Homebrew entling Species Details

Entlings resemble a bipedal humanoid shape, though tower over many other races. They can stand between 7 and 8 feet tall though their skin is far more like the bark of a tree. Entlings have very long arms though still possess digited fingers and toes.

The habitat an Entling grows to adulthood within (which takes 100 years), has a great influence on their appearance. Slowly their skin will harden and take an almost bark look which resembles the trees they spend most of their time communing with. Moss, grass, vines, mushrooms, rot, and other conditions are also pulled from the same habitat. It is quite common for Entlings to grow fauna most commonly found in their habitat. That is how you can usually tell where an Entling spent their youth. After reaching 100 years of age their bodies no longer adapt to new habitats and will continue to grow in the manner they did for the first 100 years of their life.

Entlings are exceedingly powerful and well armored once they reached adulthood. It is rumored that the older an Entling gets the stronger its barkskin grows as well. Entlings, however, are typically stronger than most other races. Their skin is also naturally one of the strongest of any races as well.

 

Entlings are a tree-like humanoid creature with incredible strength and barkskin that gives it a strong natural armor.
Ability Score Increase. Your strength score increases by 2, and your constitution score increases by 1.
Age. Entlings are considered to be adults around the age of 100, while they typically are hewed or forgotten and their age limit is not known otherwise.
Alignment. Entlings are willing to help those who join their path, though they do not line their paths up with any in particular and lean towards neutral. Entlings who have lost their forests however or who plant themselves in corrupted lands may tend towards evil alignments.
Size. Entlings can stand between 7 and 8 feet tall, resembling large tree trunks with arms and legs. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Iron Bark. Your body is tree-like, which leaves you rather ill-fitted for wearing armor. Thick layers of bark line your body however; it gives you a base AC of 17. Your Dexterity modifier doesn't affect this number. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Treeish State. As an action, you may enter an inert state. While in this state, you are indistinguishable from a normal tree, your speed is 0 and you cannot take any actions except to leave this state. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation while in your inert state, during which you retain consciousness.
Nature Born. You were born in nature and are one with it. You are proficient in the Nature skill.
Nature's Touch. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.
Languages. You can speak, read, and write Common, and Sylvan.

entling Traits

ability score increase

ability score increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Iron Bark

Thick layers of bark line your body however; it gives you a base AC of 17. Your Dexterity modifier doesn't affect this number. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal. 

Treeish State

As an action, you may enter an inert state. While in this state, you are indistinguishable from a normal tree, your speed is 0 and you cannot take any actions except to leave this state. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation while in your inert state, during which you retain consciousness.

Nature Born

You were born in nature and are one with it. You are proficient in the Nature skill.

Nature's Touch

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.

Nature's Voice

you can speak, read and write common and sylvan

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