Homebrew Erdgraht Sapling Species Details
THIS IS HOMEBREW D&D MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing.
Erdgraht are an ancient race native to the Feywild. Wise and often friendly, the Erdgraht are often allies to druid and wilderfolk.
One With Nature. Every hundred years a sapling is born from the spores of another deep rooted Erdgraht. When an Erdgraht reaches it's third century, it finds a place to deep root, which involves them burrowing their roots as far into the ground and feeding their lifeforce to the world they inhabit.
Naturally Toxic. All Erdgraht develop spores that emanate a substance that is harmless to them but poisonous to other creatures, as a means of self defense.
Erdgraht Sapling Traits
Your erdgraht character has an assortment of inborn abilities.Ability Score Increase
Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age
Grungs mature to adulthood in a single year, but have been known to live up to 50 years.
Alignment
Most Erdgraht are neutral, having been grown on their own. They tend toward good as well, often being known as gentle giants.
Size
Erdgraht saplings stand between 6 ½ and 7 ½ feet tall and average about 300 pounds. Your size is Large.
Feywild Roots
You have proficiency in the Nature skill.
Speed
Your base walking speed is 20 feet, and you have a burrowing speed of 35 feet.
Poison Immunity
You’re immune to poison damage and the poisoned condition.
Poisonous Spores
Any creature that grapples you or otherwise comes into direct contact with your bark must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Water Dependency
If you fail to immerse your roots in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
Languages
You can speak, read, and write Sylvan.