TEXT: GRAZILAXX’S GUIDE 
  GRAZILAXX’S GUIDE TO
  TO 
  PLANT ANCESTRIES
  PLANT ANCESTRIES
  
  2
  GRAZILAXX’S GUIDE TO PLANT ANCESTRIES
  Credits
  Credits
  Produced By: Realmwarp Media
  Inspired By: Grazilaxx’s Guide to Ancestry
  Contributing Designers: Clan Crafter Hralding, Colin 
  Caelin, Garth Herbert, RP Davis, Steven Wallace
  Editing: Ryan Langr
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  Contents
  Contents
  introduCtion 
  3
  The Grazilaxx SySTem ........................................................... 3
  Removing Ability Score Increases .................................... 3
  Inheritances ......................................................................... 3
  DryaD ....................................................................................... 3
  Lore ...................................................................................... 3
  Ghillie Dhu ............................................................................. 4
  Lore ...................................................................................... 4
  hamaDryaD .............................................................................. 5
  Lore ...................................................................................... 5
  hamaDryaD (alTernaTive) .................................................... 6
  Lore ...................................................................................... 6
  Leaf-Born ............................................................................ 6
  Ash-born ............................................................................. 6
  KoDama .................................................................................... 6
  Lore ...................................................................................... 6
  myconiD................................................................................... 7
  Lore ...................................................................................... 7
  Tani .......................................................................................... 8
  Lore ...................................................................................... 8
  voloDni ................................................................................... 9
  Lore ...................................................................................... 9
  WilDen .................................................................................. 10
  Lore .................................................................................... 10
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  GRAZILAXX’S GUIDE TO PLANT ANCESTRIES
  introduCtion
  introduCtion
  This book is an expansion of the rules found in 
  Grazilaxx’s Guide to Ancestry. For a brief explanation on 
  how to use that system, read the next section.
  The ancestries presented in this volume are an attempt 
  to convert more races to the “Grazilaxx System” as well 
  as highlight and support the amazing talent found on 
  the DMs Guild. The theme of this volume is “plantfolk”, 
  though the way in which each race resembles or derives 
  from the plants differs, sometimes drastically. 
  We have taken great care to preserve the flavor and 
  balance of these races as much as possible while still 
  adhering to our system of balanced inheritances as 
  much. We hope that through this effort, an abundance 
  of races will become playable through this new and 
  amazing system.
  the Grazilaxx system
  This system was built to make races more varied and 
  modular. It has a large amount of customization at the 
  expense of a redistribution of power.
  removinG ability sCore inCreases
  Ability Score Increases from race have been removed, 
  both for reasons of balance and because intrinsic 
  ability score increases pose a problematic narrative. 
  See “Dealing with Ability Scores” for some alternate 
  methods. Removing Ability Score Increases opens up 
  the possibilities of viable race-class combinations.
  inheritanCes
  The core of this system revolves around a feature called 
  “inheritances.” Inheritances are similar to fifth edition’s 
  racial features and are separated into two categories.
  Major Inheritances. Major inheritances are common, 
  widely applicable traits an ancestry has regardless of 
  region or species. They are traits that were formerly 
  part of the race as a whole (rather than subraces). They 
  are typically on the more powerful side.
  Minor Inheritances. Minor inheritances are traits a 
  creature has by being a member of a certain species or 
  growing up in a certain region. They are traits formerly 
  part of subraces and are typically less powerful.
  Inheritance Points. For the most part, each ancestry 
  has six inheritance points they can spend. Major 
  inheritances are worth two points each, minor 
  inheritances are one point each. Some ancestry, like 
  humans, have restrictions about how these inheritances 
  can be distributed.
  dryad
  The dryad were originally featured in Steven Wallace’s 
  Children of the Fey.
  lore
  “In order for a dryad to feel comfortable leaving their 
  grove, for any reason, they would need to have guarantees 
  that their tree, and their groves, would be protected from 
  harm. While this may seem like an impassable barrier to 
  creating a dryad adventurer, it is not. With some creativity 
  and ingenuity you can get past this barrier and create an 
  interesting and developed character.”
  Dryad
  Age
  As long as their tree.
  Size
  Medium
  Speed
  30 ft.
