the Drotoman
Starting at 14th level, you have evolved to a form that allows
Circle Spells you to truly be a guardian of the drotoman. You can Wild
As a druid of the Circle of Mater Natura, you have learned Shape into a plant-type creature using two uses of Wild
certain magical abilities as part of your connection with Shape as long as you are exposed to direct sunlight. This
nature. At 2nd level, you learn the thorn whip cantrip. At 3rd, does not include spore servants.
5th, 7th, and 9th level you gain access to the spells listed for
that level in the Circle of Mater Natura Spells table.
Once you gain access to one of these spells, you always
have it prepared, and it doesn't count against the number of
spells you can prepare each day. If you gain access to a spell
that doesn't appear on the druid spell list, the spell is
nonetheless a druid spell for you.
Circle of Mater Natura Spells
Level Spells
3rd entangle, goodberry
5th locate animals or plants, spike growth
7th plant growth, speak with plants
9th conjure woodland beings, grasping vine

Photosynthesis
Starting at 2nd level, whenever you take a short rest while
directly exposed to sunlight, you can add double your
Constitution modifier to rolls made with hit dice to restore
health.
Natural Kinship
By 6th level, you have learned to communicate with nature
without requiring a magical incantation. You can speak to
plants as though you had cast the speak with plants spell at
all times, however, you must still cast the spell to give plants
commands. When you cast the spell for this purpose, you can
use a first level spell slot.

CIRCLE OF MATER NATURA XII


Tree Seed
Magic Items Wondrous item, rare
Here, I have created some magic items relating to the theme This leather bag with a golden rim contains 2d4 large,
of nature and the drotoman. I hope you enjoy them! I have walnut-sized, dark brown seeds. When a Tree Seed is planted
also created an artifact called the Staff of Seasons which is at and cared for over the course of 14 days, a seed will grow
the end of the list. This artifact could make for a good plot into a friendly awakened tree that will follow the planter’s
hook relating to the drotoman! orders as long as the planter does not act hostile towards the
Sun Stone tree. The tree will have a personality of its own and isn’t
Wondrous item, uncommon (requires attunement by a necessarily going to follow the planter’s commands if it does
drotoman) not feel a desire to. These awakened trees have a movement
speed of 0 ft and can not be moved away from where they
A sun stone is a magical item made by channelling extremely were planted.
potent magical sunlight into a small piece of amber. When
attuned to by a drotoman, as long as they are in contact with Drotoman Seed
the sun stone, they receive the sunlight needed for Wondrous item, uncommon
photosynthesis automatically. It sheds sunlight in an area of A drotoman seed is the embryo of a new drotoman, created
10 feet around it at all times. through the act of pollination between two drotoman. If it is
Photosynthesis Potion planted by its original creators and receives proper care for
Wondrous item, uncommon 100 days, it will sprout into a young drotoman with a plant
type that takes traits from the plant types of both parents. For
The strange green liquid inside a photosynthesis potion can example, if the previous parents had the plant types of a
be drunk by a drotoman to immediately gain all the benefits white birch tree and a spongy moss, the new drotoman may
of performing photosynthesis. When drunk by a race other have white moss as their plant type.
than the drotoman, it instead deals 1d6 radiant damage and
causes mild heartburn for the rest of the day. Blood Ivy Seed
Wondrous item, rare
Bag of Pressure Seeds This blood-stained cloth sack contains 1d6 red, spiky seeds.
Wondrous item, uncommon When planted and cared for over the course of 30 days, a
Inside this small, weathered cloth bag are 3d4 tiny brown Blood Ivy Seed will grow into a very sharp, red thorn bush, 5
seeds. When at least 50 pounds of pressure are applied to feet wide and 4 feet tall. When a creature makes contact with
one of these seeds, an enormous vine grows and entangles the blood ivy, they take 1d8 piercing damage and must make
the object or creature that applied the force. The target is a DC 16 Constitution saving throw. On a failure, the pollen of
then restrained, and if it is a creature, they must succeed on a the blood ivy will seep into the wounds of the target and
DC 15 Strength saving throw to free themselves from the cause it to begin to grow from their blood. Every turn, they
magical entanglement. must make a Constitution saving throw with a DC of 16 + the
These seeds are small enough that entering the same 5 number of turns that have passed since they made their first
foot by 5 foot area will not cause an enemy to activate the saving throw. On a failure, they take 1d8 + the number of
property unless they step on the precise spot. Therefore, turns that have passed since they made their first saving
whenever a creature enters a space with one of these seeds throw piercing damage. If they are knocked unconscious by
planted in it, roll 1d6. On a 1, they activate the property. If this effect, they automatically fail their death saving throws
there are multiple seeds in the area, subtract the number of and the blood ivy grows along their body, engulfing it and
seeds from the roll result, activating them all when you get a becoming 10 feet wide and 4 feet tall.
1 or lower. When a seed is activated, all other seeds within If Blood Ivy Seeds are planted within 3 feet of each other,
five feet of it will also contribute with their vines. For every they will intertwine to create a wall that is 10 feet wide and 4
additional seed, raise the saving throw DC by 1 to a max of feet tall. If a creature comes into contact with blood ivy again
22. after already being infected, they will only take 1d8 piercing
If planted, within 14 days, if no pressure activates the damage - the disease of the blood ivy does not stack.
seed’s properties and it is well cared for, it will grow into a
flower that will produce 1d4 more of the seeds. If this flower
has the appropriate amount of pressure applied to it, it will
cause the effect of the seeds to take place, raising the DC
depending on how many seeds the flower has produced
When thrown, if the attack roll for the throw is above 20,
the property of the seed(s) will activate.

