Sentient Flower

Ability Score Increase/Decrease: Increase your Wisdom by 2 and your Intelligence by 2.

Age: Thanks to the magic coursing through them, these plants are able to live significantly longer. As long as the have a sustainable source of nutrients, they can live for an indefinite period of time or until they choose to let themselves to assimilate with the earth from whence they came.

Alignment: Due to their nature of being apart of.... you know... nature, they tend to be fairly Neutral leaning and somewhat Lawful when it involves nature's existence.

Size: Since they are about the size of flowers, their Size is Tiny.

Speed: Being a Flower, your movement is not traditional when compared to most races. You can temporarily uproot yourself and have a walking speed of 15 feet and stay like that for up to an amount of minutes equal to your Constitution Modifier(Minimum of 1 minute), though your most efficient form of movement will be burrowing through the ground with a burrowing speed of 45 feet.

In Tune with Nature: Being a Flower and your obvious relation to nature and the Earth, you have a Tremorsense of 50 feet. You also have expertise in Nature and advantage on any skill checks pertaining to Plants or Nature.

The Earth is My Protector: While Burrowed, you are treated as if you have Full Cover and can not be directly attacked.

Leafy Limbs: While you are sentient and can use your flower body like a traditional biped to an extent, your arms are not strong enough to carry most weapons and your maximum carrying capacity is 1/2 of what you would have otherwise. You also have disadvantage on attack rolls when using a weapon not made for your size.

Plantological Handicap: Your Strength can be no higher than 11 and you have disadvantage on all Strength Checks and Saving Throws.

Magical Flower Defenses: Depending on the flower you are will depend on what magical resistances you'll have: Iris(Magical and Non-Magical Fire), Rose(Poison and Piercing), Daisy(Radiant and Bludgeoning), Tulip(Magical Damage), and Sarcodes(Cold and Thunder).

Spellular Capabilities: These magic sentient flowers also have innate spellcasting. At level 1, you can choose two Druid Cantrips that require either Somantic or Verbal components and one 1st Level Druid or Ranger spell. At Level 8, you can then pick a 2nd Level spell from either of the aforementioned classes. You also get a 3rd Level Spell at Level 13. After using any level of spell from this trait, you must take a short rest to use it again.

Constantly Rehydrated and Lightened: You require the usual nutrients a flower would need. If you are not properly nourished every 48 hours, you will gain 1 level of exhaustion. You will also gain a level for every 4 hours until you either die or have been nourished. Upon being nourished, all levels of exhaustion gained this way can be removed.

Languages: You can speak and read one language of your choice. You can also innately cast Speak with Plants and Speak with Animals without using material components or using a spell slot.