Homebrew Bludge Species Details
One of the new races to appear in the times proceeded by the Brightest Dawn, these beings are descended from trees that were magically brought to life by one of the Bringers of the Dawn. Tall and slender, Bludges can be derived from all types of tree, from the pale white of a birch tree to as dark as ebony. Time has refined their forms, so that they appear more humanoid than their ancestors, but some oddities still arise in these treefolk:
-Bludges have no mouth. They can speak through the leaves on their head, which vibrate the air around them at such a speed that they produce a sound similar to other humanoid voices, albeit much lower. They also do not eat, nor do they need to.
-Bludges pull water from the earth beneath them through a root system in their feet during long rests. If they are not on a natural surface such as soil, wood, or natural stone, they must absorb one gallon of water per day through other means or suffer a level of exhaustion.
-Bludges do not sleep, and typically root themselves in place, upright during the night. this allows them to be exemplary sentinels, and is often why they find themselves as guards for towns or people of import.
Bludge Traits
Ability Score Increase,, Wooden Flesh, Regenerative Growth, Sleepless, Nature's ElasticityAbility Score increase
Bludges get +2 to their Constitution, and +1 to their Wisdom.
Languages
Bludges do not have a natural mouth, and therefore the leaves on its head vibrate in anger that simulates vocal chords in modern humanoids. They speak common and Sylvan.
Wooden Flesh
Because of their anatomical makeup, Bludges get a natural +2 to their AC when unarmored. However, it has a minor drawback: they are more susceptible to flame, and suffer 1d6 more damage when taking fire damage.
Sleepless
Bludges do not sleep, and can not be affected by spells that induce sleep.
Regenerative Growth
Starting at level 3, During a short rest, when rolling hit dice to regain health, Bludges can choose to take half of the dice's roll (3 on a d6, 4 on a d8, and so on) rather than taking the number rolled.
Nature's Elasticity
Starting at level 7, you can grow or shrink one size for ten minutes as an action a number of times equal to half your proficiency rounded down. This ability is nonmagical, and can be used multiple times in succession (you can grow from Medium to Large, and from Large to Huge for example). If you are dealt fire damage or receive 20 points of damage of any type in one hit, you must succeed a DC 15 Constitution saving throw, or the ability ends and you revert to your original size.
Starting at level 15, your body can shift and morph into a massive wall (either 30 feet long and 20 feet high, 60 feet long and 10 feet high, a 15 foot diameter circle 20 feet high, or a 25 foot circle 10 feet high) of thistles and splintered wood for ten minutes. This ability is nonmagical. If a creature first enters or starts their turn within five feet of the side of the wall bearing the thistles, they must make a DC 17 Dexterity saving throw. They take 8d8 piercing damage if they fail the save, and half as much if they succeed. The wall is impassible. Your speed becomes zero. Once this ability ends, you gain a level of exhaustion.
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