Homebrew Arboreal (Treefolk) Species Details

History

It is said that the first treefolk, or arboreals, were warriors searching for a sacred spring of eternal life. When they found it, they encountered an old man who asked them why they had come, the leader of the warriors demanded that he move out of their way so that they could reach the spring, and when the old man refused, the warrior cut him down with his sword. Woody tendrils emerged from the ground where he fell, sealed the entrance and entangled all the warriors, except for one. He was the only one that had taken the old man's request to heart, and had left the grove just before the entrance was sealed. He was shocked to find the man emerge from the grass just outside and asked the man for the secret to immortality that he was seeking. The old man asked him if he truly wanted the power, and when the young warrior agreed, the old man held his hand up and touched it to the warrior's forehead. The warrior found shortly afterwards that his skin was starting to change, and that he was starting to grow larger. He became the first of the arboreals, and though he was not immortal, he found that his extreme longevity was good enough.

Society

Treefolk are reclusive creatures, preferring to live in forests and other wild areas rather than cities. They rarely harbour ill will towards other creatures, just wishing to live in undisturbed wilds overseeing the natural order.

Treefolk Names

Treefolk have unique names, but among other races, they go by a gender-neutral nickname, usually one related to plants or nature. Their last names generally come from their place of origin (such as, Treebeard of the Fangorn Forest).

Common nicknames: Treebeard, Birchseed, Vinelash, Leaf, Branchreach, Thorn.

Male: Quercus, Sambucus, Viburnum

Female: Phytolacca, Salix, Viola

Appearance

Arboreals are humanoid creatures made of the same material as normal trees. They have bark colored from white, to brown, to reddish hues. In place of hair or beards, they may have vines, moss, leaves, and/or flowers or flower buds. Some treefolk wear clothes made of sheets of moss or woven vines as a way to blend into human or elven societies. Under the bark, which can be chipped off, is flesh much like any other humanoid, though it is much more taut, less pliant, and generally tougher than even a goliath's.

Some treefolk neglect to groom themselves, growing small twigs and branches over their entire bodies and heads. The oldest ones may have rotted wood in places, permanently exposing their softer flesh.

Arboreal Traits

Living trees with long lifespans and great knowledge, and share the following traits with all other treefolk.


Age: Treefolk begin life as tiny saplings, and are considered mature after tending to a grove of their choosing for a few decades (typically around 80 years old). They can live for hundreds of years, a few thousand if they remain rooted for most of their lives. Most who become adventurers do so in their youth, typically settling down after a few centuries to find a nice, quiet place to root down, rarely, if ever, moving from their new home, though there are exceptions.


Alignment: Treefolk are almost always gentle and caring, and therefore good. They are almost never chaotic or evil, although it is possible for them to be corrupted by a dark force. Some younger arboreals are light-hearted tricksters, although this tends to fade away before reaching maturity.


Size: Arboreals tend to stand at just over 10 feet. Your size is Large. After the first hundred years, arboreals grow at a rate of 2 inches per year. At 16 feet tall, you become Huge, and stop growing at 225 years old (tending around 30 feet). Arboreals weigh approximately 30 lbs for every foot they've grown.


Speed: Your base walking speed is 30 feet.  

 Languages: You can speak, read, and write Common as well as Druidic and Sylvan.

 

Arboreal (Treefolk) Traits

Take on the toughness and appearance of a tree. Climb quickly but cannot swim well. Do not need to eat.

Flexing Branches

Your branches and vines assist you in climbing. As such, you gain advantage when making a Strength (Athletics) check to climb and climb at normal speed. However, you cannot swim effectively. As such, you swim at a speed of 5 feet and receive disadvantage when making a Strength (Athletics) check to resist any current or other type of water flow. You are also completely unable to dive.

Barkskin

You cannot wear normal armors. You have a natural armor class equal to 10 + twice your Constitution modifier.

If your flesh is exposed from stripped bark, receive Disadvantage against Slashing and Piercing damage types.

Additionally, when you are not moving, you may appear to be the same as a normal tree and gain advantage on Dexterity (Stealth) checks.

Attuned With Nature

You learn the Druidcraft cantrip. 

Voice of Nature

You are proficient in the Nature skill. Additionally, you can speak to animals and notable plants (i.e. flowers, mushrooms, and trees, but not grass, vines, ivy, or moss).

Living Wood

You are vulnerable to Fire damage.

Photosynthesis

If you spend at least 8 hours in open sunlight, you count as having eaten all that you need for that day, and, provided you were in an area with abundant fresh water, you also count as having drunk all the water you need for that day. Alternatively, an arboreal may spend three hours growing its roots into the ground; assuming the biome is not arid, you will be considered nourished after another three hours. This counts as a short rest. 

Languages

You can speak, read, and write Common as well as Druidic or Sylvan.

Ability Score Changes

Your Constitution score increases by 2, and your Wisdom score increases by 1. Your Dexterity score is reduced by 1.

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