Treant (5e Race)
From D&D Wiki
|A Treant wandering around the Forest.|
When walking through the forest, have you ever gotten the feeling that the trees might be watching you? Or maybe you heard something walking through the dark and assumed it must be a very large animal. These occurrences can be attributed to the treant. Mainly a docile race treants prefers to keep to themselves, and tend to the forest around them. Make no mistake, though. They are very protective of the forest around them and have been known to take retribution for anyone harming it.
Sometimes covered in leaves or moss, treants are tree-folk. They can grow tall and large if they are not mistaken for a fallen or standing tree. Sporting a skin of thick wood and bark, this is very easy to do when they do not move for extended periods of time.
Through the ages, the treant have sat peacefully in their chosen habitat. They are more than happy to spend their days soaking up the sun or helping out a smaller animal that may be stuck or lost. Though they have sat peacefully almost to the point of indolence, the Treant protect their chosen area with a fiery vigor. They have been known to sweep away a wayward traveler or lumberjack who strayed into the area around them and abused the animals or plant around them. The forest druid, however, will sometimes regard them as forest guardians or forest gods.
Treant are usually a solitary race but have been known to congregate in specific areas to take advantage of a particularly sunny or water laden area.
Treants give themselves names based on the type of wood they are made of or the surroundings that they habitat. Such as:
Mellowtrunk, Softyew, Shadowpine, Charredtrunk, Taintedcypress, Beechfury, Thistleclaw, Beechblade, Sprucesnarl, Juniperhowl, Sukoya (sequoia)
Treants are large living trees that roam the world.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Treants can live a very long time. It is said that a treant can live to watch one of the elven race as a child all the way to their elder years and death. The only true way to know how old one is to split it open and count the rings in its body.
Alignment. Treants tend towards the neutral good alignment, however, wrathful treants may be chaotic due to growing up in a regularly threatened forest or evil treants that grew up in or have spent too much time in desecrated lands.
Size. Treants can get from 8 to 16 feet tall. Your size is Large.
Speed. Your base walking speed is 25 feet.
Plant. Your creature type is plant when determining how spells, abilities and other effects affect you. Like most plant life you have vulnerability to fire damage.
Take Root. You sink your feet into the ground and brace yourself for an assault. As a reaction, when you are affected by an effect that would move you unwillingly you can dig your roots in and negate any forced movement that affects you. However, the turn afterward you cannot move as you must uproot your feet from the earth as a bonus action. You regain use of this ability once you complete a short or long rest.
Treant Magic. As an action, you can magically animate a shrub you can see within 60 feet. This shrub has the same statistics as a awakened shrub. An animated shrub acts as an ally of you. The shrub remains animated until it dies or you are more than 120 feet away from it; or until you take a bonus action to turn it back into an inanimate shrub. The shrub then takes root if possible. You may have a number of shrubs animated equal to your level.
Photosynthesis. Instead of consuming food like most humanoids, Treants absorb energy from the sun and nutrients from the soil for sustenance. A Treant that spends at least an hour outside, while the sun is up, is considered to have eaten for that day. Treant characters suffer fatigue the same way other races do for going without food.
False Appearance. While you remain motionless, you are indistinguishable from a normal tree.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, and you can understand basic concepts and ideas from them.
Languages. You can understand, speak, read and write Common and Sylvan.
Random Height and Weight
|7′ 0″||+9d12||200 lb.||× (2d6) lb.|
*Height = base height + height modifier