Homebrew Entfolk Species Details
The Entfolk are an ancient and mysterious race of sentient trees that have existed for countless centuries. They are unlike any other living beings in the world, as they are functionally immortal and have an extremely slow rate of growth. It takes hundreds of years for the Entfolk to grow just a few centimeters, and once they reach maturity, which can take around 2000 years on average, they grow even slower.
After an indefinite amount of time following maturity, the Entfolk tree awakens. During this awakening, a part of the tree slowly transforms into a humanoid form over the course of around 50 years. Once fully formed, the humanoid tree leaves the parent tree and begins wandering. The tree that the humanoid form emerged from quickly dies within a year. The wandering tree spreads seeds as it walks around, and only a small portion of the seeds survive and grow into new trees. These new trees continue to wander for many years, joining societies and exchanging stories and experiences with other Entfolk they encounter along the way.
Some Entfolk can wander for hundreds of years before finally settling down. When they do settle down, they find a spot in a forest or other area, sit down, and transform back into a new tree. The cycle then repeats itself, with the new tree taking hundreds or thousands of years to grow and awaken.
Despite their immortality and slow rate of growth, the Entfolk keep all the memories from their wandering years. They also have a remarkable ability to sense each other's presence and seek each other out to exchange stories and experiences. Some Entfolk can even communicate with others while in their tree form after wandering.
The Entfolk are a deeply wise and spiritual race, deeply connected to nature and the cycle of life and death. They are known for their profound understanding of the natural world and the secrets it holds, and many societies and individuals seek their guidance and wisdom. The Entfolk are highly respected and revered, and their wisdom and knowledge have been passed down through the ages, shaping the world in many ways.
Natural Adaptions
Agile
Your body was formed to traverse terrain with ease. You can select this adaption more than once, each time you do so you must pick a different option.
Swimming.
You gain a swimming speed equal to your walking speed. This option costs 2 points.
Climbing.
You gain a climbing speed equal to your walking speed. This option costs 2 points.
Walking.
Your base walking speed becomes 35 feet. This option costs 2 points.
Internal Storage Compartments
You were formed with one or more internal compartments of varying sizes.
Objects can be stored and retrieved with a bonus action, as long as they could reasonably fit within you. You have advantage on any checks made to hide the existence of these compartments, and they can't be forced open while you are conscious. You can retrieve ammunition from your storage compartments as part of your attack action with a ranged weapon.
This adaption costs 1 point. You can spend 1 additional point to select the Integrated Armaments option.
Integrated Armaments.
When you use a bonus action to retrieve an object from your storage compartments, you can instead retrieve up to two objects, placing up to one in each hand. When you do so you can store any objects held in one or both hands.
You cannot be disarmed of either of these retrieved objects while conscious if they are either a weapon without the heavy property or a shield, and they cannot be dropped.
Lantern
You are capable of emitting light like a lantern. The source of light within you could be emitted from an area such as your eyes, palm, chest, or the general cracks between the outer wood that covers your body.
You can shine a wide bright light in a 15-foot radius, and dim light for an additional 15 feet. You can switch to shining a focused bright light in a 30-foot cone, and dim light for an additional 30 feet. You can control your lights during your turn without using an action, such as dimming them, turning them off, or switching between wide and focused. This light is innate and does not require fuel.
This adaption costs 2 points. You can spend 1 additional point to double the range of your lights.
Powerful
Your body has adapted to perform great feats of strength. You count as one size larger for the purpose of carrying, lifting, pushing, and dragging.
This adaption costs 2 points.
Resistant
Your body has adapted to be resistant to a specific type of damage. Pick one damage resistance from the following options. You can select this adaption more than once, up to a maximum of two times.
Rare.
You gain resistance to Radiant or Thunder damage. This option costs 2 points.
Uncommon.
You gain resistance to Acid, Cold, Lightning, or Necrotic damage. This option costs 3 points.
Common.
You gain resistance to Fire or Poison damage. This option costs 4 points. If you pick poison, you can spend 1 additional point to gain advantage on saving throws against poison.
Small
You adapted to be small. You stand between 2'6 and 4' feet tall and weigh between 50 and 200 pounds. Your Size is Small.
This upgrade is free and can only be selected when you create your Entfolk. It cannot be removed.
Tough
Your body adapted to last. Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
This upgrade costs 5 points.
Trained Mind
You spent your time as a tree training your mind to be proficient in a particular area or fluent in a particular language. You can select this adaption more than once, up to a maximum of four times.
Skill.
You gain proficiency in one skill of your choice. This option costs 3 points the first time it is chosen. Whenever you select this option thereafter, the cost is 2 points.
Language.
You gain fluency in one language of your choice. This option costs 1 point.
Entfolk Traits
The Entfolk are a resilient speices, they need to be as the wandering phase of their life cycle is the only way they can reproduce.Ability Score Increase
Your Constitution score increases by 2, and your Strength score or Dexterity score increases by 1.
Age
Entfolk are functionally immortal, but their urge to settle down often becomes too unbearable to ignore after they have wandered for around 150-300 years old
Alignment
Entfolk are naturally True neutral, but the events around them both in their wandering phase and their tree phase might change this.
Size
Entfolk in their wandering phase stand between 6 and 8 feet tall and weighs between 200 and 500 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Adaptable in Nature
You gain 7 Adaption points, which you spend on Entfolk adaptions when you first create your Entfolk character.
Language
You can choose 3 languages that are spoken by a large majority of the sentient population.
Integrated armor
You can integrate armor on to your body as long as you are proficient with it. Donning and Doffing integrated armor is done over a period of long rest and must be done within a natural environment. Integrated armor does not count towards your carrying capacity.
Connection to Nature
You are immune to disease and do not require food or drink. Instead of sleeping, you enter a meditative state for 4 hours each day, during which you become one with the natural world around you. This must be done in a natural environment.
In this state, you are fully aware of your surroundings and can sense approaching enemies and other events as normal. You do not dream, but instead, your mind connects with the essence of the forest, granting you insight into the natural world and the creatures that inhabit it.
Additionally, you merge with the plant life around you, roots form out of your body and the plant life seems to grow at an exhilarated pace as well as covering you. This grants you advantage to stealth saving throws while in this state.
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