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Mandragora Free 2014

The Mandragora are a unique player race in Dungeons & Dragons, originating from the Feywild and characterized by their fusion of human-like forms and plant life. They possess traits such as the ability to blend into vegetation, root themselves for stability, and have a connection to nature that influences their abilities and interactions. Two subraces, Alraune and Dryad, offer distinct abilities, enhancing their versatility and role in gameplay.

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0% found this document useful (0 votes)
853 views4 pages

Mandragora Free 2014

The Mandragora are a unique player race in Dungeons & Dragons, originating from the Feywild and characterized by their fusion of human-like forms and plant life. They possess traits such as the ability to blend into vegetation, root themselves for stability, and have a connection to nature that influences their abilities and interactions. Two subraces, Alraune and Dryad, offer distinct abilities, enhancing their versatility and role in gameplay.

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fishypaladin
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We take content rights seriously. If you suspect this is your content, claim it here.
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A 5E PLAYER RACE BY DM TUZ

“Created to please, destined to be free.”

The Mandragora are beings of verdant life, their forms an


intricate fusion of human-like shape and lush flora. Born
from the Feywild’s unpredictable nature, they trace their
origins to the gardens of Archfey, cultivated with either pur-
pose or whimsy. Though once treated as living decorations
and servants, Mandragora have long since found their inde-
pendence, venturing beyond the Feywild to take root in
mortal lands where they were able to flourish. However, the
way they were cultivated often led to struggles in defining
themselves beyond their original purpose, keeping them
tethered to imposed roles.
Each Mandragora bears the marks of their floral
heritage; their skin is akin to gentle petals or
rugged bark, and their hair can be a crown of blos-
soms, vines, or leaves that change with the seasons.
Their breath smells like a pristine breeze. Despite their
varied appearances, Mandragora have a universal connec-
tion to their environment, feeling drawn to steady natural
beauty and fleeting emotions alike. This heightened sensi-
tivity draws them to places teeming with either—from tran-
quil, verdant groves to the vibrant pulse of bustling cities;
both environments captivate them in different ways.
The enchanted gardens of the Archfey, birthplace of the
Mandragora, were as breathtaking as they were peculiar.
They were lush expanses of impossible beauty, inhabited by
the Mandragora. Yet in time, many of the plant folk spread
beyond their original seedbeds, whether by accident, curios-
ity, or necessity. The Archfey, prone to sudden shifts in in-
terest, sometimes abandoned entire gardens, leaving their
creations to grow wild or simply wander off. Other Man- Alraune
dragora, captivated by glimpses of the world beyond their Artwork by
flowerbeds, slipped away with little resistance or bravely Queen Chikkibug
fled from the enchanted barriers their possessive masters
had constructed. No matter the reason, this first step into
the unknown marked the first bud of their people’s indepen- BLOOM OF THE FEYWILD
dence—a new opportunity to grow in ways not dictated by Mandragora are creations of fey magic through and
their creator’s impulsive desires. through, shaped by the will of capricious Archfey. Some
Liberated from their original creation, Mandragora who were grown to embellish faerie courts, while others served
break free harbor an unquenchable thirst for growth after as caretakers of enchanted groves. This origin binds them to
years of stagnation. They seek experiences that shape their the Feywild’s essence, and even those who dwell in the ma-
identity, treating every hardship as soil for growth. Espe- terial plane carry an aura of otherworldliness. Flowers bend
cially early in their journey, Mandragora may react strongly; towards them, creatures instinctively sense and seek their
a fleeting delight might inspire as much joy as a profound presence, and the air around them may radiate whimsy or
moment of self-discovery. Each experience adds new rings gloom in accord with their mood.
to the tree of their soul, a reminder that every hardship fuels Yet, unlike most fey, the Mandragora often carry an un-
their ever-reaching growth. usual rigidity, a lingering remnant of the purposes imposed
upon them by their Archfey creators. This inherent compul-
sion can bind them to their previous roles, hindering their
ability to imagine a life different from their original purpose.
However, being fey, and given sufficient time, even the
most meticulously nurtured plant will break free from its
constraints, embracing the vast possibilities of who they
could evolve into beyond their origins.
MANDRAGORA TRAITS
Ability Score Increase. Increase one ability score by 2
and increase a different one by 1, or increase three different
ability scores by 1
Creature Type. You are a Fey.
Size. Mandragora may vary in size depending on their
species, typically ranging between 4-7 feet with Shrieker be-
ing on the lower end while Dryads are on the upper end.
Your Size is Medium.
Speed. Your base walking speed is 30 feet.
Language. You can speak, read and write Common and
Sylvan.
Foliage Blend. You have advantage on Dexterity (Stealth)
checks to hide among vegetation.
Root-In. As an action you can set your roots into suitable
ground, such as loose soil. When you do so, your movement
becomes 0, and you have advantage on saving throws
against effects that push and pull you. You can uproot your-
self with an action. If a creature that grapples you wants to
move you forcefully, it must first succeed a Strength Check
to uproot you first (no action required). The DC is equal to
8 + your Constitution modifier + your proficiency bonus. If
it fails the check, it can’t attempt again to move you until it’s
next turn.
When you are rooted, you can, instead of sleeping nor-
mally, enter a state of rest in which you remain semi-con-
scious for up to 4 hours. After resting this way, you gain the
same benefit as if you slept for 8 hours.
Sun’s Bounty. If you are exposed to sunlight for 1 or more
hours, you receive enough nourishment for one day.
Subraces. Choose one of the following subraces: Alraune
or Dryad.

ALRAUNE
Alraune Lure. You know the Friends cantrip.
Poison Touch. When you take the attack action, you can
replace one of your attacks with the delivery of a deadly poi-
son that forces a creature you touch or that touches you to
succeed a Constitution saving throw or take 1d8 poison
damage. The DC is equal to 8 + your Constitution or Dryad
Charisma modifier + your proficiency bonus. Artwork by
Toxic Charge. You can secrete a lethal toxin. Your toxin Queen Chikkibug
has an amount of charges equal to your proficiency modi-
fier. As part of the same action when you use your Poison DRYAD
Touch, you can expend charges of your toxin to increase the Speak with Beasts and Plants. You can communicate
damage your Poison Touch deals by 1d8 for each charge with beasts and plants, conveying simple ideas to them by
you expend and the creature still takes half of the total dam- speaking to them, but you can’t understand them.
age if it succeeds the saving throw. You regain all expended
Sylvan Magic. You know the Druidcraft cantrip. You also
charges at the end of a long rest.
learn the Entanglement and Goodberry spells. You can cast one
Silver Tongue. You are proficient in Deception and Per- of the two spells once and regain the ability to do so when
suasion. you finish a long rest. You choose Intelligence, Wisdom, or
Charisma as your spellcasting ability for these spells when
you choose this subrace.
Verdant Vitality. When you finish a Short Rest, you re-
gain an amount of hit points equal to 1d6 + your character
level.
Nature Friend. You are proficient in Handle Animals or
Nature.

PATREON |DMTUZ
Check out these other Species!
Aside from the Slime Folk I also have created 2 other
player races: the Lamia, ambi�ous snake folk who are
so o�en misunderstood, and the Holstaur, the gentle
giants who traverse the land to foster the meak.

Created by Dungeon Master Tuz


You can find more of my content here:
https://twitter.com/dm_tuz
https://dm-tuz.tumblr.com/

Check out https://www.patreon.com/DMTuz or https://ko-fi.com/dmtuzoh


if you want to support me and my work!

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