Triffids, D&D Race Idea by Jikkermanccini

A proposed race for a D&D campaign I'm putting together with my brothers. I'm too much of a nerd to play a default race, so I'm making my own based on my favorite plants!
Triffids are an existing trope, so I'm going to come up with a new name soon, but as filler I think it works.
These sentient triffids are native to an island chain that spans 300 mi. and has four habitats. Wetland, lowland jungle, cloud forest, and midland forest.
Continued in the comments!
#plant #monster #dnd #dice #root

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painted on a Nintendo Switch
19 Jan, 2022, 8:09 pm
03:40

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Jikkermanccini

19 Jan, 2022, 9:28 pm

CONT:
In general, triffids are unintelligent monsters that feast upon whatever they can fit in their mouths. Normal triffids populate forests all over the globe, however the ones native to this island chain have special properties that give them greatly expanded mental capacity.
They are still pretty dumb, though.
OVERVIEW:
The average Awakened Triffid is 6-8ft tall, with the largest of the reaching nearly twelve ft. They grow slowly from seed and have a max lifespan of... Whenever they are killed. However, they hit maturity at fifty years of age. and grow too delicate to battle after three hundred. They come in an array of shapes and colors, mostly tied to their heritage but also to the elevation at which they grew up, with redder color indicating higher elevation.
STATS:
Still working out the kinks, but the base stats for most ATs are +1 DEX, +2 CON, and -2 CHA. Each variant has different base stats to work off of, but this is their general setup.
CONTINUED

Jikkermanccini

19 Jan, 2022, 10:03 pm

CONT
As you would expect, they are pretty tanky units with terrible people skills and decent accuracy. This suites them towards a lot of different classes, though they would probably do well as fighters and paladins. A Triffid bard would be a grave, grave mistake, however they could probably play a mean mandolin xD
The Triffids also have a built in weapon, the Harpoon Tendril, which works a bit like a close-range bow that can drag enemies slightly closer, and potentially instakill small enemies like demon rats and the like with a roll of 1 D10 + DEX, if higher than 8, then you eat the rat and regain 1 health.
The triffids also have a natively born Cantrip, that being limited mind control. If within touching range, a triffid player can manipulate the wills of people around them, which can be used to improve the morale of fellow guild members or to negotiate lower prices with shopkeepers. The effect only works if the Tendril is touching the person in question, and won't work in hostile situations. It has a smaller effect on larger creatures, and doesn't work on players/NPCs catagorized as 'large' (15ft+).
CONT

Jikkermanccini

19 Jan, 2022, 10:16 pm

CONT
Triffids have the ability to Root in place (one action), which prevents them from being affected by wind or flooding, but it greatly decreases their range in battle while rooted. A Rooting lasts for a minimum of 2 turns, after which the triffid can move freely again. A successful Rooting requires a D6 + CON.

In addition to these abilities, a triffid has the level up quirk of gaining wisdom +1 every few levels. This stat can be relocated to another spot, but it's best to leave it here. ANd after every ten levels, the Triffid has the chance to flower and produce fruit, which can be eaten by teammates to enchant them with minor buffs, both permenant and temporary. This can be a blessing or a curse, as rarely a nasty curse can take the place of a buff. This is purely tied to the luck of the consumer. A triffid cannot eat it's own fruit, that would be cannibalism. The seeds are highly toxic and are to be planted where they stand, to germinate in three or four years as new triffids.
CONT

Jikkermanccini

19 Jan, 2022, 10:29 pm

CONT
Now we get to the biggest drawback of playing a triffid, that being their need for sunlight. Obviously, they are plants. So they need some measure of light to thrive, be that torchlight or light from a glowing crystal. In sunlight, they have full stats and access all abilities. after a day in the darkness, however, the player must roll increasingly more challenging rolls to maintain full health. After failing the first roll, DEX temporarily drops by 1. After the second fail, STR drops by 1. After three failed rolls, a random stat is dropped by one each time until the player escapes the cave and finds sunlight. Torchlight can remedy the affects of cave sickness for a while, staving off the need for light by one day. Light-emitting spells can also reduce the need for light, and give the triffid player 1 to 3 extra days out of sunlight, depending on the strength of the spell, before the drop rolls begin. After three days, the spells stop affecting the triffid.
CONT

Jikkermanccini

19 Jan, 2022, 11:01 pm

CONT
Triffids also, as one would expect, are highly susceptible to fire, with vulnerability differing by Variation. Generally, they have a hiher chance of catching fire than other races (Not sure what mechanic would be used for this).
VARIANTS:
Now that we know the basics of the triffid, I will now go over the possible variants that can be played.

First off is the Wetland Triffid (.1, .5 and .6 in the picture). This is the most common variant, and is what we've been discussing this whole time. They inhabit temperate wetlands around the northern islands of their chain, and are generally the tallest among them reaching heights of 8 -12 feet. They are slighty more resistant to fire than their counterparts. They are generally suited to being fighters or paladins, though they can eventually become decent monks.

The first Variant we will discuss is the Highland Triffid (.2 in the picture). These start out with a base of +1 INT, +1 CON, and +1 DEX (-2 CHA stays put.). This suits them towards being wizards, warlocks, druids, etc. as well as the potential to be an OK theif. They are generall smaller than the other Triffid types, with the smallest among their ranks being less than 4 feet tall. They generally max out at 6-7ft.

Variant 3 is the lowland triffid (.3 in the picture), whose base stats are +1 STR, +3 CON,-2 CHA and -1 INT. This suits them for barbarian and fighter classes, where their tankiness would be great. They average at 7-9 feet tall at maturity, and have great temperature resistance due to a thick coat of fuzz. They can also withstand the darkness for longer periods of time (+1 day), however they lose more when they fail a roll.

Variant 4 (.4 in the picture) is the Hill Triffid, whose base stats are +1 DEX, +1 CON, +1 WIS, -1 CHA, -1 STR. These could be suited for cleric and monk roles, and not much else (maybe a theif). They range from 5-7 feet tall at maturity, and tend to be very flameable do to their thin body walls. However, they are also resistant to fall damage due to their light weight.

All Triffids primarily speak Fey, however they can also learn Common speak and will learn whatever they need to know for survival. They tend to adapt to their environment, meaning a Triffid with drunken, bubbly idiots as teammates will copy their mannerisms to an extent.

Jikkermanccini

19 Jan, 2022, 11:02 pm

CONT
Aaaand that's about it. This is my first run of the rules and stats, so if any of you have feedback that would be fantastic! If any of you guys would like to playtest the race and give feedback on them, I would greatly appreciate it.
Alright, that's all for now. Have a great day and God bless!

Jikkermanccini

20 Jan, 2022, 12:04 am

EDIT!!!
The wisdom gain thing isn't supposed to be there, forgot to erase it lol The Harpoon tendril is limited to once per short rest, and the Root ability is limited to once per day.

Jikkermanccini

20 Jan, 2022, 12:12 am

EDIT TO THE EDIT:
By Harpoon Tendril I mean the mental trick thing, not the body part itself. That's just a default weapon, like a leona's claws.

The_Adjudicator

29 Jan, 2022, 9:31 am

(Your request is complete.)
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If you do reupload/share it here, or on another site, please be courteous and give credit where credit is due. Thank you for your request. I had a lot of fun coming up with this one. : )

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