XIII MAGIC ITEMS


Drotoman Serum When someone is injected with a drotoman serum, they
Wondrous item, uncommon (requires attunement) gain the feature that said type of drotoman normally gains
from their subrace. For example, a flower serum will give the
A drotoman serum is a liquid infused with the properties of a user the thorn whip cantrip. In addition, as long as they are in
certain type of drotoman, with a hue that represents the type direct sunlight when they use the feature, they gain the
of drotoman associated with it. Injecting one of these serums benefits of photosynthesis for the feature. The table below
is the process of attunement for the item. Each serum causes denotes the color of the liquid according to the drotoman and
the one who attunes to it to begin to grow the respective plant the feature received. If you’d like, you may roll on the table to
type on their body - not at the same rate as a drotoman, but randomly generate a serum.
still enough to be noticeable, especially around the point of The drotoman serum can supposedly be made in a magical
injection. ritual that involves the use of the blood of the appropriate
drotoman type and a pouch of their plant type, fresh off their
body, crushed up into a fine powder. It is a painful process for
them. The syringes they are stored in tend to be made of
silver and have pins with a design symbolizing the type of
drotoman used.
d12 Type Appearance of Liquid Feature
1 Flower Thin, light pink, with blobs of white floating inside of it Every Rose has its
Thorns
2 Tree or Bamboo Thick, dark brown or light green Unarmored Defense
3 Fern or Bush Thick, dark green Mask of Foliage
4 Moss Thin, dark green Spongy Interception
5 Cactus Thick, golden-brown (no glimmer) Prickly Skin
6 Grass Thin, light green, has blades of grass floating inside of it Mask of Grass
7 Fruit or Vegetable Thick, looks like juice made from the produce Nutritious Produce
8 Weed Exactly the same as grass Parasitic Touch
9 Fungi Thin, dark blue, smoky Rapport Spores
10 Roll a d2, on a 1, Poison Ivy, on a 2, Thick, dark purple, slightly shiny Poison Brewing or Itchy
Hemlock Sap
11 Roll a d2, on a 1, Carnivorous, on a Thin, light purple, bubbles Bite or Constrictor
2, Vines
12 Roll a d2, on a 1, Coral, on a 2, Thick, mix of red and green, or a liquid with the same Amphibious or Bloody
Blood Ivy properties as blood Poison

