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Cradlekin

ability score increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1. This increase usually reflects the animal with which you share a bond.
age: Cradlekin grow by placing their spores inside a living plant. In the right conditions, the plant can grow a new mycelian in under a month. Mycelians emerge as children and mature at roughly the same rate as humans. A healthy mycelian can live for several centuries.
Size: Medium
speed: 30ft
Languages: You are fluent in Common and one other language of your choice
race features:
Symbiotic Assimilation. During your childhood, you formed a bond with one willing animal. Choose an existing Beast stat block with a challenge rating of 1 or lower. The animal retains that stat block and gains the Symbiotic Companion rules below. If its species has no suitable stat block, use the stat block of a similar Beast and change its appearance. The same animal remains bonded to you as you both grow.   Choose one of the following adaptations. The animal to which you are bonded must have a body or natural ability that supports the adaptation, at the GM's discretion. You gain a second adaptation when you reach 9th level.  
  • Amphibious Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.
  • Climbing Adaptation. You have a climbing speed equal to your walking speed.
  • Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You cannot discern colour in darkness, only shades of grey.
  • Keen Sense. You gain proficiency in Perception. Choose hearing, sight, or smell. You have advantage on Wisdom (Perception) checks that rely on the chosen sense.
  • Natural Armor. When you are not wearing armor, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • Natural Weapon. You have a natural weapon, such as horns, claws, teeth, or thorns, which you can use to make unarmed strikes. Choose whether it deals bludgeoning, piercing, or slashing damage when you gain this adaptation. When you hit with it, the strike deals damage equal to 1d6 + your Strength modifier instead of the normal damage of an unarmed strike.
  • Poison Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Swift. Your walking speed increases by 5 feet.
  • Sure-Footed. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
  • Winged Adaptation. Starting at 5th level, you have a flying speed equal to your walking speed. You cannot use this flying speed while wearing medium or heavy armor.
  Spore Spray. As a reaction when a creature within 10 feet of you or your symbiotic companion hits either of you with a melee attack, you can attempt to poison the attacker with a burst of spores released from the struck partner. You and your companion must be within 60 feet of each other. The attacker must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take 1d8 poison damage and become poisoned until the end of its next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This damage increases to 2d8 at 5th level.   Insporeation. You and your symbiotic companion share a mycelial connection. Within 10 miles, each of you knows the direction of the other and whether the other is calm, afraid, injured, unconscious, or dying. Within 300 feet, either of you can send the other one emotion, simple image, sound, smell, or desired direction. This communication cannot carry words or force either creature to act.   When your companion dies, its remains can be placed against a living plant that is at least the same size as the companion. The remains join with the plant and regrow your companion in 2d4 days.   If the remains are destroyed or cannot be recovered, you can place some of your spores inside a suitable plant. The plant grows a replacement body for your companion from scratch in 2d8 days.   In either case, your restored companion retains its memories and personality, gains the benefits of a long rest, and returns with all its hit points. The plant remains alive but cannot be used for this trait again.  

Symbiotic Companion

Your companion begins with the complete statistics and actions of the Beast selected for Symbiotic Assimilation. Apply the following changes to that stat block.   Creature Type. The companion remains a Beast. It is also considered a plant for any prerequisite or effect that requires it to be a plant.   Alignment. The companion has its own alignment and nature.   Level. The companion's level equals your character level. It gains no class or sidekick levels.   Challenge Rating. The companion's challenge rating equals half your character level, rounded down, plus 1. At 1st level, its challenge rating is 1. It increases by 1 whenever you reach an even-numbered level, reaching challenge rating 11 at 20th level. The Beast stat block chosen for Symbiotic Assimilation is the starting point for this progression. The rules below advance that stat block as the companion's challenge rating increases.   Proficiency Bonus. Your companion uses your proficiency bonus instead of its own when calculating its attack rolls, proficient skill bonuses, and save DCs. If your companion has Expertise in a skill, use twice your proficiency bonus for that skill. Your companion is proficient in all saving throws and uses your proficiency bonus for them.   Hit Points. At 1st level, the companion has the hit point maximum printed in its original stat block. Each time your character gains another level, its hit point maximum increases by 6 + its Constitution modifier, with a minimum increase of 6 hit points. Recalculate its hit point maximum if its Constitution modifier later changes.   Armor Class. Increase the Armor Class in the companion's original stat block by your proficiency bonus minus 2.   Ability Score Improvement. When you reach 4th, 8th, 12th, 16th, and 19th level, increase one of the companion's ability scores by 2, or increase two scores by 1. Its ability scores cannot exceed 20 through this trait.   Languages. The companion understands the languages you speak. This does not give it the ability to speak.   Independent Mind. Your companion has its own personality and instincts. It is friendly to you and follows your requests to the best of its ability.   Shared Pain. The first time in a round that your companion takes damage, you take psychic damage equal to half the damage it took, rounded down. This damage cannot be reduced.   Shared Turn. Your companion takes its turn immediately after yours. While it is within 300 feet of you, you can give it a simple direction through your mycelial connection on your turn. This does not require an action. It continues following the direction until it completes the task or you give it a new one. Beyond 300 feet, it follows your last direction as well as it can.   Growing Strikes. Starting at 5th level, the companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Once on each of its turns when it deals damage with an attack from its original stat block, it deals an extra 1d8 damage of the attack's type. This extra damage increases to 2d8 at 11th level and 3d8 at 17th level.   Growing Resilience. Starting at 7th level, when your companion makes a Dexterity saving throw against an effect that deals half damage on a successful save, it takes no damage on a success and half damage on a failure. Starting at 15th level, once per long rest, your companion can choose to succeed on one saving throw that it failed.   Titan Growth. Your companion can become a Titan. The conditions and timing of this transformation are determined by the GM and the events of the campaign. When the transformation occurs, the companion becomes Huge and replaces its Beast statistics with an appropriate Titan stat block. It retains its memories, personality, and bond with you. The bond cannot compel the Titan to obey a request against its nature, attachments, or survival.
Description:
Cradlekin are plant-born people grown from spores placed inside living trees, flowers, vines, and other plants. While young, a Cradlekin forms a lifelong bond with an animal. The two grow together, sharing instincts and a connection that deepens throughout their lives.

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