Homebrew Arboreal Species Details

Arboreals are a race of towering, sapient plant-creatures that do not originate from seeds like typical trees. Instead, they emerge from living trees themselves. In slender, flexible species, an Arboreal may detach from its parent tree, leaving behind a deep hollow in the trunk. In thicker, denser woods, some Arboreals appear almost inseparable from their trees, partially rooted and slow to move.

Their bodies reflect the characteristics of the tree from which they were born. Some are slender, elongated, and graceful, while others are broad, dense, and anchored.

Their faces are humanoid only in a vague sense, featuring deep-set, dark hollows for eyes, facial structures resembling carved bark, and crowns of branching wood that twist and sway like living antlers. Their voices carry the soft rustle of leaves in a breeze, yet their minds are steady, deliberate, and often possess wisdom that is far older and deeper than most humanoids can comprehend.

Arboreals are deeply connected to forests, groves, and the soil from which they sprang. Many nourish themselves directly from sunlight and soil, while others require only minimal sustenance. Some develop traits linked to their parent trees, such as: resilient bark, elongated reach, flexible limbs, or elemental affinities. They often feel a strong compulsion to protect the land that birthed them, carrying the wisdom and patience of the woods wherever they go.

Arboreal Traits

As an Arboreal, you are a towering plant-being with deep ties to the natural world. Your barklike form grants natural toughness, your limbs possess exceptional reach, and your rooted ancestry provides unique resilience and an instinctive bond with plants and soil.

Creature of Bark & Bough

Your body is composed of living wood and sap rather than flesh. You count as a Plant for all effects that interact with creature type.

You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

Barkskin Body

Your hardened bark grants you natural protection.

Your AC equals 13 + your Dexterity modifier while you are not wearing armor. You can still use a shield and gain its benefits.

Towering Frame

You are Large. Your carrying capacity, push, drag, and lift limits are doubled.

Additionally, you count as a Plant instead of a humanoid for the purposes of spells and effects.

Rootstride

As a bonus action, you extend your roots into the ground and choose one effect until the end of your next turn:

  • Anchor: You cannot be moved against your will and have advantage on checks to resist being knocked prone.

  • Siphon Soil: You regain hit points equal to your proficiency bonus + your Constitution modifier.
    You can use Siphon Soil a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Forest's Reach

Your elongated limbs grant you a 10-foot reach for your melee attacks.

Photosynthetic Sustenance

You do not need to eat food, but you must spend 1 hour in sunlight each day.

If you go 3 consecutive days without sunlight, you gain 1 level of exhaustion for each additional day until you receive sunlight again.

You still require water and sleep.

Whispering Green

 You can cast speak with plants once per long rest without material components.

At 5th level, you can use this feature twice per long rest.

Earthen Memory

You have advantage on saving throws against petrification and spells or effects that would alter your form, such as polymorph.

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