Homebrew Arboren Species Details

Disclaimer: This is a variant creation I made based on a race I found on the D&D Wiki. An exact replica of that creation is available on D&D Beyond.

Creatures directly born of the forest, arborens are quiet, efficient, and solitary. Arborens almost always live near forests and gardens, typically forgoing the convenience of a house in favor of the life of a nomad.

Elegantly Carved

Arborens are various in their appearance, but some traits unite all members of this race. All arborens have skin that is made of animated wood, and they are all tall and slender. In fact, some legends relate them to elves.

Arborens are born from different kinds of plants. Some are born from trees, and can grow the leaves associated with their “birth-tree” at will. Others are born from beds of flowers, and can grow those flowers on their bodies, just as their counterparts do with leaves. Arborens use this ability to give the illusion of hair or clothing.

The blood of arborens is a glowing green sap. When an arboren dies, its body freezes in place, giving the appearance of a tragic wooden statue. If the statue is soon set in soil, it will be absorbed by the soil, soon to be replaced by a sapling.

Breath of Life

It is said that the original arborens were brought to life by a moon goddess, who brought an entire forest to life on a whim one night. In tribute to this legend, arboren elders gather each year to bring new members of their race to life.

This ritual leaves a birthmark on each new arboren, which is shaped like a crescent moon and resembles a wood burn. Arborens are born fully mature, and they almost immediately set off into the forest to learn how to hunt and forage.

Loners by Nature

Arborens don’t tend to form societies together. Once the elders perform the awakening ceremony, all involved parties separate and continue to wander the forest alone. Rather than build homes, they prefer to sleep without a roof over their heads, so that they can see the tree canopy above.

Because of their reclusive tendencies, arborens don’t spend much time around other races. They are occasionally encountered by adventurers moving through the area, or by foragers from nearby civilizations. Despite their standoffishness, arborens have been known to point wanderers in the right direction or assist in locating plants needed for food or medicine.

Arboren Names

Arborens don’t typically use names, since they have an uncanny ability to distinguish other arborens without even a word. However, they are tasked with finding a way to refer to themselves on rare occasions when they join a group of adventurers.

Arborens tend to take names based on the plant from which they were born, usually the common name for a kind of tree or flower. However, sometimes an arboren chooses some ancient word which relates to nature and uses that for their name.

Arboren Traits

Your arboren character has a plethora of natural abilities, thanks to the trials of surviving in the natural world.

Ability Score Increase

Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.

Age

Arborens reach adulthood the moment they are born, and can live for around 500 years.

Alignment

Arborens tend toward neutrality, due to their general lack of society.

Size

Arborens tend to be reach heights between 5 and 6 feet tall, and only weigh around 150 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Born of the Wild

You are proficient in the Nature and Survival skills.

Wooden Skin

Within days of your birth, you develop a thick layer of outer bark, granting you a +1 bonus to AC.

Natural Camouflage

As an action, you can sprout leaves or flowers on your body, depending on the plant from which you were born. While covered in this foliage, you have advantage on Dexterity (Stealth) checks made to hide in areas of similar vegetation.

Whip of the Wild

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level 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 darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages

You can speak, read, and write Common and Sylvan.

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