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Herbine

The quaint Herbine are fey, living in the rolling hills, and like other small races, hide from larger races with expertise. Many would hardly notice passing an Herbine village, thinking it little more than hills with beautiful flowers. Halflings usually stumble on them by sheer accident, believing their hills to be suitable homes for themselves, not realizing they already lie occupied. Given that, Halflings and Herbine get along quite well, although the sheer energy of the Herbine can eventually seem pretty overwhelming to Halfling's scheduled lifestyle.

Herbine appear with the graceful beauty of elves, save for green or yellow-green skin tones. They stand at the height of most halflings, around 3 feet tall, but look quite slender by comparison. Their hair can range in a variety of colors, usually blues, reds, or yellows, like flowers. But their most distinguishing feature is the vine like plants that grow from their heads. Most herbine braid their hair with them, giving herbine an appearance of being humanoid plants.

 

Herbine are gifted magic wielders, true to their fey heritage. Their use their magic to spring wild flowers and lush greens to their hillside homes. For some, this is joy enough, but often their childlike energy and curiosity leads them to explore more. Many become sorcerers and druids, seeking to learn more about magic. Others become rogues and rangers, seeking to learn more about their physical limits. Given the opportunity, herbine charge headlong into anything if it may have interesting results

Herbine Names

Herbine full names sound much like elven family names. Their first name is given to them on their first birthday by their parents or caretakers, and is usually a plant part. Many names are used unisexually. Their family names are whimsical sounding elements that effect plants, nature, or growth. Short names are preferred. They're easier to yell.

 

Unisex First Names: Bud, Canopy, Kindle, Knot, Leaf, Needle, Pine, Pollen, Sap, Thorn, Tinder, Timber, Twig, Vine

Male First Names: Bark, Branch, Oak, Root, Stem, Stump, Trunk, Wilt

Female First Names: Blossom, Crown, Flora, Ivy, Petal, Ring

Family Names: Bloom, Frost, Moonglow, Northwind, Rainstorm, Southwind, Sprout, Sunbeam, Sunshower, Warmth, Watering, Windbreat

Herbine Traits

Ability Score Increase: Your Charisma Score increases by 2

Age: An Herbine reaches adulthood late at around 30 years old, is considered old after 150, and generally lives a couple decades over 200.

Alignment: Herbine lean toward chaotic good. They are generally brash and quick to make decisions. It's uncommon to find evil herbine, but they are still possible, and nowhere near as rare as a lawful herbine.

Size: Herbine are roughly 3 feet tall for males and females alike, and weigh in shy of 35 pounds. Your size is small.

Speed: Your base walking speed is 25

Fey: Magic cannot charm you or put you to sleep.

Plant Magic: You can cast the Prestidigitation Cantrip, so long as it involves plants, such as causing a flower to bloom. At 3rd level, you can cast Entangle 1/day. At 5th level, you can also cast Spike Growth 1/day. Finally, at 7th level, you can also cast Plant Growth 1/day.

Languages: You can speak, read, and write Common and Herbine. The Herbine language sounds like giggles and scoffs. Herbine prefer their language when talking to each other but revert to common when they know they won’t be understood otherwise. It's theorized that their Herbine accent is why they sound like children well into their hundreds.

Subrace: The most common subrace by far is the wildvine. So much so that their racial description mostly explains them. But like the elves have the drow, the herbine have the bulbons. Choose one of these subraces.

Wildvine

Ability score increase: Your Dexterity increases by 1.

Nature Stealth: You have a knack for disappearing into greenery. You are proficient in Stealth Skill checks to hide in medium or larger plants

Fleet of Foot: Your walking speed increases to 30 feet.

Bulbons

Bulbon are cave dwelling herbine, sometimes seen as deep as the underdark. Instead of vines, they often have mushrooms growing on their head, popping through their messy hair. Their skin tones are earthier, including grey and light browns. Hair colors are more shades of grey, brown, and clay reds. Yet they share their cousin's good nature and curiosity.

 

Ability score increase: Your Constitution increases by 1.

Cavern Stealth: You have a gift for blending into natural cavern walls. You are proficient in Stealth Skill checks to hide in natural caves.

Darkvision: Accustomed to life in caverns, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

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