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 indistinguishable 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 millennia, always
growing, watching, and helping. Treants are all a little
different because of who they were exposed to while
growing as a tree.
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 awoken. 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
awoken to half a millennium.
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 from a fresh 8 feet to nearly 18
feet in height, and some trees are stout and round, while
others are tall and thin. You weigh between 700 and 1300
pounds. Your size is Large.
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
You have vulnerability to fire damage and deal double damage to objects and structures.
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, and you are considered fully nourished for the rest of the day. You can still sleep as normal while not in sunlight.
For every week that you go without photosynthesising or spending an equivalent amount of time on the surface in sunlight, you suffer one level of exhaustion.
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 shield of faith 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 barkskin 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 Sylvan and another language of your choice. Treants usually know Sylvan and whatever language they were exposed to most often by forest dwellers while they were a sapling, which is normally Common or Elvish.
Grand Frame
- The races have advantage on Strength ability checks and Strength saving throws. For this reason, these races are assumed to be strong, and do not need to gain a Strength score bonus they will usually roll high anyway, except on attacks and damage.
- The Large weapons deal an extra 1d4 damage.
- Your normal unarmed strike damage is 2 + your Strength modifier.
- The creature takes up a 10 by 10 foot area. To fit into a Medium area, the creature must squeeze into the space costing double its movement, disadvantage on
attack rolls and Dexterity saving throws, and attack rolls against it to have advantage. - The creature's push, drag, lift, and carrying capacity are all calculated for Large size. Push, drag, and lift are 60 times your Strength score while carrying capacity multiplies your Strength score by 30 unless otherwise noted.
- The races are able to grapple and shove Huge creatures.
- If you attempt to handle something very small, such as a vial of acid, the DM may call for a Dexterity check where a smaller sized creature would automatically succeed.
You require mounts at least one size larger than you as normal. - You require four times as much food as normal and your armour requires four times the materials to be made. It is about that much more expensive, and that's assuming you can find it. Based on how common these races are in your world, they might be found in populous cities. You also require larger shields, which are more common, but give no bonus to AC outside the norm.
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