Homebrew Arbourian Species Details
The Living Forst, The Treefolk, Arbourians have many names. Early in their lives, they live a nomadic life moving through the wilderness usually far from civilization. Large groups or families of Arbourians that travel together result in the Phenomenon called "The Walking Forest". However, anytime after they reach maturity, and Arbourian will literally put down roots, and spend the rest of their long lives the Forrest they and their family have created. All Aurborians are gifted with the magic of nature, and are especially talented at using the trees and forest around them to their advantage.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and Sylvan
Creature Type
You are Fey
Life Span
Most Arbourians reach maturity by 40 Years, but some have been known to live for upwards of 400 years.
Height and Weight
Arbourians, like the trees in the forest they call home, can be varied shapes and sizes. However, most the Arbourians who adventure out beyond the forest are small or medium.
Arbourian Traits
As an Arbourian player character, you have the following traits.Creature Type
You are Fey
Size
You are Small or Medium
Speed
Your walking speed is 30 feet.
Living Armor
You are unable to wear armor, but your bark provides you with natural protection, your base Armor Class is 14 + your Dexterity modifier, and you can still benefit from equipping a shield.
Treehop
As part of your movement, you can step into a tree and out of another one within 30 ft. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses the next day.
Fey Ancestry
You have advantage on Saving Throws you make to avoid or end the charmed condition on yourself.
False Appearance
While you remain motionless, you are indistinguishable from a normal tree.
Natural Magic
You May Choose one of the following spells at the appropriate level. Once you cast a spell with this trait you cannot cast that spell again until you finish a long rest, alternatively you may also use the appropriate level spell slot.
1st LvL; Thorn Whip or Druidcraft
3rd LvL: Entangle, Good Berry or Spiny Shield
5th LvL: Barkskin, Gentle Repose or Spike Growth
Intelligence, Wisdom or Charisma is your spellcasting modifier for these spells when you cast them using this trait (Chosen when creating the character)
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