Spriggan (5e Race)
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One with nature, akin to a dryad but from more northern climates and made of straight natural energy.
Spriggans are made of either vines or root-like branches in a vaguely humanoid shape. These branches coil up and surround the spriggan's chest, which glows with magical essence. This essence permeates throughout the plant body and allows for free movement an manipulation of limbs. The branches come up into a vague face like shape, then up into antler-like branches. Spriggans are generally slim and lanky. Their hands are large and pointed, though the branches are often spaced. Spriggans tend to be light tan in color while they glow green, though they can vary in wood color and glowing color depending on their habitat location.
Spriggans come from deeply connected trees that are grounded in magic and the world, much like a dryad would. The exact origins are speculated that while dryads are commonly classified as nymphs, spriggans are wholly plant. They do not sustain a tree, but are a tree. People have likened them to treants and other plant beings from the Feywilds. The name spriggan is contested as elves claim their ancestors named the race whereas spriggans argue that elves simply copied the name that was theirs. Nonetheless, spriggan are preferred guards by elven and fairy nobility over treats, as spriggans have historically been perceived to be "smarter." If anything, they do show more human characteristics, being able to organize in armies and defend forests. A full aged spriggan can restrain even a greater demon with ample nature magic. Their constitution of hardy wood, pliable limbs, and ability to wield magic have had scholars classify them as "higher treants." Some spriggans were worshipped as nature gods when first discovered. Others feared them as violent spirits of the forest wanting revenge on modernity.
Spriggans, possess moderate intelligence. Despite being revered, they are usually hostile towards travelers. Spriggans have their own unique language, which can be learned by scholars and used to calm the creatures. They are usually found protecting secluded glades and groves all over, often blending in with the plant life and catching trespassers unaware. Spriggans attack with their long, sharp fingers and have the ability to poison enemies with bee swarms. If threatened, they can call nearby woodland animals to aid them in battle, and some even have the ability to magically summon black bears. Spriggans, due to having these abilities, often can lead armies of nature spirits to protect endangered woodlands and forests. They are known to be very brusque, even towards who are supposed to be allies. Druids report that spriggans are extremely slow to trust and quick to anger. However, it is joked that this is because trees are slow to grow and quick to be cut down.
Spriggans are generally named after the trees they drive from.
Names: Oak, Birch, Spruce, Aspen
Tree people who sustain themselves with natural magic.
Ability Score Increase. Your Dexterity score increases by 1, and your Wisdom score increases by 2.
Age. Spriggans can live anywhere from 100 years to 1,000 years as their life is tied to their tree.
Alignment. Spriggans are usually neutral but can be of any alignment.
Size. Spriggans range from 6 to 7 feet in height and almost never weigh more than 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Animal Savant. You can cast the animal friendship spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. Wisdom is your spellcasting ability for this spell.
Bee Swarm. You can use your action to spray bees from your fingers. This produces a 15-foot cone dealing poison damage. When you use your bee swarm, each creature in the area must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your bee swarm, you can’t use it again until you complete a short or long rest.
Arboreal Fey. Your creature type is considered both plant and fey. If you take fire damage, you become frightened until the end of your next turn.
Natural Weaponry. Your sharp, branching claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Tree Strider. While within 5 feet of a tree, you can expend 10 feet of movement to magically pass into it and appear within 5 feet of a different tree within 60 feet of the original. Both trees must be Large or bigger in size.
Meld into Wood. As an action, you can mold yourself with a tree within 5 feet of you as per the meld into stone spell. You regain the ability to use this trait in this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Languages. You can speak, read, and write Common and your choice of Elvish or Sylvan.
Random Height and Weight
|5′ 0''||+2d6||50 lb.||× (1d4) lb.|
*Height = base height + height modifier