Elderwood (5e Race)
From D&D Wiki
Your eyes aren't lying. The trees are moving.
Elderwood, or just woods, are a varying race of creatures with the skin of plants. In general, elderwoods have covers that can range from bark rough to petal smooth. They can look to be human with no obvious visual differences while others take the form of strange mythical beasts with colors covering dull tones to vibrant hues bursting with life. All have an extreme affinity for magic which in turn has affected their vitality to heights impossible of normal plant life.
There are 3 types that the woods change into, all varying in appearance:
- Humanoids look like humans barring some slight differences in plant biology such as leaves in hair, vines as hair, green skin tint, or other features of plants.
- Beasts take the traits of regular animals found in nature such as the bear or deer and meld them with humanoid traits. As a result, wood creatures similar to were-beasts or 4-legged creatures are formed.
- Monsters are wood creatures that have taken the form of monsters and grow immensely in both size and power as they age. Covered in poisonous thorns and armor, they are the toughest of their kin.
The elderwood forests were brought to life when a massive number of ley lines crossed one another and imploded underneath a forest. This destroyed a lot of the life nearby and much of the forest life was disrupted. In time, the world recovered, but the forest was infused with an immense amount of mana and became forever changed. The woods have become sentient and life has flourished in strange new ways. They came to move and walk among others in forms they had seen in their long lives. They are called elder, for they stood before others were born.
Recently large tribes of elves and druids have managed to become accepted by the forest and now reside there among the elderwoods. Some who were not so lucky were never seen again. Elderwoods are not an open race and do not take kindly to strangers. Kings who tried to build their roads through the woods never saw their knights and woodsmen again. The elderwood forest has thus been called 'cursed' among other things. Those more in tune with nature may find friends there.
The society of the elderwood is most similar to a group of siblings. A few saplings will shift into a medium sized form and journey across the world before coming back and reporting it to their brethren. Beasts provide swift means of transportation and information and are the first line of defense of an invasion. But sometimes the forest find itself in grave peril due to its magical allure and invaders may attempt to harvest the wood. When this happens the elderwood monsters that know no fear and pain are released to protect the forest as a last-ditch tactic. Sometimes though, a rare growth from the forest will become lost in its negative emotions and reject its kind becoming warped and twisted. These are hunted down and killed, reflecting the functionality of elderwood society.
Elderwoods are by no means friendly or outright vile race. They like to stick to themselves and prefer their forest be left alone is all. They rarely ever trade with anyone but those who come by with earnest hearts to learn and be taught under their branches. Even these lucky ones are usually sworn to silence after.
Males like names are flowing while feminine names have harsh consonants and difficult pronunciation.
Male: Hraelryon, Awelioprey, Gwepalio
Female: C'thon, Zxtcra, Krcym
Plants that take on the appearance and characteristics of other creatures.
Ability Score Increase. Your Constitution score increases by 2.
Age. Plants tend to live a rather long time, and you are no exception. Elderwoods tend to live to about 500 to 750 years, with the oldest being over 1,000 years old in extremely rare cases.
Alignment. Elderwood are usually neutral good, though deviations do occur.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Blindsight. You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 30 feet, but are blind beyond this radius.
Embodiment of Nature. You re proficient in the Nature skill.
Plant-Based. Although magical and a different shape, you are still considered to be a plant. You have advantage on saves against being poisoned.
Languages. you can speak, read and write Common and Druidic.
Subrace. Choose one from the Humanoid, Beast and Monster subraces.
Taking the traits of a person they blend in with societies to learn, discover, and ultimately, prosper.
By taking the forms of the beasts of the wild, the ability to survive is grown.
Even monsters guard their homes against intrusion.
Random Height and Weight
|4′ 6″||+4d6||100 lb.||× (2d6) lb.|
*Height = base height + height modifier