Homebrew Woodborn Species Details

Woodborn are tree-like humanoids that are descended from Awakened Trees who somehow found a way to procreate. They are generally humanoid in shape, with two arms, two legs, and a face, but otherwise vary wildly in terms of texture, coloration, and foliage. Woodborn are inherently genderless, but different Woodborn individuals may identify with or present more strongly as a specific gender. They range in size from about 3 feet to almost 8 feet tall. 

Woodborn Traits

As a Woodborn, you have the following traits:

Ability Score Increases

When determining your character’s ability scores, increase three scores by 1 (you may choose the same score multiple times). Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. 

Creature Type

You are a Humanoid. You are also considered a Plant for any prerequisite or effect that requires you to be a Plant.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet.

Part of the Natural World

Thanks to your connection to nature, you are proficient with one skill of your choice. 

Made of Wood

You are made of wood. You are resistant to bludgeoning damage but vulnerable to fire damage. 

You can forego food and water if you spend at least 1 hour per day unmoving with your bare feet in direct contact with 5 square feet of dirt or soil. This can be done as part of a short or long rest. 

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Magical Plant Affinity

At 1st level you can cast entangle once per long rest. You can also cast this spell normally using any spell slots of 1st level or higher.
At 5th level you can cast speak with plants once per long rest. You can also cast this spell normally using any spell slots of 3rd level or higher.
At 11th level you can cast wall of thorns once per long rest. You can also cast this spell normally using any spell slots of 6th level or higher.

Your spellcasting modifier for these spells is either Intelligence, Wisdom, or Charisma (choose when you select this race).

Blend In

You gain advantage on Stealth checks if you remain motionless within 10 feet of at least one other tree while not wearing any clothes or armor. 

Type of Tree

Choose which type of tree you are:

Pine/Fir. As an action, you can expel sharp needles in a 15-foot cone in front of you. Any creature caught in this cone must make a Dexterity saving throw. The DC for this save is 8 + your Proficiency Bonus + your Dexterity Modifier. A target takes 2d6 piercing damage on a failed save, or half as much damage on a successful one. You may use this ability a number of times equal to your Proficiency Bonus. You regain all uses at the end of a long rest. This damage increases to 3d6 at 8th level, and to 4d6 at 16th level. 

Fruit. At the end of a long rest, you grow a number of nutritious fruits equal to your Proficiency Bonus. Work with your Dungeon Master to figure out what type of fruit would be appropriate to your character and the DM's campaign. These fruits last 12 hours after being grown, after which they become rotten. A creature can use a bonus action to eat one nutritous fruit to gain temporary hit points equal to your Proficiency Bonus + your Constitution Modifier. A creature who eats a rotten fruit takes 1 point of Poison damage. 

Deciduous. As a bonus action, you can magically activate one of your leaves and magically adhere it to an object or creature. You can use this ability a number of times equal to your Proficiency Bonus, and you regain all uses at the end of a long rest. A leaf adhered in such away cannot be dislodged or removed by natural occurrences, such as non-magical wind or water flow. Once a leaf is activated in this way, you always know exactly in which direction it is relative to you, though not its distance.

If you wish to attach a leaf to a creature without its knowledge, you must succeed at a Dexterity (Sleight of Hand) check against the creature's Passive Perception. If a creature uses its action to examine the leaf, the creature can determine that it is unnatural with a successful Intelligence (Investigation) check against a DC of 15. An activated leaf glows with a weak Divination aura if Detect Magic is used within range of it.

Any creature may freely pluck a leaf from the surface to which it is adhered, at which point the leaf crumbles to dust and is destroyed. Any active leaves crumble to dust and are destroyed at the end of your next long rest.

Palm. At the end of a long rest, you can grow a number of hard coconuts equal to your proficiency modifier. Each coconut can be thrown as a ranged weapon attack (Range 30/100) that deals 1d8 Bludgeoning damage upon successful hit. You are proficient with your coconuts, and Strength is your Attack and Damage Modifier. The coconuts break and become useless after being thrown, and they go bad and become uselessly mushy if not used before the end of your next long rest. 

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