Wyrwood (5e Race)
From D&D Wiki
Wyrwoods are small constructs made from enchanted wood varying in shapes and sizes, dependent on the wizard who created them. Some have crazy swirls of branches as hair and others have gnarled feet. The only thing in common with all of them is that they are small and usually made with a rich dark wood, like ebony. However, the "heart" is sometimes made of a lighter wood like pine or birch. As time goes on, their darker outsides take the colors of that of their heart.
This relatively young race was created by a cabal of wizards that needed nimble and clever assistants, mainly to do all the dirty work. This cabal was mainly interested in creating magical machines, so they built their tools to be small, agile, and clever. However, they ended up using wood since machines made of stone or metal tended to be much too clumsy and slow. Thus, the wyrwood were born. Over time, wyrwood started to develop free will. The bravest of them usually sneak out and leave their master, seeking their own path. The recipe of wyrwood spread so many wizards could make them. For each that deserted their post, they added to the overall free race in the world. Wizards tried making it impossible for them to develop free will, but they were unsuccessful. They thus discontinued the spell's method. Wyrwood, however, despite being constructs, could blend their wooden material to create an offspring clone. Most end up spreading out into forests and groves to live as protectors of nature and the good fey with whom they associate.
Wyrwood typically live in small communities of about 20 to 30 members. They often set up small villages around a massive tree, like an oak or sequoia, in the environment that best supports their favored tree. Although no kingdoms or great cities have been built or reigned over by the wyrwood, they often find themselves living and fighting alongside the rule of good or neutral sylvan kingdoms, most often the elves. They often stay in their hidden villages as peaceful folk of the forest. Those who don’t usually work as sages, guardians, and druids. This being said, many still chose the adventuring life out of pure whim and mysticism of the outside world.
The hierarchy of a wyrwood villa consists of a leader called a chieftain, a seer they refer to as the old-one, and a council of elders. The rest is made up of tree keepers, guardian druids, and workers.
Wyrwood typically don’t recognize one another as either a male or a female according to social grouping, but do understand the concept and fit into it. Once two wyrwoods fall in love, a great ceremony is held by the elders followed by a party held by the entire community. As the party draws to a close, the old-one plants a single seed at the base of the great oak. The seed is usually made of a mix of wood from the two lovers. The two lovers then speak a chant over the seed. After the two finish, a small sprout emerges from the ground and grows to be a tiny sentient tree, which is a baby wyrwood.
Wyrwoods tend to have either elven or dwarven names in addition to names of plants or plant anatomy like Bark, Branch, Thorn, and Fern.
Small wooden constructs created for servitude
Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.
Age. Wyrwood do not age nor die of age. They live until they are destroyed or quickly disassembled.
Alignment. Wyrwoods tend to be neutral, taking from their days as servants.
Size. Wyrwoods vary widely in height and build, from barely 2 feet to nearly 4 feet tall. Your size is Small.
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.
Living Construct.. Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat, drink or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 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.
Deep Roots. If there is a body of water nearby, you can choose to go stand in it and enter a state of inactiveness as a short rest. You regain hit points equal to 1d6 + your Constitution modifier at the end of this rest. This increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. You must finish a long rest rest to use this trait again.
Nimble Burst. You have to keep up with your masters demands. That rush stays with you even after your servitude ends. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Burning Pain. Due to your wooden structure, you have disadvantage on saving throws against fire damage.
Languages. You can read, write, and speak Common and one other language of your choice.
Random Height and Weight
|2′ 0″||+2d12||70 lb.||× (1d4) lb.|
*Height = base height + height modifier