Homebrew Treant (Ent) Species Details
Treants are mostly sworn protectors of the forest, tending to groves of young trees and keeping invasive species, like humans out of thier homes, often rooting themselves to the ground for years, waiting for a need for them to arise like logging and deforestation. In the situation of such an event, the ents would attempt to chase the offender away, killing them if neccesary and calling for other ents, dryads, rangers and druids for aid.
Grand and bold, ever-growing
Starting small and ending huge, Treants grow larger slowly but constantly, usually taller than an average creature thier size, At level 1, your size is small, at level 5, medium, at 11, large and at 17, you are huge, an Ent can control thier size however, pulling in stray branches and magically shrinking themselves or surging in size when on rich earth.
A Timeless Perspective
Treants can often live for centuries, almost as long as elves, and can even live indefinitely if the ground is healthy and bountiful in minerals and can sustain them properly, 1 year to an ent is like one second to a human. As such, they tend to be harder to anger and scared away, often preferring to sit and listen rather than seek out conflict, enjoying stories and songs more, diplomacy and ethics are foreign concepts to younglings, needing to either be taught by elder trees or by a local dryad or ranger.
Hidden Groves
Treants can usually be "found" rooted into thick patches of trees as protectors and keepers of such sanctuaries, which are usually lush and perfectly clean, to happen across a rooting ent is akin to happening across a bag of gold in a busy city, nigh impossible but doable with a lot of luck, though a creature more attuned to nature might seek guidance from the surrounding flora and fauna.
Treant names
Treants are genderless and ageless, often picking names for themselves based on thier surrounding region and what species of tree they are.
Names: Ironmaple, Cunningtrunk, Junipershell, Kindcypress, Hazelfang, Pinestalk, Firsprout, Algalwalnut, Thistlestand, Shadowsprout
Treant (Ent) Traits
Your character has a variety of abilities due to thier nature...... hehPhotosynthesis
You dont need to eat as long as you are exposed to sunlight for 8 hours a day, or artificial bright light for 12 hours a day. If you do not have access to either of these, you must consume a corpse of a creature at most one size smaller than you, there is no limit to how many corpses or the size of the corpses you can consume, this does not work with: undead, constructs, or elementals.
Size
Treants start from just under 3 to over 5 feet tall at a young age, increasing with size and maturity, at level 1, you are small, at level 5, you are medium, at level 11, you are large, at level 17, you are huge
Ability Score Increase
You dense bark and lengthy lifespan, no matter what age you are, make your body naturally much stronger, and your mind sharper and wiser. Your Constitution score increases by 2, your Wisdom score increases by 1, and your Strength score increases by 1.
Aversion to fire
Even though you are made mostly out of wood, your sap and bark is often wet enough to not take significant damage, but the area where the fire was is burnt off, it will regrow and magically regenerate partially in 1d4 days, and fully heal after a year.
When you take Fire damage from any source, you have disadvantage on all attack rolls until the end of your next turn.
Age
Treants can often live for centuries, almost as long as elves, and can even live indefinitely if the ground is healthy and bountiful in minerals and can sustain them properly, 1 year to an ent is like one second to a human
Alignment
Treants are noble and steadfast protectors of the forest, doing whatever it takes to protect it and ensure it's survival. Hence, they tend toward neutral good or chaotic good, putting the forest and it's inhabitants before alien live.
One with the earth
Due to thier extensive root structure, Treants often root themselves in place, extending tiny worm like roots in a 60ft radius around them, a process which takes about an hour, most treants use this ability when resting and keeping watch, after one hour, you gain tremorsense up to 60ft, unrooting takes one hour, leaving the ground untampered with, or as an action if the Treant chooses to tear itself out of the ground, leaving a sizable hole and debris around where it rooted, usually used when it's grove was snuck up on.
If the Treant chooses to tear itself out of the ground, it takes 6d10 psychic damage, and this damage can only be a maximum on 1/4 of the Treant's current health.
You can attack while rooted, but you are restrained with no disadvantage on attacks, and you cannot be moved against your will unless the ground you're on is displaced.
Rooting and unrooting normally do not intefere with a long or short rest, but tearing itself out of the ground does, if the Treant has rested for more than one hour, it gains the benefits of a short rest.
Steadfast protector
You have advantage on saves against being charmed, and magic can’t put you to sleep. If you are forced to do anything directly harmful to a forest, like spreading salt on the roots of trees or starting a fire, any effect forcing you to do so immediately ends.
Sleepless watch
Treants don't need to sleep, Instead, they sit in one spot and keep watch, often going through thier day and reviewing what happened throughout the night
Forest magic
You can cast the enlarge/reduce spell at will, targetting yourself only as you draw sustenence and energy from your surroundings
Once per day, you can cast goodberry as you pluck fruits and nuts from your branches, each fruit you create and pluck take 1 psychic damage.
Previous Versions
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