Homebrew Treant Species Details

Ability Score Increase

Your Constitution score increases by 2, and your Wisdom score increases by 2.

Immortality

As they were created by Silvanus to always protect the forest they cannot die of natural causes. The only way they can die is if they're destroyed.

Isolation

Treants are solitary creatures preferring the company of animals and other Treants. This causes them to become easily angered by others including friends to the point of being hostile.

Treantic

Treants speak treantish, this allows them to communicate with one another as well as regular trees and animals. This can be used to send messages or have an animal fetch something for you if the animal is capable. (Dischss with DM to what effect this can take as to not make some challenges irrelevant.)

Alignment

They care little of the world besides their forests this causes them to be good or neutral.

Age

Most Treants are fully matured by 250 years of age.

Size

Like trees they're taller than other races going to the almost large category of 15 feet tall to 8 feet at the shortest.

Fire damage

Treants are made of wood and thus they're flammable, any attack with fire damage on the Treant gains advantage.

Sleep

Treants never truly sleep, during a full rest they assume the more tree like version of themselves bringing their legs together standing tall and rigid this allows them to hear anyone approach during a full rest.

Languages

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

Skills

Treants have the Nature skill due to their protection and long lives spent in the forests. They may also choose 2 from the list of Animal Handling, Medicine, Perception and Intimidation.

Powerful Form

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

Camouflage

When in the forests they gain an advantage at stealth checks. 

Bark Skin

Because of their large stature Treants cannot wear armor unless it is magically enchanted. Instead their Bark takes the place. At level 1 they have an Ac of 13. At 3 it becomes 14 and increases by one for every odd number level ending with 24 AC if not wearing armor.

  • Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Oak wood treant

Oak wood Treants embody the physical protector of the forrest. These raging monsters of nature choose to use their bare hands or larger weapons.

Ability Score

Add +2 to Strength.

Elder Wood Treant

The Elder Wood Treants embody the magical protection of the forests. They are not as strong as the Oak Wood Treants but they are a tad smarter.

Ability Score

Add +2 to Intelligence.

Treant Traits

"As old as the Earth and as strong as wood it would not be wise to damage nature as you never know when one of the tress next to you could spring up and stomp on you"

Bark Skin

Bark Skin

Because of their large stature Treants cannot wear armor unless it is magically enchanted. Instead their Bark takes the place. When not wearing armor, which is generally your natural state, your AC is 14 + Con or Dex, whichever is higher.

False Appearance

While you remain motionless, you are indistinguishable from a normal tree.

Fey Ancestry

You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.

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