Homebrew Entsmen Species Details

Originally created by the gods to serve as the Watchmen of the Divine, The modern Entsmen Wonder the earth keeping an eye on all they see. There are many different kind of Entsmen but its generally considered that the older an Entsmen, the wiser they are. Entsmen are trusting of all who they deem safe to the grand scheme of the gods and are rarely evil. Some are even capable of manipulating their body such as weaponizing their limbs or using there roots to restrain and absorb lifeforce from their foe.

Entsmen Traits

Entsmen are effective for almost any role

Variety of Species (Ability Score Increase)

Bristlecone Pine - AGE >5000 +2 INT +2 WIS -5 DEX

Gingko - AGE >1000 +2 INT +1 WIS  -2 DEX

Redwood - AGE >700 +1 INT +1 WIS +1 STR

Sycamore - AGE >400 +2 STR +2 CON -1 WIS

Grand Oak - AGE >150 +3 STR +2 CON -3 WIS

Allignment

Being made by the gods themselves, most Entsmen choose the path of Goodness, but some who follow the more twisted gods will align in tow

Darkvision

Being made to watch over the earth, the Entsmen is capable of seeing up to 200 ft of darkness

Natural Weakness

Being made of wood, The entsmen is naturally weak to both Fire and Cold damage

Limb Manipulation

Being made out of wood, the Entsmen can manipulate their limbs into almost anything, but mostly Weaponry. They can turn their limbs into a Weapon using a Bonus Action in which you can turn 1 or 2 limbs into any Known weapon (In your And/OR party members inventory). it is uncapable of breaking but can be burnt with Fire damage.

Also, Some status effects can give the weapon the following effects

PARALYZED: Deals bonus shock damage

POISON: Poison anyone hit by a Limb Weapon

BURNED: Deals bonus fire damage

INVISIBLE: All actions are silent

 

Root Absorption

Manipulating the very wood at their base, the Entsmen can shoot their roots at one target with 50ft .Restrain a target and (CON SAVE) on a failed safe deal 4d6 damage, heal half as much and Restrain until there is a successful DEX (Acrobatics) Check. On a Sucsessful safe deal half as much damage, don't heal and dont restrain

Earthly Rest

Drawing nutrients from the earth, Any short rest on Unpoisoned Dirt/Soil has the benifits of a Long rest

If a rest is attempted on poisoned ground, you become Poisoned

If a rest is performed on holy ground, any disease is cured, you gain 8 bonus HP and while you have this HP, all Attacks grant Radient damage

Language

Any Entsmen from birth is able to fluently speak Common, Celestial and Entish

Natural Camo

While surrounded by Trees or in a Grasslan, you gain a +8 stealth mod while rooted. You can also see through these trees and cant be suprised

Previous Versions

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4/15/2022 10:18:53 PM
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