Homebrew Wildgrowth Arcangrove Species Details
When the Cataclysm struck, many dryads struggled to tolerate the sudden influx of magic. Some found themselves disconnected from their home trees entirely, becoming the nomadic Dryadine. Others retreated to the Feywild, seeking refuge from the disaster. And still others opened themselves up to the leylines, finding themselves transformed entirely.
Thus the Arcangrove came into being. Now made more of magic than flesh, the unnatural flow of magic was both a blessing and a curse. The flooding of the leylines granted them incredible arcane potential, beyond their natural talents - but also came with a painful dependence on magic for sustenance.
From these progenitors came two lineages: the Overgrowth, which channeled their magic back into their trees to reestablish their connection with nature, and the Wildgrowth, which used that magic to venture forth instead.
Though many Arcangrove attempted to maintain their connection to their trees, few were able to revert to their previous forms as dryads. For some, the dependence on magic developed into an addiction, while for others their bodies simply came to process magic more efficiently.
The Overgrowth Arcangrove fused with their trees entirely, now being able to bring their roots with themselves both literally and metaphorically, while the Wildgrowth Arcangrove found themselves capable of perpetuating magic's flow within themselves.
Many Arcangrove carry leaves, acorns, or other tokens as reminders of their previous lives - but these tokens are just that; destroying the trees from whence they came would have no more effect than destroying a human's parents. Which is to say, they'll be very mad about it, but it won't kill them.
Wildgrowth Arcangrove Traits
As a Wildgrowth Arcangrove, you share the following traits:Age
A dryad springs fully matured from its parent tree, and can live so long as its tree remains. The Arcangrove, however, have lost this connection, rendering them as vulnerable to the ravages of time as any human, living for just under a century.
Size
Arcangrove maintain the same stature that they had in their previous lives as dryads. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and Sylvan.
Ability Score Increase
Your Charisma score increases by 2, and your Dexterity score increases by 1. Alternatively, you can choose to increase an ability score of your choice by 2, and another ability score of your choice by 1.
Wild Channeling
The flow of magic cycles within yourself endlessly, driving you to feed it further and perpetuate the cycle. Once on each of your turns when you cast a spell, you can roll a d4 on the following table to determine which of the following benefits you gain:
Wild Channeling
| d4 | Effect |
|---|---|
| 1 | You gain temporary hit points equal to your proficiency bonus. These temporary hit points last until the start of your next turn. |
| 2 | You disappear and reappear in a location that you can see within 10 feet. |
| 3 | The next attack you make before the end of your next turn deals an additional 1d6 force damage. |
| 4 | The next time you are hit by an attack before the start of your next turn, the attacker takes 1d6 force damage. |
Arcane Magics
You know a cantrip of your choice from the Sorcerer spell list. When you reach 3rd level, you can cast the shield spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the magic weapon spell once with this trait and regain the ability to do so when you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.
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