Trevenant (5e Race)
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|A Trevenant Source|
Trevenant are ghostly creatures resembling slender trees. Its shadowy black body is visible through gaps in the brown bark of the tree, and a single, red eye is visible through a hole near the top. Two wavy, horn-like branches adorn the sides of its head, both dotted with small, green leaves, along with a smaller branch on its forehead. On top of its head is a cluster of green leaves. It has two arms with gnarled branches similar to its horns on the elbows. Around its wrists are cuffs of green leaves and it has three claw-like fingers on each hand. Lastly, it has six roots similar to a spider's legs.
Although very rare, Trevenant have white tree bark instead of brown, and its leaves are orange instead of green. These haunted timber are commonly known as "Wight Birch".
Trevenant, along with their smaller Phantump forms, were first discovered in the dense forests of Kalos, though they can be found in the forests and graveyards of other regions like Hoenn and Galar.
It is said that when a child dies in a forest and the spirit inhabits a tree stump, a Phantump is created. These little spirits possess a wispy black body with nubby arms. Covering its head is a small, brown tree stump with holes in it from which its two red eyes can be seen. On the stump are two wavy branches on each side with two small, green leaves near the tip of each branch. Their cries sound much like that of a human child or an eerie scream. Those who follow the sound become lost in the forests, but the Phantump means no harm in this, as the cries are said to be it mourning not just the life it lost but its lack of friends. Due to people becoming lost in the forests where Phantump dwell, such areas are sometimes known as "lost woods".
At some point, the Phantump eventually develops into a Trevenant. Using its spider-like roots, Trevenant can control the trees around it. It does this to trap people who enter and harm the forest, and to protect the creatures peacefully living within it. Stories also tell that Trevenant will devour offenders it traps. It even allows creatures to live inside of itself as well, though this can cause problems. One such case was a gigantic Trevenant and a group of Cutieflies that dwelled within it, which caused the Trevenant to become sick due to the excessive pollen. It is terrified of fire, so lumberjacks will often bring anything that can produce fire to drive them away.
Some speculate that the souls of deceased Morgrem can create a Trevenant. This is due to the fact that, not only are both feared, but Morgrem are said to be able to control plants and both can be found in the Glimwood Tangle. Others claim they are a malicious variant of Treants created by mischievous and evil fey. However, both theories can be disproven simply by the fact that Trevenant, unlike Morgrem, are almost never evil aligned and they do not naturally know Druidic, Elvish or even Sylvan unlike other treants.
Though Trevenant tend to not live in groups, a grouping of them is called a "wood". They tend to live in forests, wishing to only protect and take care of the forest and the creatures peacefully living within. This is why they are almost never seen in human society. However, some Trevenant will protect human and elven settlements by helping to guard any surrounding forests. Although they are still feared due to the stories told about them, such as consuming people who harm the forest, these Trevenant will usually try to help lead those who wander into their woods and become lost back out.
Trevenant names are usually Deep Speech. Those that guard humanoid settlements are usually given names based on the dominant language of the settlement (i.e. a Trevenant defending an elven settlement might be given an elven name, etc)
Haunted trees that protect the forests it calls home from those who would harm it.
Ability Score Increase. Your Constitution score increases by 2 and your Charisma score increases by 1.
Age. Despite being ghosts, it is possible for Trevenant to naturally die of old age. However, it is unknown how or why this happens.
Alignment. Trevenant usually lean towards good and neutral alignments.
Size. Trevenant on average stand just shy of 5 feet tall. Your size is Medium.
Speed. Your base walking speed is 25 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.
Aberrant Plant. Your creature type is considered both aberration and plant.
Natural Cure. You can cast the cure wounds spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Frisk. You have proficiency in the Investigation skill.
Pyrophobia. You have disadvantage on saving throws against spells and effects that deal fire damage.
Harvest. Whenever you make a Wisdom (Survival) check related to foraging, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common and Deep Speech.
Random Height and Weight
|4′ 11″||+2d10||156.5 lb.||× (2d6) lb.|
*Height = base height + height modifier