Homebrew Woodwoven Species Details
THE WALKING WILD
Woodwoven are tall tree-like beings, fuelled by the natural magic of Everfall itself. When a tree is charged with this energy, a fully mature woodwoven is produced. All woodwoven resemble some form of tree, to the point where people sometimes believe them to be young treants. The average woodwoven stands between 7 and 8 feet tall, often even taller including their branches. The bark and leaves of woodwoven vary in colour as much as the forests of Everfall. Some woodwoven decorate their bark with intricate carvings that glow with the primal energy that sustains them. Due to the circumstances of their creation, woodwoven are mostly ignorant of the various cities, civilisations and wars of the continent. This ignorance quickly becomes intrigue as a woodwoven discovers more and more about the world that has developed around them. A woodwoven’s attention is so easily grasped that they may spend months on end watching the day to day goings of a simple village, or even one of its inhabitants. Woodwoven mostly ignore the concept of gender entirely, though some adopt a gender identity in emulation of creatures around them.
WOODWOVEN SOCIETY
Woodwoven have no centralised society, as there is no discernable pattern to track regarding the location or timings of their awakenings. There are however some similarities in how individual woodwoven interact with the races of Everfall. Though typically uneducated in the finer aspects of civilisation and society, Woodwoven have a tendency for being courteous and patient, often being happy to wait months on end for a response to a single question.
WOODWOVEN ADVENTURERS
All woodwoven feel the desire to explore the world around them. This drive initially manifests as exploring the forests and natural landscapes near the place of their awakening, but can quickly lead to towns and cities. Woodwoven are most often druids, rangers or oath of ancients paladins. Those that take a more immediate interest in the wider world often take up the opportunity to indulge in their natural curiosity. These woodwoven often become wizards, bards, monks and rogues. For some, the pursuit of understanding becomes so extreme that they are willing to turn to higher powers for answers. Woodwoven clerics and warlocks see their bargains and worship as simple transactions to help sate their curiosity. Sorcerers are almost entirely unheard of in the woodwoven. Those that awaken as sorcerers often emerge from trees that have been struck with or surrounded by significant magical power.
WOODWOVEN NAMES
Woodwoven have two names. One is a name that they only use when interacting with others of their own kind, the other is a nickname used when talking to other races. A woodwoven’s ‘nickname’ is often given to them by other creatures, very often reflecting both their appearance and personality. A woodwoven’s true name is something deeply precious to them, for them to share it with a non-woodwoven would be an act of ultimate trust and respect.
Woodwoven ‘True’ Names. Acerel, Agathius, Arbutus, Brachyton, Celtis, Dracaena, Ilex, Morus, Strebulus, Tetradius, Vitex, Zelkovax
Woodwoven Nicknames. Apples, Badleaf, Barkface, Handles, Lunch, Mulch, Roost, Rooter, Splinters, Wildwhisper, Woodsong
Woodwoven Traits
Woodwoven have the following traits.Ability Score Increase
Your Wisdom score increases by 2
Age
Woodwoven are given life by a portion of Everfall’s own inherent magic. This allows them to live extraordinarily long lives. After about 1000 years the magic’s pull to return to Everfall becomes too strong to bear, leaving the Woodwoven standing as though a wooden statue.
Size
Woodwoven stand between 7 and 8 feet tall, often even taller when counting the branches of some variants. Woodwoven weigh between 300 and 400 pounds. Your size is Medium.
Speed
Your base walking speed is 30ft.
Languages
You can speak, read, and write Common and Sylvan.
Children of the Forest
Woodwoven are deeply connected with the forests of Everfall. You gain proficiency in the Nature skill.
Voice of the Trees
When a woodwoven touches a tree it gains a limited ability to communicate. The tree understands your words and can respond with basic emotional impulses.
Roots
Woodwoven do not need to eat or drink, instead they must spend at least 6 hours of a long rest rooted in the ground. During these 6 hours woodwoven are unconscious and indistinguishable from a tree. You can only root outdoors. If you finish a long rest in an area you cannot root, you do not reduce your exhaustion level.
Lorix (Pine)
A bristled form of Woodwoven well adapted to cold climates.
Ability Score Increase
Your Dexterity score increases by 1.
Needle Defense
Your bark is covered in small needles, capable of being used for defence. When a creature ends its turn grappling you, it takes 1d4 piercing damage from your needles.
Needle Blast
You can use your action to violently eject needles from your bark. When you use Needle Blast each creature within a 5ft of you must make a Dexterity saving throw. The DC for this saving throw is equal to 8 + your Constitution bonus + your proficiency bonus. A creature takes 4d4 piercing damage on a failed save, and half as much damage on a successful one. The damage increases to 5d4 at 6th level, 6d4 at 11th level and 7d4 at 16th level. After you use your Needle Blast you cannot use it again, or benefit from your Needle Defence, until you complete a short or long rest.
Cold Weather Adaptation
You are naturally adapted to cold climates, as described in Chapter 5 of the Dungeon Master’s Guide.
Querix (Oak)
A hardy, tough kind of Woodwoven with thick bark and large, club-like hands.
Ability Score Increase
Your Constitution score increases by 1.
Tough Bark
Your body is covered in tough bark, protecting you from harm. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Steady Growth
Whilst all of your kind grow, you are in a constant state of regrowth. When you spend a Hit Die to recover hit points, you may choose the average result instead of rolling. You must make this choice before rolling any dice.
Oaken Fists
Your hands make for fantastic clubs. When you hit with an unarmed strike you can deal 1d4 plus your Strength modifier bludgeoning damage instead of the normal damage for an unarmed strike.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.
Salix (Willow)
An empathic kind of Woodwoven able to pick up on the feeling of other creatures around them.
Ability Score Increase
Your Charisma score increases by 1.
Obscuring Foliage
Your branches provide a small amount of cover to your allies. Creatures of your size or smaller can attempt to hide when obscured by you.
Weeping Wisdom
Salix are particularly in tune with the feelings of other creatures. As an action you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion. In addition, if the target’s prevailing emotion is sadness, you gain advantage on any Charisma checks to influence or communicate with them.
Natural Medicine
Your bark can be used to treat pain. You gain proficiency in the Medicine skill and you always count as having a Healer’s Kit.
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