Base Class: Druid
You gain a Treant companion that helps you along your path to greatness.
Treant Companion
At 2nd level, you gain a treant companion that accompanies you on your adventures and is trained to fight alongside you. Choose a treant archetype from the list below. Add your proficiency bonus to the treants AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Like any creature, the treant can spend Hit Dice during a short rest.
The treant obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the treant where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the treant takes the Dodge action.
If you are incapacitated or absent, the treant acts on its own, focusing on protecting you and itself. The treant never requires your command to use its reaction, such as when making an opportunity attack.
If the treant dies, you can perform a ritual to grow it back from a sapling that takes 8 hours to perform. After the ritual has been performed the sapling grows prodigiously over the course of the next 16 hours until it returns to its size before death.
Treant Archetypes:
Rimwood treants Green Celestial Treant (Rimwood) - Monsters - Homebrew - D&D Beyond
These treants look like birch trees and have long roots to reach water. Their sap has a lemony-mint aroma:
Actions
Sweet Scent: Usable once per short rest. As an action, you can release a sweet aroma that affects all creatures within a 15-ft spread centered on you. All hostile creatures within the spread must make a Wisdom saving throw against your spell save DC or become taunted. A taunted creature spends its turn using its movement and action to move towards the treant and use its attacks against it. A taunted creature can make a new save at the end of each turn to end the effect.
Midwood treants Green Celestial Treant (Midwood) - Monsters - Homebrew - D&D Beyond
These treants look like golden willow and black locust trees. They use violet fungi to protect themselves from brush rats. Their bark can be boiled to make dye:
Actions
Poisoned Fungi: Usable once per short rest. As a reaction, when you are struck by a weapon attack you can release a dose of poisonous spores upon your attacker. The attacking creature takes 1d6 points of poison damage, the attacking creature can make a Constitution saving throw against your spell save DC to take half damage. This damage increases by 1d6 every other character level for a maximum of 10d6 at 20 level.
Starwood treants Green Celestial Treant (Starwood) - Monsters - Homebrew - D&D Beyond
These treants look like dark brown oaks and grey elms. Half are peaceful, while the other half are hostile. Their leaves can cure certain fevers and plagues:
Actions
Healing Embrace: Usable once per short rest. As a bonus action, you can reach out and touch another creature to heal its wounds. The creature is healed 1d6 points of damage per every other character level you possess, for a maximum of 10d6 of healing at 20 level.
Corrupted treants Green Celestial Treant (Corrupted) - Monsters - Homebrew - D&D Beyond
These treants can be found in the darkest corners of the forgotten woods. Resembling half-dead husks with gnarled bark and bent branches, these treants hold a deep grudge against the caretakers who abandoned them:
Actions
Corrupting Aura: Usable once per short rest. As an action, you can release a wave of negative energy as a 15-foot burst centered on yourself. All hostile creatures within the area take 1d8 points of necrotic damage and cannot be the target of a healing spell until the beginning of your next turn. This damage increases by 1d8 for every 5 character levels you possess, for a maximum of 5d8 at 20 level.
Woad Savagery
Beginning at 6th level, on any of your turns when your treant companion doesn’t attack, you can use a bonus action to command the treant to take the Dash, Disengage, or Help action on its turn. In addition, the treant’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Mauling Blows
Beginning at 10th level, when your treant makes the attack action it can make two attacks instead of one. Your treant can use a bonus action to make a single attack on a turn in which it used it’s special action (Sweet Scent, Poisoned Fungi, Healing Embrace, Corrupting Aura.)
Share Spells
Beginning at 14th level, when you cast a spell targeting yourself, you can also affect your treant companion with the spell if the treant is within 30 feet of you.
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