  Languages
  Common, Sylvan
  As dryad, you may choose two major inheritances and 
  two minor inheritances, or one major inheritance and 
  four minor inheritances. You must take Tree Spirit, but 
  it does not count against the number of inheritances 
  you can take.
  major inheritanCes
  Arboreal Magic. You learn the druidcraft cantrip. When 
  you reach 3rd level, you can cast the animal friendship 
  spell once per day. When you reach 5th level, you can 
  also cast the barkskin spell once per day. Wisdom is 
  your spellcasting modifier for these spells.
  Tree Spirit. Your tree is linked to both the Material 
  Plane and the Feywild through your trees. Your 
  creature type is both Fey and Plant.
  Charming Presence. Whenever you cast a spell that 
  imposes the Charmed condition against a creature, you 
  can use your reaction to impose disadvantage on that 
  creature’s saving throw. Once you use this feature you 
  cannot use it again until you complete a long rest.
  Additionally, at 3rd level, instead of learning animal 
  friendship from your Arboreal Magic trait, you may 
  learn the spell harm person. All stipulations from 
  Arboreal Magic still apply.
  minor inheritanCes
  Language of the Forest. You can communicate with 
  beasts and plants as if you shared a language with them.
  Tree Sense. When you are touching your tree, you 
  know everything that is happening to it, from root to 
  canopy. You know if there are any diseases or other 
  dangers facing it.
  
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  GRAZILAXX’S GUIDE TO PLANT ANCESTRIES
  Additionally, as an action, you can tell the health and 
  well-being of your home tree as if you were touching 
  it. You can also sense if it is currently being threatened 
  and by what.
  Tree Striding. As an action, choose a tree that is within 
  5 feet of you then choose a second tree that is 60 feet 
  away from the first tree. Both trees need to be at least 
  as large as you. You step into the tree that is within 5 
  feet and appear within 5 feet of the second tree. Once 
  you use this feature, you cannot use it again until you 
  complete a long rest.
  Forest Dweller. You are proficient in either the Nature 
  skill or the Survival skill.
  Allure of the Forest. You are proficient in either the 
  Performance skill or the Persuasion skill.
  Music of the Forest. You are proficient with one musical 
  instrument of your choice.
  Ghillie dhu
  The ghillie dhu were originally featured in Steven 
  Wallace’s Children of the Fey.
  lore
  “The ghillie dhu are a genderless race. They are brought to 
  life through the imagination of children in highland areas. 
  When a child is alone and sad in the highlands, a single 
  birch tree sapling will grow into a ghillie dhu.
  The ghillie dhu will present itself as whatever gender the 
  child that it was born to keep company wants it to be. It will 
  keep this gendered form for its entire life, not having the 
  ability to change it even if it wants to.”
  Ghillie Dhu
  Age
  Mature: 18, Max: 200
  Size
  Small
  Speed
  25 ft.
  Languages
  Common +1
  As ghillie dhu, you may choose two major inheritances 
  and two minor inheritances, or one major inheritance 
  and four minor inheritances. You must take Material 
  Plane Fey, but it does not count against the number of 
  inheritances you can take.
  major inheritanCes
  Fey Magic Resistance. You have advantage on saving 
  throws against spells that would impose a condition 
  upon you, and magic cannot put you to sleep.
  Material Plane Fey. Despite originating in the Material 
  Plane, you are still a fey. Your creature type is Fey, 
  rather than Humanoid.
  Youthful Exuberance. Even though you only look like 
  a child, you have the energy , love of life, and love of 
  new experiences that a child does. Due to this, you have 
  advantage on any saving throw against fear, and if the 
  source of the saving throw is a spell, you automatically 
  succeed the saving throw.
  minor inheritanCes
  Friend to Children. You have advantage on all Charisma 
  (Persuasion) checks when speaking to children. 
  You have advantage on any skill checks made while 
  attempting to befriend a child.
  Natural Camouflage. Due to the look and feel of your 
  skin, it is quite easy for you to blend in with trees and 
  foliage. You can attempt to hide when only lightly 
  obscured by live plant life.
  Disarming Demeanor. You are proficient in the 
  Persuasion skill.
  Easily Hidden. You are proficient in the Stealth skill.
  Music of the Children. You are proficient with one 
  musical instrument of your choice.
  
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  GRAZILAXX’S GUIDE TO PLANT ANCESTRIES
  hamadryad
  The hamadryad were originally featured in Clan 
  Crafter Hralding’s Races of the Planes Vol. 1.
  lore
  “Hamadryads are the incarnate spirits of living oak 
  trees. Part flesh, part wood, and part fey spirit, they are 
  the granddaughters of the seasons and the wind, and the 
  supreme manifestations of nature’s wild beauty. Hamadryads 
  stand at an intermediate state between playful nymph and 
  fierce dryad. Bound to a living tree, a hamadryad ardently 
  protects the forests of which she is a part.”
