Homebrew Ent Species Details
Before stone walls divided the land, before roads carved scars through the wilderness, and perhaps even before the first mortal kingdoms had names, the ancient forests were already watching. Some trees watched for so long that eventually… they began to watch back. Ents are enormous awakened tree-folk: living beings of bark, sap, roots and ancient memory. They are extraordinarily powerful once battle comes within reach. The difficulty is getting them there
Ent Traits
Lumbering BehemothAbility Score Increase
Your Strength score increases by 2.
Long-Limbed
Your enormous arms and branches allow you to strike foes from unusual distances.
Barkskin
While you aren’t wearing armor, your AC equals: 12 + your Constitution modifier You can use a shield and still gain this benefit.
Branch and Bough
Your unarmed strikes can deal: 1d6 + Strength modifier bludgeoning damage instead of the normal damage. Your Long-Limbed trait applies to these attacks
Ancient Memory
You gain proficiency in one of the following skills: Nature Survival Choose one when creating your character.
Deep Roots
As a bonus action, while standing upon a reasonably
solid surface such as earth, stone or wood, you can drive
your roots into the surface.
While rooted:
Your speed becomes 0 feet.
You cannot willingly leave your space.
You cannot be knocked prone.
You have advantage on Strength checks.
You have advantage on Strength saving throws.
You cannot be moved against your will unless the
effect teleports you.
You can uproot yourself as a bonus action.
You automatically uproot if you fall unconscious.
Being rooted does not prevent you from attacking,
casting spells, grappling, shoving or taking actions that
don’t require you to leave your space.
Heartwood Resistance
You have advantage on saving throws against poison. Magic cannot put you to sleep. You do not gain resistance or immunity to poison damage.
Voice of the Green
Plants cannot hold normal conversations. Instead, you receive simple impressions based upon events the plant could reasonably have sensed. A tree might communicate: “Many creatures passed.” “Fire came from there.” “Something heavy climbed me.” “Blood touched my roots.” “Small metal person stepped on bush. Bush angry.” Plants don’t possess supernatural knowledge. A flower cannot tell you an assassin’s name. It may remember that a cloaked figure ran past carrying something that smelled of blood. The DM determines what information a plant could reasonably possess.
Still as an Oak
If you remain motionless for at least 1 minute while among trees, large plants or substantial vegetation, you have advantage on Dexterity (Stealth) checks made specifically to disguise yourself as part of the surrounding plant life. The benefit immediately ends when you: Move Attack Cast an obviously perceptible spell Speak loudly Perform another clearly animate action
“Was That Tree There Before?” Ent camouflage works because creatures generally don’t expect the scenery to attack them. A twelve-foot oak standing in the middle of a polished marble ballroom is not automatically inconspicuous.
Languages
You can speak, read and write: Common Sylvan Your Voice of the Green also provides limited communication with ordinary plants
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