Homebrew Adventuring Treant Species Details
The treants are a wise, unhurried people, varied greatly in appearance, but, generally, similar in disposition. Wise creatures, they often take very kindly to those they have no immediate reason to fear, and even upon transgression they can be reasoned with. But those who stand firmly in the role of danger or destruction, find out quickly that the hulking wooden figures can move much quicker than they let on.
Treants come in all different shapes and sizes, often borrowing greatly from the grove they're native too. You may see much more spindly, lanky, birch oriented treants, or you could meet a Sequoian member who may sport a much more trunk heavy, dense body. Aside from the large variance, there are a few key factors that you may find similar. As all treefolk age, their web and weave of branchwork expands, often sprouting plant life such as fruits or flowers. They have some ostensive control over their limbs and their growth, but regardless of this, expansion is forced gradually. In addition to this, all treants that are of adventuring stature are within the bounds of 8-13 feet tall, 3-6 feet wide, and between 300 and 800 pounds.
The members of a grove, all treefolk included, share a special kind of bond. Their species finds it rather difficult to interact with one another, aside from treant to treant during occasional meetings of import, thus they don't often share much of an individual bond or care for one another. Instead, they exude a love and protection of every tree among their domain, as their care for their kin is the only thing standing between the lush forests of the plane, and the barren destruction that befalls so many lands of men. This bond is special for the treants most specifically, for it is the reason they care not which, or how many trees you begrudged; they defend every treefolk with equal fervor.
The eldest of their races were birthed in response to the coming danger of the dwarven race, tree-fellers by nature, and some have lived ever since. New treants are birthed by a sort of long-term meditation, lasting through many years until a predetermined specification is met in the world around them. As the young near their period of awakening, treants and druids from miles around can sense this surge of nature's energy, and often gather in groups to view a sight not often seen; the birth of a treant. These creatures begin to morph slowly through the duration of their transformative period, but as they near completion, the roots begin to dig themselves up, partitioning and reinforcing the tree to produce legs. Much of the extensive branchwork comes downward, and spirals into the thick arms and hide of the creature. Treants, at birth, take on much visual inspiration from those around them, however each is unique in a personal way, forming as a never before seen organism with it's own physical twisting body, and it's characteristic quirks and values.
These natural creatures often prefer a role of a sleeping giant, the resting protector. Most of them will be found, or rather passed by unseen, in their home grove, sleeping peacefully while astutely watching in their own way. When rooted into the earth for an extended period of time, treants are capable of sensing vague happenings in the landscape far around them, and gain much more detail within the bounds of their territory. A single guardian treant may eye you closely for the duration of your entire trip through a forest, stopping you only when it senses a perversion of the natural order. They may make their way to you and crush you with your wisdom and might, or they may animate the trees near you and have them deal with smaller issues.
Thus described is the most natural, ordinary desire of a treant, especially as they age and grow too cumbersome for travel. However, fresh and young treants maybe urged by other treants of authority, or their own natural sense of duty and protection, to become that of an adventuring treant. These kinds of treefolk are the most commonly encountered through the social dwellings of Faerun, though still they are a rare sight. An adventuring treant may be driven to do so by a curse or blight of some sort upon their home grove, needing outside remedy that they believe they can find. They may feel awareness of an existential threat to their home or to the homes of those around them, and feel the necessity of stopping it before it is too late. Their awakening may have even been spurred by the arrival of a specific traveler, knowing that the path they walk is of one that requires help, and gives aid to the forestlands native to the treant race. Many reasons could be the cause of a treant leaving their home in search of something, but you will rarely learn the truth unless such a wise being deems you a benefit, or far from a danger.
Adventuring Treant Traits
Hide of Wood, Life of the Forest, PeacebringerAbility Score Increase
Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age
Treants have been said to witness the birth and death of an elf in a "blink of an eye" to them. They have unnaturally long lives, possibly a form of immortality, seemingly tied to the life and health of their home grove. However an adventuring treant cannot necessarily stay mobile forever, after anywhere from 25 to 100 years of growth, prolonged travel becomes rather uncomfortable and undesirable, and they generally opt to root themselves down again in their native forest. This age range is heavily affected by the treant's personal choice of growth, as they can limit it over long periods to prevent a swift decline in their mobility.
Size
Treants are between 8 to 13 feet tall, 3 to 6 feet wide, and weigh between 300 and 800 pounds. Your size is Large.
Languages
You can speak, read, and write Common and Sylvan. You can also understand Elvish, and you have innate access to Entish. Entish is spoken only by treefolk, and is done so through a conveyance of wind between branches and naturalistic creaking. A simple conversation may take 8 hours, but asking a simple question and receiving a simple answer can be done in an hour.
Speed
Your base walking speed is 30 feet. Your base climbing speed is 20 feet. Your base swimming speed is 15 feet.
Hide of Wood
Wood covers the inner tubing of your large form, providing a naturalistic armor. Your base AC is set to 14, plus your Constitution modifier, and you gain resistance to non-magical attacks dealing bludgeoning, slashing, or piercing damage. At the benefit of this dense wooden frame, you are weak to fire, and your ability to swim is heavily diminished. You also find it practically impossible to wear normal armor or clothing. You may be able to find an exceedingly talented or experienced smith to create something so foreign, but it is unlikely much exists to fit you otherwise.
Life of the Forest
You were birthed to be the heart and soul of the native wild around you. You grow innately magical goodberries atop your head, 1 per day, and your lofting branchwork can support up to 15 of these at any given time. Your character begins with 1d8 + 2 berries already grown. A berry loses it's magical properties within 8 hours of being picked, but eaten before that time, they heal any living creature 1d4 hit points and cleanses them of any poisons. Additionally, you may use your innate connection to nature to speak telepathically with any plant nearby you. This conversation is unhindered by the slow nature of entish, but you can only use this ability (1+WIS Mod) per day. Both parties perfectly understand each other, and the plant has a liekly inclination to view the treant with reverence.
Peacebringer
You are an entity radiating peace to those around you. Your innate calming presence affects plantlife the the most, granting you advantage on any charisma check when interacting with them. Humanoids feel this presence of pacification, but they stay wary of the danger of an angry treant. You gain advantage on persuasion or deception checks towards humanoids, when trying to achieve peace. This effect also applies to monsters, so long as they're non-hostile.
Creature Type
You are a plant. You register as a plant for all spells and effects.
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