  Hamadryad
  Age
  As long as their tree.
  Size
  Medium
  Speed
  30 ft.
  Languages
  Common, Sylvan
  As hamadryad, you may choose two major inheritances 
  and two minor inheritances, or one major inheritance 
  and four minor inheritances. 
  major inheritanCes
  Oaken Rest. Hamadryads don’t need to sleep. Instead, 
  they meditate deeply, remaining semiconscious for four 
  hours a day. While meditating, you are fully aware of 
  your surroundings and notice approaching enemies and 
  other events as normal. To meditate in this way, you 
  must be in bright light or touching at least six gallons 
  of clean water. After resting in this way, you gain the 
  same benefit that a human does from 8 hours of sleep.
  Twin Aspects. You know the druidcraft cantrip. The 
  other spells you can cast depend upon your form. 
  Wisdom is your spellcasting ability for these spells.
  You have two forms you can shift between—nymph 
  and dryad. You can shift forms while meditating with 
  Oaken Rest, or during a long rest, if you did not take 
  that inheritance.
  Nymph: Once you reach 3rd level, you can cast the 
  charm person spell once per long rest. Once you reach 
  5th level, you can also cast the calm emotions spell 
  once per long rest.
  Dryad: Once you reach 3rd level, you can cast the 
  entangle spell once per long rest. Once you reach the 
  5th level, you can also cast the barkskin spell targeting 
  yourself at will.
  minor inheritanCes
  Forest Walk. You can move across difficult terrain made 
  of part of a tree, underbrush, or some other forest 
  growth without expending extra movement.
  Speak for the Trees. You can glean the basic thoughts 
  and emotions of plants without casting speak with 
  plants, but cannot actually communicate with them.
  One With Nature. You are proficient in either the 
  Nature skill or the Survival skill.
  Ancient Insight. You are proficient in the Insight skill.
  Music of the Forest. You are proficient with one musical 
  instrument of your choice.
  
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  GRAZILAXX’S GUIDE TO PLANT ANCESTRIES
  hamadryad (alternative)
  The hamadryad were originally featured in Myrddin’s 
  Guide to Faerie.
  lore
  “Hamadryads are a subset of dryads who leave their trees, 
  making their way into the wider world. Not easily mistaken 
  for humans or elves, each dryad bears traits in common with 
  her tree. Some have skin the color and texture of oak or pine, 
  while others have hair made of autumn leaves or evergreen 
  needles. Each hamadryad’s tree is ancient, part of old growth 
  forests that dot the Feywild and Prime Material.”
  Hamadryad (Alternative)
  Age
  Up to 30 years after the death of her tree.
  Size
  Medium
  Speed
  30 ft.
  Languages
  Elvish and Sylvan
  As a hamadryad, you may choose two major 
  inheritances and two minor inheritances, or one major 
  inheritance and four minor inheritances. Your minor 
  inheritances must come from the same birthing. 
  major inheritanCes
  Darkvision. 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 gray.
  Treetop Shade. Your tree-like appearance allows you to 
  hide easily within natural terrain. You can attempt to 
  hide even when you are only lightly obscured by foliage 
  such as trees, bushes, and other plant matter.
  leaf-born
  For years you watched as mortals cavorted beneath the 
  leaves of your tree, swinging your branches, eating your 
  fruit, or sleeping in the shade of your leaves. Eventually, 
  the call of the wild grew too great, and for reasons known 
  only to you, you left your tree with a world of possibilities at 
  your fingertips.
  minor inheritanCes
  Faerie Blood. You have advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Heart of the Trees. You know the druidcraft cantrip. 
  Once you reach 3rd level, you can cast pass without trace 
  once per day. Charisma is your spellcasting ability for 
  these spells.
  Allure of Nature. You are proficient in the 
  Persuasion skill.
  One with Nature. You are proficient in either the Nature 
  skill or the Survival skill.
  Music of the Forest. You are proficient with one 
  instrument of your choice.
  ash-born
  Your tree was destroyed, either by fire, uncaring mortals 
  looking for lumber, or some other tragedy. Whether you 
  seek revenge for your tree or companionship to replace your 
  lost connection, you find yourself homeless and alone in a 
  world that all too often sees your siblings and friends as 
  resources to be felled.
  minor inheritanCes
  Faerie Blood. You have advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Wrath of the Forest. You know the shillelagh cantrip. 
