Homebrew Treefolk Species Details
The mighty Treefolk of the forests act as guardians of nature, shepherds of the trees, and protectors of the natural balance. Whether it’s a fetid swamp, a magical woodland, or a frigid frozen forest, there may very well be a clan of Treefolk there to maintain order and balance. The Treefolk are known for their bond to the trees, their long-lived wisdom, and their hearty nature.
Children of the Woods
With their close relation to average trees of the forest, differences between Treefolk are as varied as those in Humans. Due to their relation to the average tree, Treefolk tend to be a larger race, ranging from 6 feet tall to well over 8 feet. Despite their size, Treefolk retain much of their wooden nature and tend to range in weight between 100 pounds to the heaviest Treefolk being just under 300 pounds.
Variations between Treefolk are as vast as differences between average trees. Their bark-like flesh can be brown, green, black, grey, white, or mottled, and their foliage covers the spectrum of green, blue, grey, yellow, red, and orange. To an outsider’s eye, it would be hard to tell the difference between a male and female Treefolk, but minor differences in their spring foliage can mark the clearest difference.
Life is old there, older then the trees...
Treefolk can live for centuries, giving them many years to grow as individuals and maintain their forest. They tend to live in small, insular clans within their forest and rarely venture out to interact with outsiders, rather letting the outsiders come to them. Opinions of interlopers in the forest differ between each clan, but for those that befriend a clan of Treefolk, they can be sure of the knowledge that they will have timeless allies, for the Treefolk have memories as long as the forest is old, and they will never forget a friend’s charity… Or an enemy’s sleight.
The Treefolk remain neutral in the goings-on of the world, rather wanting to remain within their forest and maintain the balance and safety of their clan and their tree flock. They are slow to make decisions as individuals and as a clan, taking far longer in matters of business and diplomacy than other races to come to a decision or adapt to a change. However, once a decision is made, a Treefolk is all but impossible to dissuade, as they are steadfast and loyal in their decisions as well as their beliefs. If their forest is attacked, however, the guardians of the native Treefolk clan will quickly rise to meet any challenge to their home. Those allowed to pass through a Treefolk clan’s forest must do so with respect, for the trees see all, and the Treefolk do not tolerate offenses in their home.
The clan of the Forest
The Treefolk organize into small but closely-knit clans within their native forest. These small clans are made up of Treefolk that closely resemble the trees they live amongst and when a Treefolk stands still, would be almost indistinguishable from the trees around them. The Clans are leaderless, rather being a collective where the eldest Treefolk carry the most influence in matters affecting the entire forest. The elders raise the young, teaching them skills such as guarding the forest, shepherding the trees, and reflecting on the balance and cycle of nature.
A tree in motion grows no roots
Treefolk rarely take up the role of adventuring. Their natural isolationist nature and tendency to avoid impulsive actions means adventuring comes slowly to a Treefolk, but many reasons still exist to push a Treefolk into adventuring. Some clans who have good relations with outside races may send their young out to learn new wisdom spending time outside the forest. Treefolk may become close friends and join an outsider on adventuring if the Treefolk adopts the adventuring party as their new “forest.”
Most tragically, however, is if a Treefolk loses their forest. A Treefolk will take up wandering if its forest is lost, forever destined to wander the world without a clan or a flock of trees to tend to. These Treefolk may be on a path to revenge, or some other goal to achieve the natural balance after losing their forest.
Treefolk Names
Treefolk rarely use proper names amongst themselves as they normally speak Sylvan, and their tree flock are too simple to understand names. But when dealing with outsiders, Treefolk normally carry an individual name and a clan or forest name. Individual names tend to be descriptive of the Treefolk itself, whether a physical quality or a spiritual quality, and there is little difference between male and female names. The clan name is reflective of the Treefolk’s home and is shared by the entire clan. The clan name is either a descriptive name of the clan, or sometimes the Treefolk will adopt the Common name of their forest home as their clan name.
Individual Names: Ashwood, Springleaf, Stumpleg, Autumnleaf, Ironbark, Grayjuniper, Weepingsap, Elmhowl, Poplarstalk, Walnutcrunch, Leafblade, Maplescent, Lazyroot, Tmbersplinter, Winterbloom, Cedarshepard, Bristlewood, Stalkfir, Wiseoak, Hickorysentinel, Fastsprout
Clan Names: Cindergrove, Springgrove, Blacktree, Vinewood, Vastwood, Arboria, Havenwood, Durkwood, Skyshroud, Shanodin, Wildwood, Whisperwood, Tangle, Deepwood, Ulvenwald, Somberwald, Turntimber, Tuindale, Krossa, Deepglade
Treefolk Traits
Treefolk share certain similarities to the tree of the land.Ability Score Increase
Your Constitution score increases by 2, and your Strength score increases by 1.
Age
Treefolk reach maturity between the age of 15 to 30 years old, and can live to be 100s of years old.
Alignment
Treefolk live fairly free lifestyles, meaning you can typically find them keeping to any alignment they see fit, from Lawful Good to Chaotic Evil.
Size
Treefolk are between 6-7'5" feet tall, and weigh between 100 to 200 pounds on average. Your size is Medium.
Speed
Your speed is 30ft.
Take Root
Treefolk do not sleep, but they must root themselves into the ground each night and enter a semi-conscious dormant state for at least 6 hours. Treefolk can take root in sand, dirt, mud, loose gravel or similar material; but not worked stone or bare rock. While rooted, a Treefolk's speed becomes 0, and they become immune to both the prone condition and any form of forced movement, but have disadvantage on Dexterity saving throws. Treefolk may root or uproot themselves as an action.
Forest Friend
Because of your life in the forest, you have proficiency in Nature and Animal Handling skills. When pretending to be an average tree, you also have advantage on Stealth checks. Performing an action that an average tree cannot (such as speaking), causes your stealth to end.
Photosynthesis
Being a tree, you can create your own food through photosynthesis. Once per day, you may take root in a suitable material and absorb natural light during a short rest to regain hit points by rolling a die equal to your class’s hit die. If you go without a natural source of light for more than one day, you will begin to decay. You take 1 level of exhaustion at the end of each day you spend away from a source of natural light. You may recover these levels of exhaustion by taking a long rest in natural light.
Language
You can speak, read, and write Common and Sylvan. Additionally, you may converse with average trees as if using Speak With Plants.
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