Grovetender (5e Race)
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I was out chopping firewood after returning home from the war, trying to make a living, when something made a sound, right behind me, almost as if whoever it was wanted me to hear. I tried to turn and see, but saw nothing, just felt a blow so strong I had never seen or felt its better, and a blinding surge of movement. I struck back with my axe, and missed, the axe flying through thin air. A hard rap on my hand, and I let go, leaving my axe to sail away. Another blow, and I ended up flat on by back with a stone spear scratching at my throat. As my eyes slowly focused on who was holding it, I saw the bare form of some kind of monstrous machine staring at me. Its one glowing eye seemed to be drilling into my skull.
One word was all it took. I left everything there, and ran home, not looking back even once.
Grovetenders are essentially golems erected with the purpose solely to protect forests. Their innards have a mix of organic parts, and a core exists in their heads, which can be opened to reveal an eye-like orb. This, coupled with what is dubbed, the "heart of the forest" in their chest, allows them to manipulate their appendages in accordance to dangerous situations. They have fibrous sinew that leaks organic juices, mimicking blood, as well as plate to cover it. When pushed to the limit, they can take a fearsome transformation where the overpowering core in their body threatens to burst out, giving them a menacing appearance.
Druids and clerics of nature gods did not live forever. However, they would sometimes create these golems as their legacy to watch over the forests they loved until they themselves ceased to function. Grovetenders have often been seen as gardeners and watchmen of their respective forests. They take active calculation of the forests growth, health and yield, managing it meticulously. Dead plants must be cleared for new ones to grow. Excess growths must be snipped, animals monitored for unusual stress, and so forth. a grovetender completes all these tasks daily, unceasing. When foreign presences enter a forest with a grovetender, they usually take care not to go off extant paths or take anything from the greenery, as the golem will know and come after them promptly. They are frequently seen just wandering and are otherwise very hands-off travelers who mind their own business.
Grovetenders have a greater sense of duty than a nymph or dryad. Although they will associate with mortals, grovetenders rarely form bonds. When they do, however, they will honor those bonds for as long as they live. Since there are usually only about one or two grovetenders for a forest, they never really make any society. even if they are in the same forest, they do not interact with one another, instead usually keeping on their own patrol duties. People sometimes find them annoying, particularly loggers, farmers, and mischievous children. Grovetenders have been known to kill or maim anyone who dares to cut down trees in their forest. They do so not out of rage, but duty. It is said they reflect only coldness, having not emotion. Some say this is false, as they are capable guardians out of the love for nature their makers bequeathed. It is a rare event, but sometimes grovetenders do move on from forests and come to roam about. After a while though, they simply settle in a new forest to tend to. They live in the forests like hermits, without home or a roof.
Grovetenders usually do not have names, simply being referred to as a "golem." However, some have given distinct grovetenders names that usually are derogatory.
Names: Tree Hugger, Soil Smeller, Bird Scooper, Logger Killer
Grovetenders are golems made to tend to forests
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Grovetenders are made, and last about 5000 years before they break down and lose parts, becoming a pile of biodegradables.
Alignment. Most Grovetenders all have a strong sense of duty, making them almost always lawful.
Size. These forest golems are human sized. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Constructed Nature. You are an artificial being. Your creature type is construct instead of humanoid. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You are immune to poison damage, being poisoned, and diseases. You do not need to eat or breathe, though you may consume food and drink if you wish. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Forest Guardian. As an expert in forests, you know all about the local ecosystems and their inhabitants. You have advantage on all Wisdom (Nature) checks in forest environments.
Nature's Empathy. The animals respect you due to your job as a keeper of nature. You know and can cast the animal friendship spell once at its lowest level, without expending a spell slot or material components. You regain use of this trait after you finish a long rest.
Nature's Wrath. The heart of the forest in you can fill you with the power of nature, though it taxes your form to extreme limits. As a reaction, when your hit points drop below half your hit point maximum, rounded down, enter a feral rage. Doing so gives you advantage on melee weapon attack rolls until the end of your next turn, but attack rolls against you have advantage until your next turn. You must finish a long rest before using this trait again.
Languages. You can read, write and speak in Common and Sylvan.
Random Height and Weight
|5′ 0″||+2d10||160 lb.||× (1d6) lb.|
*Height = base height + height modifier
When creating a grovetender character, you can use the following tables of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
|1||I always have a principle of nature prepared for every conceivable situation and do not hesitate to share it.|
|2||I do not try to hide my odd body, rather I flaunt it.|
|3||I rarely speak to anyone who is not an animal.|
|4||I only care about my duty. Everything else falls to the wayside.|
|5||I keep to myself, rarely speaking to others and never revealing about myself.|
|6||I will talk to anyone and everyone simply for the sake of talking.|
|7||I flare up at the slightest breach in the laws of nature, such as criminals not getting what they deserve.|
|8||I am utterly serene at all times.|
|1||Greater Good. My gifts are meant to be shared with all, and never used for my own benefit. (Good)|
|2||Nature. The laws of nature are what I abide by, not the ever-changing statutes of mortals. (Neutral)|
|3||Power. In nature, as in life, the strongest force always wins. (Evil)|
|4||Curiosity. Knowledge is the key to fulfillment, and should never be fettered. (Chaotic)|
|5||Law Makes Right. Following just law is the way to progress. (Lawful)|
|6||Self-Knowledge. Once you know yourself, your path falls into line. (Any)|
|1||Somewhere out there is where I will find eternal peace.|
|2||I lost my previous forest to an unnatural fire, which I am investigating.|
|3||I will protect nature at all costs.|
|4||It is my duty to use the time I have left to the best of my ability.|
|5||I will become an even better grovetender than my make intended.|
|6||An injury to the wild is an injury to me.|
|1||I delight too much in the pleasures of mortals, and can't resist a good time.|
|2||I act as though without emotion and push others away in coldness.|
|3||I attempt to kill everyone who defiles or desecrates nature.|
|4||I am slow to trust anyone|
|5||I refuse to protect those who can't protect themselves. Nature dictates otherwise.|
|6||I am extremely stubborn with everything I believe and can be extremely spiteful about it.|