Homebrew Young Treant Species Details

Treants, or Ents, are awakened trees that live in sylvan glades, hearts of nature, and forests of gods. Some trees are born to be treants and awaken over their lifespan, slowly coming to sentience, but others are chosen through magic of nature. Trees can take decades to awaken, patiently growing and awaiting the arrival of the mind.

Original Guardians

The treants were the first to walk and protect nature from its enemies of darkness. Forests grew them in an act of self preservation. It is likely that treants will also be the last guardians of nature, so rooted they are in their legend status and will. It is often spoke that treants were the first to teach druids how to learn and divine the will of nature, and all treants command a more ancient magic.

Children's Tell the Wildwatchers

Most treants are nearly indistinguisable from normal trees when not moving, and even more so before they have reached full sentience. However, through either some random chance or intentional design of the gods, any child of any race can always tell if a tree is a treant or not, or if it is growing to become one. There's something about the big, gentle presence of a treant that is both calming and energetically invigorating at the same time. Treants can represent the innocence of nature, even though treants have no standard age limit and can live for millenia, always growing, watching, and helping. Treants are all a little different because of who they were exposed to while growing as a tree. You can select or roll a quirk from the table below.

d6 Treant Quirk
1 Photovore. You view any kind of eating other than photosynthesis as strange, and maybe abhorrent.
2 Rain Lover. You absolutely adore the rain, it fills you with joy. Who doesn't love a water bath while walking?
3 Pet Keeper. You constantly have birds, squirrels, and other animals nesting or chirping on you.
4 Pyrophobic. Fire is a deathly worrisome danger, and thoughts of it fill your anxious mind.
5 Head in the Clouds. You often forget and place little importance on current issues, thoughts wandering back to the grove where you matured.
6 Surface Strider. Caves and the general underground is alien, and you would never venture there for more than a few minutes.

Young Treant Traits

As a young treant, you are not as grandiose as some of the older and more powerful treants, few of which are left, that stalk the forests. You may be a new treant or one that has recently been awakened recently for a treant.

Ability Score Increase

 Your Constitution score increases by 1, and your Wisdom score increases by 2.

Age

Age, to treants, is a trifle thing. Time passes with the seasons, and treants can age decades and grow only a few feet. As a young treant, you might be of any range from newly awakened to half a millenium.

Alignment

Treants are almost always some alignment of good, whether they be carefree and impulsive, or work consistently with ranger conclaves and druid circles to protect their world. Neutral treants are somewhat irregular, but older or more isolated treants sometimes begin to see more balance than good. Evil treants are nearly never seen, but if they ever are, they are a truly terrifying force: hunting and actively harming others who dare to trespass into a pass of the woods, or even turning on their own kind.

Size

Treants can range around 8 feet tall. Your size is Medium.

Speed

 Treants are big, slow, and heavy, but the width of stride can cover that up. Your base walking speed is 30 feet.

Wooden Make

 Treants have a natural aversion to fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.

Powerful Build

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

One with Nature

You have proficiency in the Animal Handling and Nature skills.

Photosynthesis

You do not need to sleep while in sunlight. Instead, you can choose to sunbathe for 4 hours a day. While sunbathing, you can dream after a fashion; such dreams are the fleeting half memories of when you were still a normal tree. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you sunbathe during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Nature's Protection

 You have advantage on saving throws to resist diseases.

Bastion Arms

You can slam your body into a creature. Your arms are natural weapons which deal bludgeoning damage equal to 1d6 + your Strength modifier.

Force of Nature

You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Stand your Ground

As a bonus action, you can root yourself into the ground, causing your speed to drop to 0. You cannot be knocked prone or otherwise moved against your will while rooted. You can uproot yourself as a bonus action.

Languages

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

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