I've got a homebrew for you guys to look at. First of all, I think its quite OP. I'm pretty new to d&d and haven't played enough to know what to change. Maybe you experienced players could help me bring it in line with the other races. The reason why it's this way is because I took a cr5 creature (wood woad) and tried to keep it thematic with how it is naturally in it's stat block and description. I removed some stuff like multiattack and regeneration, borrowed some ideas I've seen in other homebrew, added some flare of my own and fleshed out other areas.
With that said, what would you guys cut, change.....add?
Wood Woad Traits
A wood woad is a powerful plant in humanoid form invested with the soul of someone who gave up life to become an eternal guardian.
Ability Score Increase
Your strength increases by +2 and either your Constitution or your Wisdom increases by +1
Age
The ritual that births a wood woad also renders them immortal. Much like a treant or dryad, a wood woad can live forever under adequate conditions.
Alignment
Being creatures of duty, wood woads tend toward a Neutral disposition. Caring only for their charge and the protection of the forest. However, the spirit of the sacrificed individual residing inside, can somewhat influence it's character.
Size
The form of a wood woad is dependent upon the type of tree it sprouted from. They generally stand 5 to 7 feet tall and weigh 150 to 350 pounds. Your size is medium.
Speed
Your base walking speed is 30 feet. Your climbing speed is half this unless you are scaling a tree. If so, it is 20 feet.
Darkvision
Accustomed to twilit forests and the night sky, 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 gray.
Barkskin
Your natural Barkskin provides you with a minimum AC of 16. You are also Resistant to non-magical Bludgeoning and Piercing damage.
Forest Ambusher
You are a creature born from the very forest itself. Due to this, you will have advantage on Stealth checks and your Stealth score is increased by 4 while in any terrain with ample obscuring plant life.
Limb Shape
Your nature allows you to transfigure your limbs into a number of simple melee weapons. You are proficient with these weapons and they draw on your magical essence. While they are still a part of you they deal magic damage. If you discard them, they quickly die and lose any magical property or effect they had. This is a taxing process that can only be done 2 times per long rest.
At 5th level, You gain the Toxin Infusion trait
At 14th level you gain the Enhanced Limb Shape trait
Toxin Infusion
Starting at 5th level, once per short rest, any shaped piercing or slashing weapons deal Poison damage. A creature must make a Constitution saving throw of 8 + your Constitution modifier + your Proficiency bonus. It will take 5(2d4) damage on a failed save, and half as much on a successful one. The damage increases to 7(3d4) at 11th level, 10(4d4) at 16th level, and 12(5d4) at 20th level. The poison will last for 1 minute or 3 successful attacks, whichever comes first.
Enhanced Limb Shape
Starting at 14th level your mastery of Limb Shaping has made it possible for you to transfigure your limbs into larger and more complex equipment. You can now shape them into martial melee weapons.
Living Wood
Because your body is made of living wood you are vulnerable to Fire and susceptible to any effect that specifies plants.
Rooting
You do not require food or sleep to survive but you must have 1 hour of sunlight, and gain nutrients by rooting into soil for 6 hours every day. You can go without sunlight for a number of days equal to 4 + your Constitution modifier (minimum 1). You will suffer one level of Exhaustion each day over this limit. If you go without rooting, you must make a DC 10 constitution saving throw to avoid a level of Exhaustion. The DC will increase by 2 for each additional 24 hours. It takes 10 minutes to root and unroot yourself. You are incapacitated but not unconscious while rooted.
Deathless Duty
The powerful magics that breathed life into you also imbued you with an unyielding resolve. You are immune to being Charmed or Frightened.
Budding
You are able to, once per rooting (long rest) suffer a point of exhaustion and germinate 2 (1d4) berries infused with your magical essence. These berries will lose their potency within 24 hours once harvested. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
Tree Stride
You have the ability to enter a tree and move from inside it to inside another tree of the same kind within 60 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 60 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Languages
The ancient ritual cast by your Druid creator imparted upon you an understanding of Fey language. Also, wood woads typically remember the native language their resident spirit knew in it's former life.
Ok, so this is really interesting. I think that, if you add a couple more abilities, and a class-style Ability Score Improvement, this could be a combination Race-Class. I like it!
I don't think any one ability is crazy overpowered but the fact you get 9 different abilities is a lot to keep track of and more than you would get from certain classes alltogether. I did some cleanup and revisions to try and tone down the abilities a bit but mainly to lower the amount of extra rules as much as possible because so you could possibly fit it on a character sheet.
