Homebrew Barker Species Details
Once long ago a Crazed cleruid (Cleric/Druid) Got his hands on a Staff of the Woodlands and began awakening trees to form a great tree army. However a forest fire claimed almost all of the awakened army. The few survivors formed a peaceful forest and began the Barker Race. Cross pollinating with other wild trees (some say humans as well) gave them great diversity and varying traits.
Barker Traits
Dexterity -1 Constitution +2 Wisdom +1Vulnerabilities and Resistances
You are made mostly of wood thus fire will do extra damage. However you are resistant to Piercing and Bludgeoning damage.
Speed
Your walking speed is 20 ft
Alignment
Barkers tend to be self sufficient and rarely involve themselves with other races However most will take up ANY job for the right price or reason therefore most are Neutral
Size
Most Barkers who reach the age of travel (25) are about 3-5 Ft tall (Medium size)and can weigh up to 150 lbs. They grow bigger as the years pass becoming 6-9 Ft tall (Large) 250-450 lbs or even 10-25 Ft tall (huge) 500 lbs or more
Long Limbed
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Surprise Attack
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Natural Camouflage
If you stand still for 1 minute you become indistinguishable from a normal tree unless seen moving beforehand. This gives you a +10 to a stealth roll
Languages
You can speak, read, and write Common and one other language of your choice.
Woodworking Expert
Being made of wood and living around trees for many years makes you an Expert working with it
Ability Score Increase
Your Constitution ability score increases by 2, your Wisdom ability score increases by 1, and your Dexterity score Decreases by 1
Age
Barkers cannot uproot themselves until they reach 25 years old. As a tree your lifespan can be anywhere from 100 to 5000 years depending on what kind of tree you are. As you age the urge to stay rooted grows
Barker Growth
As a tree you grow with time and each time you gain a level your hp increases by 2 points
Blind Sight
As a tree you have no eyes, however you can perceive with your other senses (as if with sight) in a 60 foot radius around yourself. You can not see ANYTHING beyond this
Difficult to Armor
Any armor must be custom made and fit onto your form causing it to take a long rest to don or doff armor. As time/levels pass the armor begins to mold into your form making it part of your body and causing you to take damage if you attempt to remove it. you take 1d8 damage per lvl to remove it
Plant Speech
You have the ability to cast the "Speak with Plants" spell at will
Rooted
As a bonus action you can dig your roots into the ground (Strength check based on terrain) becoming Rooted in place. When your roots are dug in your speed drops to 0 and you gain a +4 to damage rolls on melee attacks. You also gain advantage on strength checks and saving throws but automatically fail all dexterity checks and saving throws.
Sleepless
You don’t need to sleep, and magic can’t put you to sleep. Instead you must remain Rooted for at least 6 uninterrupted hours to obtain the benefits of a long rest
Tremor Sense
When you plant your roots you gain Tremor Sense up to 120 feet, becoming sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground and within range.
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