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 roleVariety 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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