Type
Your are considered to be both humanoid and plant types.
Barkskin
Your body is made made of wood and your natural Barkskin provides you with a minimum AC of 16. You are also Resistant to non-magical Bludgeoning and Piercingdamage but you are vulnerable toFiredamage.
Forest Ambusher
You are a creature born from the very forest itself. Due to this, you will have advantage on Stealth checks and your Stealth score is increased by 4 while in any terrain with ample obscuring plant life.
Limb Shape
Your nature allows you to transfigure your limbs into a number of simple melee weapons magical wooden weapons. You are proficient with these weapons and they draw on your magical essence. While they are still a part of you they deal magic damage. If you discard them, they quickly die and lose any magical property or effect they had. This is a taxing process that can only be done 2 times per long rest.You gain the Shillelagh cantrip which you can cast without using any material components, you may use either wisdom or constitution as your spell casting attribute for this spell.
At 5th level, You gain the Toxin Infusion trait
At 14th level you gain the Enhanced Limb Shape trait
Toxin Infusion
Starting at 5th level, once per short rest, any shaped piercing or slashing weapons deal Poison damage. A creature must make a Constitution saving throw of 8 + your Constitution modifier + your Proficiency bonus. It will take 5(2d4) damage on a failed save, and half as much on a successful one. The damage increases to 7(3d4) at 11th level, 10(4d4) at 16th level, and 12(5d4) at 20th level. The poison will last for 1 minute or 3 successful attacks, whichever comes first.
Enhanced Limb Shape
Starting at 14th level your mastery of Limb Shaping has made it possible for you to transfigure your limbs into larger and more complex equipment. You can now shape them into martial melee weapons.
Living Wood
Because your body is made of living wood you are vulnerable to Fire and susceptible to any effect that specifies plants.
Deathless Duty
The powerful magics that breathed life into you also imbued you with an unyielding resolve. You are immune to you gain advantage onsaves against being Charmed or Frightened.
Tree Stride
You have the ability to enter a tree and move from inside it to inside another tree of the same kind within 60 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 60 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration and a total number of times per long rest equal to your proficiency bonus. You must end each turn outside a tree.
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I've got a homebrew for you guys to look at. First of all, I think its quite OP. I'm pretty new to d&d and haven't played enough to know what to change. Maybe you experienced players could help me bring it in line with the other races. The reason why it's this way is because I took a cr5 creature (wood woad) and tried to keep it thematic with how it is naturally in it's stat block and description. I removed some stuff like multiattack and regeneration, borrowed some ideas I've seen in other homebrew, added some flare of my own and fleshed out other areas.
With that said, what would you guys cut, change.....add?
Wood Woad Traits
A wood woad is a powerful plant in humanoid form invested with the soul of someone who gave up life to become an eternal guardian.
Ability Score Increase
Your strength increases by +2 and either your Constitution or your Wisdom increases by +1
Age
The ritual that births a wood woad also renders them immortal. Much like a treant or dryad, a wood woad can live forever under adequate conditions.
Alignment
Being creatures of duty, wood woads tend toward a Neutral disposition. Caring only for their charge and the protection of the forest. However, the spirit of the sacrificed individual residing inside, can somewhat influence it's character.
Size
The form of a wood woad is dependent upon the type of tree it sprouted from. They generally stand 5 to 7 feet tall and weigh 150 to 350 pounds. Your size is medium.
Speed
Your base walking speed is 30 feet. Your climbing speed is half this unless you are scaling a tree. If so, it is 20 feet.
Darkvision
Accustomed to twilit forests and the night sky, 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 gray.
Barkskin
Your natural Barkskin provides you with a minimum AC of 16. You are also Resistant to non-magical Bludgeoning and Piercing damage.
Forest Ambusher
You are a creature born from the very forest itself. Due to this, you will have advantage on Stealth checks and your Stealth score is increased by 4 while in any terrain with ample obscuring plant life.
Limb Shape
Your nature allows you to transfigure your limbs into a number of simple melee weapons. You are proficient with these weapons and they draw on your magical essence. While they are still a part of you they deal magic damage. If you discard them, they quickly die and lose any magical property or effect they had. This is a taxing process that can only be done 2 times per long rest.