MAGIC ITEMS XIV


Friend of Wildlife. While attuned to the staff, you are
Artifact: Staff of Seasons constantly under the effects of the _speak with animals _and
The Staff of Seasons is a magic item that supposedly caused _speak with plants _spells (no concentration required). In
the creation of the seasons. Its very existence allows the addition, unaligned beasts will be passive towards you.
changing of summer to fall, winter, spring, and so on. Mater Peace with Nature. You gain multiple benefits from
Natura left it behind to the drotoman as a final line of defense nature choosing not to harm you.
should the world turn against them to abuse their natural You are not affected by natural or magically created
gifts. Luckily for the drotoman, it has never been needed. It difficult terrain unless you choose to be.
was made from a tree that was grown with an extreme surge You are not affected by natural or magically created
of magical power. Then, even more power was applied to the precipitation unless you choose to be.
tree to cause it to shrink down into the form of the staff, You are not affected by natural winds unless you choose to
holding incredible destructive properties. The origins of its be.
seasonal abilities are unknown, but many theories state that You are not affected by natural changes in temperature
Mater Natura somehow managed to harvest the wild energy unless you choose to be.
of every season for multiple years on end to create the staff. You have proficiency with the Nature skill. If you already
Whether Mater Natura actually made the staff or not likely have proficiency, you gain expertise.
has the same answer as the question of whether or not Mater
Natura truly exists. Either way, the staff does exist, and many Weather Control. You can cast the spell control weather at
drotoman have dedicated their lives to its protection. will as an action without requiring concentration. This
The Staff of Seasons is buried deep beneath a giant oak- feature can be used once and the expended use is regained
wood tree that is more than 100 feet tall and 10 feet wide. daily at dawn.
Encaged within the tree’s roots is a room that holds this staff Destroying the Staff. To destroy the Staff of Seasons, it
inside of it, protecting it from any who would try to wield its must be planted like a seed in the area where it was originally
power. In truth, this tree is actually a treant which has grown grown as a tree. Before the staff is planted, this area must
and evolved through many years of awakening, more than a have become desolate, lacking in plants and wildlife. The
normal treant, to become the staff’s protector. This treant has staff must be planted at least 50 feet deep into the ground
come to be referred to as Belladoris by the drotoman, and no nourishment in the form of water or sunlight may
however, it usually does not communicate with them. reach it for one year. After this year has passed, if no sunlight
The Staff of Seasons has incredible magical properties or water was allowed to reach it, the staff will have grown out
that it grants the wielder, and a new set of abilities come of the ground in a grey, withered tree lacking in any leaves
about whenever the season changes. It appears to be a and only being about 6 feet tall. This tree is the Staff of
normal staff at a first glance, made of a light oak color and Seasons’ attempt to seek sunlight and water, and its roots
crudely carved, and also covered in leaves that change only reach a foot deep. This tree must be burned with magic
appearance based on the season. During summer, the leaves flames produced by any offensive spell that deals fire damage
are healthy and green. During fall, they take on autumn colors cast with a ninth level spell slot. Upon this being done, the
of gold, orange, red, and so on. During winter, the leaves fall tree will burn for 24 hours and eventually become ash. To
from the staff and only their branches remain wrapped complete the effect, the ash should be scattered. If at least
around it. During the spring, the leaves grow back along with half of the ash remains in one place and gets access to
pink cherry blossom flowers. The cycle repeats. sunlight and water at any time, it will seep into the ground
The Staff of Seasons attracts nature. Plants thrive around and begin to regrow the staff, a process which will take 100
it and animals seem naturally drawn to it. If left in one place years. As long as the ash is not all together, it will be unable
for 24 hours, plants in the area will magically begin to grow to regrow the staff.
over it as if to hide it, and animals will defend it from any Changing Seasons. As the seasons change, so do the
creature who seems to have evil intentions with it. properties of your staff. When the seasons change, the staff’s
To attune to the Staff of Seasons, you must have a deep appearance changes slowly, however, its properties change
love for nature in your heart and must have done multiple immediately. The staff, no matter the season, has 25 charges,
good deeds for the environment in your lifetime. Things such and it regains 2d12 charges daily at dawn.
as feeding animals or planting trees cover this requirement. A
creature that has any hate or malevolence towards nature
that attempts to attune to the staff will take 20d6 psychic
damage.
Random Properties. The Staff of Seasons has the
following random properties:
1 major beneficial property
1 minor beneficial properties
1 minor detrimental property
When the season changes, these properties are rerolled
and replaced with the new result until the end of the next
season.