  Once you reach 3rd level, you can cast barkskin once 
  per day. Charisma is your spellcasting ability for 
  these spells.
  Fury of Nature. You are proficient in the 
  Intimidation skill.
  One with Nature. You are proficient in either the Nature 
  skill or the Survival skill.
  Music of the Forest. You are proficient with one 
  instrument of your choice.
  Kodama
  The kodama were originally featured in Steven 
  Wallace’s Children of the Fey.
  lore
  “Kodamas fixate on new experiences. They are trees that 
  have been given full sapience thanks to fey spirits. Trees 
  granted sapience all seem to have very similar sets of 
  motivations, in that they crave the experiences they were not 
  able to as trees.
  Kodamas are curious to a fault. They discover something 
  new, a concept, an idea, an object, and will not stop until 
  they have experienced it. There is no limit to what a kodama 
  will fixate on. As long as the fixation is something that a 
  mundane tree could not experience, the kodama has a chance 
  to become obsessed.”
  Kodama
  Age
  As long as their tree.
  Size
  Medium
  Speed
  30 ft.
  Languages
  Common, Sylvan
  
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  GRAZILAXX’S GUIDE TO PLANT ANCESTRIES
  As kodama, you may choose two major inheritances 
  and two minor inheritances, or one major inheritance 
  and four minor inheritances. You must take Tree 
  Spirit, but it does not count against the number of 
  inheritances you can take.
  major inheritanCes
  Arboreal Magic. You learn the druidcraft cantrip. When 
  you reach level 3, you can cast the animal friendship 
  spell once per day. When you reach level 5, you can 
  also cast the barkskin spell once per day. Wisdom is 
  your spellcasting modifier for these spells.
  Natural Armor. The bark on your skin is thick and 
  protective. When you are not wearing armor, your AC 
  = 13 + your Dexterity modifier.
  Tree Spirit. Your tree is linked to both the Material 
  Plane and the Feywild through your trees. Your 
  creature type is both Fey and Plant.
  minor inheritanCes
  Kodama’s Curse. Whenever a creature deals enough 
  damage to knock you unconscious, before the 
  damage sets your current hit points to zero, you 
  may use your reaction to cast bestow curse on that 
  creature without using a spell slot. You do not need to 
  maintain concentration for this curse and the creature 
  automatically fails its Wisdom saving throw to resist 
  the curse. The curse ends one minute after you are 
  stabilized. If the kodama dies, the curse becomes 
  permanent and can only be removed with a greater 
  restoration or wish spell. Once you use this feature, 
  you cannot use it again until you complete a short 
  or long rest.
  Tree Shape. As long as you are among other trees, and 
  not wearing armor, you can blend in with them. As an 
  action, you can cast the spell pass without trace with only 
  you as the target. The spell ends when you move. Once 
  you use this feature, you cannot use it again until you 
  complete a short or long rest.
  One with Nature. You are proficient in either the Nature 
  skill or the Survival skill.
  Strong Roots. You are proficient in the Athletics skill.
  Music of the Forest. You are proficient with one 
  instrument of your choice.
  myConid
  The myconid were originally featured in Clan Crafter 
  Hralding’s Races of the Planes Vol. 1.
  lore
  “These intelligent, mobile mushrooms are among the more 
  unusual creatures that live deep below ground. Myconids 
  (occasionally called fungus ones) are gentle, quiet, shy, and 
  thoughtful. They always view outsiders with distrust because 
  they assume that all strangers are destructive and violent. To 
  ensure they can live in peace, they usually make their homes 
  far from the more commonly traveled subterranean paths. If 
  approached peacefully, myconids gladly provide shelter or 
  allow safe passage through their colonies.”
  
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  GRAZILAXX’S GUIDE TO PLANT ANCESTRIES
  Myconid
  Age
  700 years
  Size
  Medium
  Speed
  25 ft
  Languages
  Common, Undercommon
  As myconid, you may choose two major inheritances 
  and two minor inheritances, or one major inheritance 
  and four minor inheritances. 
  major inheritanCes
  Darkvision. You have darkvision out to a 
  range of 60 feet.