At 5th level, You gain the Toxin Infusion trait
At 14th level you gain the Enhanced Limb Shape trait
Toxin Infusion
Starting at 5th level, once per short rest, any shaped piercing or slashing weapons deal Poison damage. A creature must make a Constitution saving throw of 8 + your Constitution modifier + your Proficiency bonus. It will take 5(2d4) damage on a failed save, and half as much on a successful one. The damage increases to 7(3d4) at 11th level, 10(4d4) at 16th level, and 12(5d4) at 20th level. The poison will last for 1 minute or 3 successful attacks, whichever comes first.
Enhanced Limb Shape
Starting at 14th level your mastery of Limb Shaping has made it possible for you to transfigure your limbs into larger and more complex equipment. You can now shape them into martial melee weapons.
Living Wood
Because your body is made of living wood you are vulnerable to Fire and susceptible to any effect that specifies plants.
Rooting
You do not require food or sleep to survive but you must have 1 hour of sunlight, and gain nutrients by rooting into soil for 6 hours every day. You can go without sunlight for a number of days equal to 4 + your Constitution modifier (minimum 1). You will suffer one level of Exhaustion each day over this limit. If you go without rooting, you must make a DC 10 constitution saving throw to avoid a level of Exhaustion. The DC will increase by 2 for each additional 24 hours. It takes 10 minutes to root and unroot yourself. You are incapacitated but not unconscious while rooted.
Deathless Duty
The powerful magics that breathed life into you also imbued you with an unyielding resolve. You are immune to being Charmed or Frightened.
Budding
You are able to, once per rooting (long rest) suffer a point of exhaustion and germinate 2 (1d4) berries infused with your magical essence. These berries will lose their potency within 24 hours once harvested. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
Tree Stride
You have the ability to enter a tree and move from inside it to inside another tree of the same kind within 60 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 60 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Languages
The ancient ritual cast by your Druid creator imparted upon you an understanding of Fey language. Also, wood woads typically remember the native language their resident spirit knew in it's former life.
Ok, so this is really interesting. I think that, if you add a couple more abilities, and a class-style Ability Score Improvement, this could be a combination Race-Class. I like it!
I don't think any one ability is crazy overpowered but the fact you get 9 different abilities is a lot to keep track of and more than you would get from certain classes alltogether. I did some cleanup and revisions to try and tone down the abilities a bit but mainly to lower the amount of extra rules as much as possible because so you could possibly fit it on a character sheet.
Type
Your are considered to be both humanoid and plant types.
Barkskin
Your body is made made of wood and your natural Barkskin provides you with a minimum AC of 16. You are also Resistant to non-magical Bludgeoning and Piercingdamage but you are vulnerable to Fire damage.
Forest Ambusher
You are a creature born from the very forest itself. Due to this, you will have advantage on Stealth checks
and your Stealth score is increased by 4while in any terrain with ample obscuring plant life.Limb Shape
Your nature allows you to transfigure your limbs into
a number of simple melee weaponsmagical wooden weapons.You are proficient with these weapons and they draw on your magical essence. While they are still a part of you they deal magic damage. If you discard them, they quickly die and lose any magical property or effect they had. This is a taxing process that can only be done 2 times per long rest.You gain the Shillelagh cantrip which you can cast without using any material components, you may use either wisdom or constitution as your spell casting attribute for this spell.At 5th level, You gain the Toxin Infusion traitAt 14th level you gain the Enhanced Limb Shape traitToxin InfusionStarting at 5th level, once per short rest, any shaped piercing or slashing weapons deal Poison damage. A creature must make a Constitution saving throw of 8 + your Constitution modifier + your Proficiency bonus. It will take 5(2d4) damage on a failed save, and half as much on a successful one. The damage increases to 7(3d4) at 11th level, 10(4d4) at 16th level, and 12(5d4) at 20th level. The poison will last for 1 minute or 3 successful attacks, whichever comes first.Enhanced Limb ShapeStarting at 14th level your mastery of Limb Shaping has made it possible for you to transfigure your limbs into larger and more complex equipment. You can now shape them into martial melee weapons.Living WoodBecause your body is made of living wood you are vulnerable to Fire and susceptible to any effect that specifies plants.Deathless Duty
The powerful magics that breathed life into you also imbued you with an unyielding resolve. You
are immune toyou gain advantage on saves against being Charmed or Frightened.Tree Stride
You have the ability to enter a tree and move from inside it to inside another tree of the same kind within 60 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 60 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round
for the durationand a total number of times per long rest equal to your proficiency bonus. You must end each turn outside a tree.