Homebrew Treefolk Race Details

'"I thought it was overI had been smashed into the ground by a cyclop. My companions still fought valiantly, but all hope was lost for me. As a drew my last breath, imagine my surprise when a tall hunched figure covered in thorns, leaves and foliage looked straight and my with piercing green eyes and brought me back to life

-Vimak "Horncarver", goliath blood hunter and adventurer 

Treefolk live in forests and jungles far from civilization. They build their homes in trees, caves and places with an unusual growth of plant life. These people love to learn about the new things that stumble in their domain. Their culture revolves around survival, nature deity worship and defending their homes from the more dangerous forms of life.

 

Wild Form

Treefolk are said to have been created by some powerful nature deity, tough their true nature still remains a mystery. They are a blend between humanoid and plant. Most of then have no visible skin, since they are covered in leaves, thorns, foliage and more. When skin is visible, it ranges from a bark texture to a more green like color. Because of this, they have an easy time hiding in their natural environment.

They often use natural weapons to defend themselves, such as wooden spears or stone clubs. Some of them use shields and armor, but rather not use ones made of metal. Ceratins kinds use their own body. They hold little value for wealth, since it is of no use to them.

Curious Nature

In reason of their secluded hermit lives, all treefolk have a drive to anything new that comes into their homes. Humanoids of other races, wandering packs of monsters, adventurers or simply new forms are all things that would drive one to go out and learn more about them. Depending on what they have stalked, they often pick up common and another language. Unless spotted, a forestkin wouldn't engage face to face. They might intervene if they find it necessary. Such exceptions include wanting to save adventurers from death so they can learn more about them, leading monsters to unknown paths in an area the can better observe them or even capturing small beasts to keep them as pets and study them.

Wandering Hermits

Treefolk are by nature not social, but sometimes, they make an exception. When stalking adventurers, they gather their intents. Is those seem interesting enough, they might become so curious they try to introduce themselves. Learning about adventures and discovery often sparks an urge to wander the world and discover alongside these people. When adventuring or meeting new people, they will always be the ones asking too many questions or not understanding some social cues.

Nature Worship

Most treefolk communities worship either a nature deity or the old faith. They have a strong connection to these, since they believe them to be their creators. Their homes are usually found with offerings to these powerful entities. Shrines hold a big place in their communities.

Treefolk Names

Most treefolk pick their names after simple words their hear while stalking creature. They stick with the most simple ones, usually with a single syllable.

Treefolk Traits

Treefolk have racial abilities linked with their connection with nature itself.

Speed

Your base walking speed is 30 feet, and you have a climbing speed of 20 feet.

Ability Score Increase

Your Wisdom score increases by 2.

Age

As a humanoid formed by the wilds, forestkin have long lifespans. They reach adulthood at the age of 30, and can live up to 500 years.

Alignement

Since forestkin communities don't follow any laws, they tend to have a neutral alignment. The creatures they stalk influence weather they are good or evil. Very few forestkin are chaotic.

Size

Forestkin are between 6 an 7 feet tall and weigh 180 to 250 pounds. Your size is medium.

Darkvision

You can see in dim light within 60 feet of you as it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of gray.

Languages

You can speak, read and write common. Additionally, you learn a language of your choice, based on what you may have stalked in the past.

Wild Ancestry

You can channel your wild ancestry to better stalk creatures. You know the Mold earth cantrip. When you reach 3rd level, you can cast the Longstrider spell once using this trait, and can do so again when you finish a long rest. When you reach 5th level, you can cast the Pass without a trace spell once using this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. 

Peering Eyes

You have spent many years stalking creatures. You gain proficiency in two of the following skills: Insight, Perception, Stealth and Survival.

Ashen One

Your home has been burned down, and you have learned to live with that difficult environment. Your wild blood has turned hotter and made you innate spellcasting change. Your skin is gray and parts of the nature covering you is burnt. You have a deep fear of forest fires and try to control your magic to not start one yourself. 

Ability Score Increase

Your Intelligence score increase by 1.

Charred Ancestry

You can channel your charred ancestry to defend the forest from attackers and destructive creatures. You know the Fire Bolt cantrip. When you reach 3rd level, you can cast the Burning Hands spell once using this trait, and can do so again when you finish a long rest. When you reach 5th level, you can cast the Scorching Ray spell once using this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. This replaces your Wild Ancestry trait. 

Cinder Cloud

When you are hit by an attack you can use your reaction to create a cloud of ash in a 5 feet radius around you. All creatures within range must succeed on a Constitution saving throw or be blinded until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier. 

Barbed One

As a barbed one, you are born in a more jungle like environment. Your body is covered in thick spiked thorns varying from dark green, to light brown, to black. A more primal blood runs in your veins, making you stronger than other treefolk. Your thorns make you more deadly and to hard to hit.

Ability Score Increase

Your Strength score increases by 1.

Protective Thorns

In reason of the thorns covering your body, you are made harder to hit. While not wearing armor, your AC is 13 + your Dexterity modifier. You can use your Protective Thorns to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits still apply as normal when you use your Protective Thorns.  

Barbed Hide

At the start of each of your turns, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you, as your thorns dig into them. Also, instead you applying the grappled condition when you grapple someone, you apply the restrained condition to them. 

Coniferous One

You are a born in a snowy forest, called a taiga, and have adapted to that environment. Your body resembles one of a conifer. Therefore, you have become more resistant to cold and small sharp needles cover your body.

Ability Score Increase

Your Constitution score increases by 1. 

Frost Barrier

You can use your reaction to conjure a momentary cold barrier. This reduces damage by 1d4 + your Constitution modifier. You can use this feature a number of times equal to your wisdom modifier. All expanded uses are regained after a long rest. 

Needle Darts

The needles covering your body are natural weapons. You can make attacks with them as if they were unlimited darts. The range remains 20/60 ft and the damage 1d4 + Your Dexterity modifier. When you hit with one of these, you can force the target to make a Constitution saving throw or be stunned until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier. 

Taiga Born

You've acclimated to the cold climate of the taiga. You're adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide (p.110). 

Masked One

You are born in heavily wooded forests and have learn to use the environment to your advantage. You are especially swift and nimble. The leaves covering your body like feathers make you harder to see.  

Ability Score Increase

Your Dexterity score increase by 1.

Swift Foot

Your base walking speed increases to 35 feet and your climbing speed to 25 feet. 

Natural Disguise

Your leaves morph according to your environment making you blend in. You have advantage on stealth checks while in a natural environment. 

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