  Hallucinating Spores. As an action, you can eject spores 
  at one creature you can see within 15 feet of you. The 
  target must succeed on a Constitution saving throw or 
  be poisoned for 1 minute. While poisoned in this way, 
  the creature hallucinates as though a major image spell 
  was visible to them. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. The DC for the save is equal to 8 
  + your proficiency bonus + your Constitution modifier. 
  Once you use this trait, you can’t use it again until you 
  finish a long rest.
  minor inheritanCes
  Pacifying Spores. As an action, you can eject spores 
  at one creature you can see within 5 feet of you. The 
  target must succeed on a Constitution saving throw or 
  be stunned until the end of your next turn. The DC for 
  this save is equal to 8 + your proficiency bonus + your 
  Constitution modifier. Once you use this trait, you 
  can’t use it again until you finish a long rest.
  Rapport Spores. As an action, you may shoot out 
  a cloud of spores. All creatures within 30 feet of 
  you with an Intelligence of 2 or higher that aren’t 
  undead, constructs, or elementals can communicate 
  telepathically with you and with one another, as long 
  as the creatures share a language and are within 30 feet 
  of each other. The spores’ effect lasts on a creature until 
  the creature finishes a long rest.
  Expert Hider. You are proficient in the Stealth skill.
  One With Nature. You are proficient in either the 
  Nature skill or the Survival skill.
  Concentrated Spores. You are proficient with either the 
  herbalism kit or the poisoner’s kit.
  tani
  The tani were originally featured in Steven Wallace’s 
  Children of the Fey.
  lore
  “Tani are born of the flowering buds of fruit trees that are 
  touched by fey magic. They grow alongside the tree’s fruit, 
  being indistinguishable from it until the fruit ripens. Once 
  the fruit ripens, the tani will quickly grow to their full size 
  and then fall off the branch, landing softly on a puff of air 
  that keeps them aloft. This process of growth happens over a 
  period of two to five days.”
  Tani
  Age
  As long as their tree.
  Size
  Medium
  Speed
  30 ft. fly (hover only)
  Languages
  Common, Sylvan
  As tani, you may choose two major inheritances and 
  two minor inheritances, or one major inheritance and 
  four minor inheritances. You must take Tree Spirit 
  and Hovering Flight, but they don’t count against the 
  number of inheritances you can take.
  major inheritanCes
  Arboreal Magic. You learn the druidcraft cantrip. When 
  you reach level 3, you can cast the animal friendship 
  spell once per day. When you reach level 5, you can 
  also cast the barkskin spell once per day. Wisdom is 
  your spellcasting modifier for these spells.
  Hovering Flight. You do not have legs nor feet, and you 
  get around through hovering between one and three 
  inches off the ground. Even with your flight speed, you 
  cannot move higher than a few inches off the ground, 
  though it allows you to ignore all nonmagical difficult 
  terrain and grants you advantage on saving throws that 
  would knock you prone.
  Tree Spirit. Your tree is linked to both the Material 
  Plane and the Feywild through your trees. Your 
  creature type is both Fey and Plant.
  minor inheritanCes
  Forbidden Fruit (requires Forbidden Fruit). Only 
  those that you offer your fruit to can eat it safely. 
  Any creature that eats any fruit that grows from you 
  without your consent takes 3d6 poison damage and 
  must succeed on a DC 15 Constitution saving throw or 
  become poisoned until they finish a long rest.
  Goodfruit. Your flowering dress, which grows where 
  other creatures would have legs, grows fruit on a 
  constant basis. You learn the goodberry spell, which 
  you can cast once per day without using a spell slot or 
  
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  GRAZILAXX’S GUIDE TO PLANT ANCESTRIES
  components. Unlike the normal goodberry spell, you 
  don’t produce a berry, but whatever fruit your maternal 
  tree would have produced, such as a goodcherry or 
  goodbanana. Wisdom is your spellcasting modifier for 
  this spell. 
  Fruitful Beauty. You are proficient in the 
  Persuasion skill.
  One with Nature. You are proficient in either the Nature 
  skill or the Survival skill.
  Scrumptious Delights. You are proficient with 
  cook’s utensils.
  volodni
  The volodni were originally featured in R. P. Davis’s 
  product Volodni—Treefolk.
  lore
  “Treefolk are patient and have long memories, and defend 
  their forest homes with iron resolve. They tend to ponder 
  deeply before they speak or act. Treefolk can appear cold 
  and dispassionate to warm-blooded, shorter-lived races such 
  as humans, but they get along well with wood elves and 
  sylvan creatures.”