XV ARTIFACT: STAFF OF SEASONS


Summer Fall
Essence of Summer. During the season of summer, you are Essence of Fall. During the season of fall, you are resistant
resistant to fire damage and immune to the blinded to psychic damage and immune to the charmed condition. If
condition. If you are already resistant to fire damage, you are you are already resistant to psychic damage, you are immune
immune to it. If you are already immune to fire damage, to it. If you are already immune to psychic damage, whenever
whenever you are hit by fire damage, you take no damage and you are hit by psychic damage, you take no damage and
instead regain hit points equal to half of the damage dealt. instead regain hit points equal to half of the damage dealt.
Fiery Spirit. All melee attacks you and any ally within 30 Golden Spirit. All melee attacks you and any ally within 30
feet of you make deal an additional 2d8 fire damage. feet of you make deal an additional 2d8 lightning damage.
Summer Summoning. You can expend charges of the Fall Summoning. You can expend charges of the Staff of
Staff of Seasons to conjure certain creatures as though you Seasons to conjure certain creatures as though you used the
used the conjure animals or conjure elemental spells. Only conjure animals or conjure elemental spells. Only two of
two of these creatures can be summoned at a time. Conjuring these creatures can be summoned at a time. Conjuring a
a third will cause the first to disappear. You can communicate third will cause the first to disappear. You can communicate
with these creatures telepathically and they will listen to your with these creatures telepathically and they will listen to your
commands. The possible creatures that can be conjured are commands. The possible creatures that can be conjured are
as follows: fire snake (2 charges), ankheg (4 charges), owlbear as follows: brown bear (2 charges), giant constrictor snake (4
(6 charges), red dragon wyrmling (8 charges), shambling charges), gold dragon wyrmling (6 charges), giant scorpion (6
mound (10 charges), fire elemental (10 charges). After 24 charges), yeth hound (8 charges), earth elemental (10
hours, the creature will disappear unless you use half of the charges). After 24 hours, the creature will disappear unless
charges it took to summon them to keep them conjured. you use half of the charges it took to summon them to keep
Summer Spellcasting. You can expend charges of the them conjured.
Staff of Seasons to cast certain spells. These spells are as Fall Spellcasting. You can use charges of the Staff of
follows: control flames (1 charge), mage armor (2 charges), Seasons to cast certain spells. These spells are as follows:
flame blade (2 charges), fireball (3 charges), fire shield (4 mold earth (1 charge), shield (2 charges), calm emotions (2
charges), flame strike (5 charges). charges), plant growth (3 charges), conjure woodland beings
Light of the Sun. You gain truesight to a range of 120 feet. (4 charges), control winds (5 charges).
Calming Presence. As an action, you can make eye
contact with a creature and force them to make a DC 20
Constitution saving throw. On a failure, they are charmed by
you for the next 2 days. This feature can be used once and
the expended use is refilled daily at dawn.

ARTIFACT: STAFF OF SEASONS XVI


Winter Spring
Essence of Winter. During the season of winter, you are Essence of Spring. During the season of spring, you are
resistant to cold damage and immune to the frightened resistant to radiant damage and immune to the paralyzed and
condition. If you are already resistant to cold damage, you are stunned conditions. If you are already resistant to radiant
immune to it. If you are already immune to cold damage, damage, you are immune to it. If you are already immune to
whenever you are hit by cold damage, you take no damage radiant damage, whenever you are hit by radiant damage, you
and instead regain hit points equal to half of the damage take no damage and instead regain hit points equal to half of
dealt. the damage dealt.
Stone Cold Spirit. All melee attacks you and any ally Fresh Spirit. All melee attacks you and any ally within 30
within 30 feet of you make deal an additional 2d8 cold feet of you make deal an additional 2d8 radiant damage.
damage. Spring Summoning. You can expend charges of the Staff
Winter Summoning. You can expend charges of the Staff of Seasons to conjure certain creatures as though you used
of Seasons to conjure certain creatures as though you used the conjure animals or conjure elemental spells. Only two of
the conjure animals or conjure elemental spells. Only two of these creatures can be summoned at a time. Conjuring a
these creatures can be summoned at a time. Conjuring a third will cause the first to disappear. You can communicate
third will cause the first to disappear. You can communicate with these creatures telepathically and they will listen to your
with these creatures telepathically and they will listen to your commands. The possible creatures that can be conjured are
commands. The possible creatures that can be conjured are as follows: giant eagle (2 charges), giant elk (4 charges), silver
as follows: giant spider (2 charges), polar bear (4 charges), dragon wyrmling (4 charges), flail snail (6 charges), elephant
white dragon wyrmling (4 charges), winter wolf (6 charges), (8 charges), air elemental (10 charges). After 24 hours, the
yeti (6 charges), water elemental (10 charges). After 24 hours, creature will disappear unless you use half of the charges it
the creature will disappear unless you use half of the charges took to summon them to keep them conjured.
it took to summon them to keep them conjured. Spring Spellcasting. You can use charges of the Staff of
Winter Spellcasting. You can use charges of the Staff of Seasons to cast certain spells. These spells are as follows:
Seasons to cast certain spells. These spells are as follows: druidcraft (1 charge), bless (2 charges), scorching ray (2
frostbite (1 charge), cause fear (2 charges), cloud of daggers charges), daylight (3 charges), guardian of nature (4 charges),
(2 charges), slow (3 charges), ice storm (4 charges), cone of dawn (5 charges).
cold (5 charges). Refreshing Presence. The hit points regained from any
Chilling Touch. As an action, you can touch a creature to healing spells cast by you or your allies within 30 feet are
force it to make a DC 20 Constitution saving throw. On a doubled. In addition, you and your allies each gain an
failure, its body is encased in ice that can only be melted by additional 4d12 temporary hit points after a long rest.
30 hit points worth of magical fire damage dealt within one
turn. This feature can be used once and the expended use is
regained daily at dawn. If the effect is not reapplied, the ice
melts within 2 years.

XVII ARTIFACT: STAFF OF SEASONS

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