Homebrew Wyrwood Species Details
Wyrwoods are small living constructs made from enchanted wood varying in shapes and sizes, dependent on the wizard who created them. Some have crazy swirls of branches as hair and others have gnarled feet. The only thing in common with all of them is that they are small and usually made with a rich dark wood, like ebony. However, the "heart" is sometimes made of a lighter wood like pine or birch. As time goes on, their darker outsides take the colors of that of their heart.
Wyrwood typically live in small communities of about 20 to 30 members. They often set up small villages around a massive tree, like an oak or sequoia, in the environment that best supports their favored tree. Although no kingdoms or great cities have been built or reigned over by the wyrwood, they often find themselves living and fighting alongside the rule of good or neutral sylvan kingdoms, most often the elves. They often stay in their hidden villages as peaceful folk of the forest. Those who don’t usually work as sages, guardians, and druids. This being said, many still chose the adventuring life out of pure whim and mysticism of the outside world.
The hierarchy of a wyrwood villa consists of a leader called a chieftain, a seer they refer to as the old-one, and a council of elders. The rest is made up of tree keepers, guardian druids, and workers.
Wyrwood typically don’t recognize one another as either a male or a female according to social grouping, but do understand the concept and fit into it. Once two wyrwoods fall in love, a great ceremony is held by the elders followed by a party held by the entire community. As the party draws to a close, the old-one plants a single seed at the base of the great oak. The seed is usually made of a mix of wood from the two lovers. The two lovers then speak a chant over the seed. After the two finish, a small sprout emerges from the ground and grows to be a tiny sentient tree, which is a baby wyrwood.
Wyrwood Traits
Living ConstructNimble Burst
You and your ancestors before you have had to be quick to keep up with your masters demands. That rush stays with you even after your servitude ends. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Burning Pain
Due to your wooden structure, you are vulnerable to fire damage.
Ability Score Increase
+2 dexterity +1 constitution
Darkvision
60ft Darkvision
Language
You can read, write, and speak Common and one other language of your choice.
Proficiency
You are proficient in Nature and one of the following
Living Construct
Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat, drink or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Traits: A living construct possesses the following traits (unless otherwise noted in a creature's entry).
- Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct is not immune to mind-influencing effects.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally.
- Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
- Does not need to sleep, but must rest for 8 hours before preparing spells.
Deep Roots
If there is a body of water nearby, you can choose to go stand in it and enter a state of inactiveness as a short rest. You regain hit points equal to 1d6 + your Constitution modifier at the end of this rest.
This increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. You must finish a long rest rest to use this trait again.
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