  Volodni
  Age
  Mature: 20, Max: 350
  Size
  Medium
  Speed
  30 ft. 
  Languages
  Common, Sylvan
  As volodni, you may choose two major inheritances 
  and two minor inheritances, or one major inheritance 
  and four minor inheritances. You must take Plant 
  Traits and Cold Iron Anathema, but they don’t count 
  against the number of inheritances you can take.
  major inheritanCes
  Cold Iron Anathema. Due to your fey ancestry, you 
  have disadvantage on attack rolls made with metal 
  weapons, and you can’t regain hit points while you 
  wear metal armor.
  Darkvision. 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 cannot discern color in darkness, 
  only shades of grey.
  Plant Traits. You have resistance to poison and piercing 
  damage, as well as advantage on saving throws 
  against sleep and charm effects. In addition, you have 
  disadvantage on saving throws to resist damage from 
  magical fire, and you count as a plant creature for blight 
  spells and similar effects.
  Root and Branch. You don’t need to sleep. Instead, 
  if your bare feet touch soil, you can stand still and 
  meditate in sunlight for 4 hours. After resting this way, 
  you gain the same benefit that a human does from 8 
  hours of sleep. In addition, while you rest and meditate, 
  you can mentally communicate with trees and other 
  treefolk as if you cast the speak with plants spell.
  minor inheritanCes
  Forest Hunter. If you’re traveling alone, you can move 
  stealthily through forest terrain at normal pace. In 
  addition, you can attempt to hide in forest terrain even 
  when only lightly obscured by foliage, falling rain or 
  snow, and mist.
  Nature’s Avenger. You know one cantrip of your choice 
  from the druid spell list. Wisdom is your spellcasting 
  ability for it.
  One With Nature. You are proficient in the Nature skill 
  or the Survival skill.
  Ancient Insight. You are proficient in the Insight skill.
  Nature’s Artisan. You are proficient in one set of 
  artisan’s tools of your choice.
  
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  GRAZILAXX’S GUIDE TO PLANT ANCESTRIES
  Wilden
  The wilden were originally featured in Clan Crafter 
  Hralding’s Races of the Planes Vol. 1.
  lore
  “Individuality has no place in a wilden’s life. Wilden 
  display differences in personality and appearance, but all 
  wilden regard themselves as parts of a greater whole. When 
  speaking of themselves, wilden use the plural, saying ‘we’ 
  instead of ‘I.’ Wilden have no kingdoms of cities, but they 
  regard all of nature as their home.”
  Wilden
  Age
  At least 100 years
  Size
  Medium
  Speed
  30 ft.
  Languages
  Common, Sylvan
  As wilden, you may choose two major inheritances and 
  two minor inheritances, or one major inheritance and 
  four minor inheritances. 
  major inheritanCes
  Fey Ancestry. You have advantage on saving throws 
  against being charmed and magic can’t put you to sleep.
  Nature’s Aspect. Whenever you complete a long rest, 
  choose one of the following aspects of nature to 
  manifest. You may use an aspect’s power once, and 
  cannot use it again until you finish a short or long rest.
  Aspect of the Ancients: When you hit a creature with 
  a melee weapon attack, you may use your reaction 
  to vanish and teleport up to 15 feet, marking the 
  creature. You gain advantage on attack rolls you 
  make against the marked creature before the end of 
  your next turn.
  Aspect of the Destroyer: When an enemy attacks you 
  or an ally adjacent to you, you may use your reaction 
  to move up to your movement speed and make 
  a melee attack against that enemy. If your attack 
  hits, the target is also incapacitated until the end of 
  their next turn.
  Aspect of the Hunter: When an enemy within 10 feet 
  of you moves more than 10 feet away from you on 
  its turn, you may use your reaction to immediately 
  move up to 15 feet and mark that enemy. The next 
  attack you make against the marked enemy deals an 
  additional damage equal to half your level, and the 
  enemy does not benefit from cover or concealment if 
  you attack it at range.
  minor inheritanCes
  Hardy Form. Once per short or long rest, when you 
  make a saving throw you may harden yourself to an 
  effect. You have advantage on the saving throw, and 
  if a successful saving throw would reduce damage, it 
  instead negates the damage.
  One With Nature. You are proficient in the Nature skill 
  or the Survival skill.
  Strength of Trees. You are proficient in the 
  Athletics skill.
  Music of the Forest. You are proficient with one musical 
  instrument of your choice.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Grazilaxxs Guide to Plant Ancestries [5E].pdf