Homebrew Ent Species Details

Ents have gotten many names ever since they were created several millennia ago, ranging from Ent to Treant to Fey Ent to Barkskins. But whatever alias they were under, Ents have always held the same philosophies true. They would protect the forest they sprouted in, in any way they could. Ents are most often depicted as old and wise defenders of nature, slow to act but decisive when push comes to shove. Ents share a deep bond with the forest they grew up in, from looking exactly like the trees of their home forest and sharing the traits of its wood, to knowing every creature and living thing in their forest and even developing ways to communicate with them. The origin of Ents is only known because of the Elves, whose presence in our world date back just a bit before the first Ents were created. The story goes that when Elves had just arrived in the Material Plane, at the moment there were just 6 of them, they immediately bonded with each a specific type of forest, which all carried different types of trees. These Elves, because of their connection to these forests, each gave a little bit of their soul to a single plant in each forest. These plants would grow to be the 6 Elder Ents, which then very slowly brought forth the rest of the Ents that exist even now. This theory is widely regarded as true, but can't really be proven.

Ent Traits

Ents do get some traits from the type of forest they hail from, but these traits are the same for every single Ent.

Ability Score Increase

Your Constitution gets a +2 bonus 

Age

Most modern Ents reach maturity around 100 years old, and then never age again. No one has ever seen an Ent die, so their life span is unknown.

Alignment

Most Ents tend to stick to the neutral side of things. The only thing they strongly believe in is the safety of their forest and its residents. Any Ent could tell you that most Ents can't be bothered by doing anything either good or evil, so the most common alignments or LN, TN and CN. Although, exceptions to this rule always exist.

Size

Ents grow anywhere from 8-12 feet. Your size is Medium.

Speed

Your base walking speed is 25ft.

Languages

You can speak and write Common and Elvish. Through speech and touch you can communicate simple ideas with living plants. You are able to interpret their responses in simple language. Plants do not experience the world in sight, but can detect changes in temperature, and can detect waves in the air (including speech).

Fey Ancestry

You have advantage on saving throws against magical effects that charm, and can't be put to sleep by magic.

Barkskin

Your base AC is 14 + CON modifier (to a max of +2), but can't wear armor. This cap increases to +3 at level 5.
You also gain resistance to bludgeoning damage due to your thick skin.

Combustion

Due to you being made out of wood, you have disadvantage on any saving throw regarding fire.

Grounding

Ents do not sleep, but every day they enter a semi-conscious dormant state for 6 hours, where they put down their roots into the floor, and recharge their energy through the energy hidden in the earth. While rooted, your speed becomes 0 and  you get disadvantage on dex saving throws, but you are immune to the prone condition, have advantage on con saving throws, and get temp HP equal to your level at the start of each of your turns. If rooted for long rest replacement, you can still register things happening around you.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

Blossomwood Ent

You come from a particular forest where the trees are always in full blossom, known for their magnificent flowers that shine year round. Once per long rest, you can duplicate the effects of a Fog Cloud spell, releasing your many blossoms to block sight.

Elders' Breath

The Elders' Breath Ents can be classified into two different groups. The actual Elders, the 6 Ents to have been personally awakened by the elves and the progenitors to the Ent race, awakened by the elves to guard their forests as figurehead, leader or shaman, and their followers, who strive to bring as much good to Ent society as the Elders have. They, above all Ents, forsake their strength for the sake of wisdom and knowledge, and continue to lead the six Ents' societies.

Ability Score Improvement

You get a +1 increase to either your Wisdom or Intelligence

Knowledge of the Elders

You gain proficiency (or expertise if you already have that) on Nature checks due to your long life spent in the wild, or your intensive research on it.

Elven Legacy

You learn the 1st lvl spell Speak with Animals on your 3rd lvl, and the 2nd lvl spell Augury at lvl 5. You can cast these spells once per long rest.

Elder of the Woods

You learn the Druidcraft cantrip because of your long time spent in the woods and the important bonds you forged in it, allowing you to learn some of its strength.

Ents of the New World

These Ents are the younger generations of Ents, who move away from their home forest to assemble in other races' societies. They are curious, tricky and feel shame for their senior Ents' old-fashioned way of thinking.

Ability Score Improvement

You get a +1 increase to your charisma.

Urbanized Adaptation

You get proficiency (or expertise if already) in either Persuasion or Deception.

Learned in Lore

At 3rd lvl, you can cast Comprehend Languages one per long rest for free. 

Trick of the Trade

As you remain to marvel about all the aspects of life outside the forest, you learn the Prestidigitation cantrip, to blend in with the outside world better.

Fruitwood Ent

You hail from the forest known for their trees that bear fruit all year, regardless of season. After grounding successfully for 6 hours, you produce a day's worth of rations of fruit.

Hardwood Ent

The forest you hail from has always been very resilient to fire, having grown accustomed to it by often having fires rampaging. You no longer have disadvantage against fire saves, but when you get hit with fire damage you gain the "burned" condition, where you take 1d4-1 fire damage each turn for 3 turns.

Ironwood Ent

You come from the forest of Ironwood, known to be the heaviest type of wood on earth. When you take critical damage, roll a d6. On a 6, the crit becomes a normal attack. You weigh on size category more than your actual size.

Orcs' Bane

War-born, root deep. The first to rise when iron clashes with wood and fire licks the forest floors. They are trained from sprouting to become wrathful guardians of their forest, fast and resilient, the forests vengeance carved into their bark.

Ability Score Improvement

You get a +1 increase to either your strength or dexterity.

Hunter's Instincts

You get proficiency on Survival checks (or expertise if already proficiency)

Wrath of the Forest

At 3rd lvl, you can cast Hunter's Mark once per long rest for free. Constitution is your spellcasting ability for this spell.

Barklash

You learn the Shillelagh cantrip, representing the fury of your forest influencing your bark. Your spellcasting ability for this is Constitution.

Rubberwood Ent

You come from the forest known for its trees with regenerative capabilities, using their potent sap to heal broken parts of their bodies. While in direct sunlight and not in combat, you can use a Hit Die to heal yourself, or spend 1 Hit Die to regain a lost limb, which grows back in 5 minutes. You can use this once per long rest.

Wyrmwood Ent

You come from the mystical forest where wood and trees seem to have magical capabilities. You can choose one druid cantrip of your choice to learn.

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