Once you use this trait, you cannot use it again until you finish a long rest. ![]() The dose looses its potency after one hour if not used. A dose holds enough for one creature, who regains health equal to your level. Often only seen in the deserts or near water wholes in warmer climates.ĭesert Denizen: You can go up to a week without water and can gather a days worth of water from an hour of light to heavy rain.Īloe Balm: As an action you can secrete a solution that acts as a disinfectant with natural healing properties. Subraces: Treefolk have three main subraces, based on from where they originate: Cacti, Douglas Fir and XXX.Ī more chubby and thickly build member of the Treefolk. Languages: You are proficient in spoken and written Common, Elvish/Druidic/Sylvan/Entish and a third language, usually the language most commonly spoken in the land you hail from. Powerful build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your unarmed strikes deal 1D4+your STR-modifier of bludgeoning damage and have Reach (p. Hard exterior: When you are not wearing armor your AC is 8+your CON-modifier+your STR-modifier. The soil quality can be seen reflected in your appearance, such as the color of your bark and the smell of the flowers you might naturally grow on your body. ![]() If no fertile soil is present, a prolonged nutrient absorption is necessary. These does not have to happen simultaneously. To do so you must stay rooted in fertile soil for one hour during any point of the day as well as be exposed to sunlight for one hour. While you have the ability to consume and process solid food, you may as well draw nutrients from fertile ground and energy from the sun. Natural growth: Limbs are able to be regrown over a series of days or weeks based on the caring and nutrients attributed to the healing process. Resistance to acid and poison: You take half damage from poison and acid damage. Vulnerability to Fire: You take double damage from Fire. The spellcasting ability for these spells is Wisdom. You can use these spells once per day and need to complete a long rest for them to be available again. Once you reach 3rd level, you gain the 1st level spell Goodberry. Speed: Your base walking speed is 25 feet.įorce of Nature: You know the Druidcraft cantrip. Even the smallest ones are imposing figures to a normal human. Size: Treefolk are between 6 and 8 feet tall but can grow even taller in their later years. ![]() If the land they spring from is corrupted or otherwise different than it's natural state would be this may reflect in the alignment of Saplings hailing from that part of the world. Nobody knows how old they can get, but at about 250 years they tend to wander into the woods, take root and live among the trees, only communicating in a low rumbling commonly referred to as Entish.Īlignment: Saplings tend to be of neutral alignment. Your Wisdom score increases by 2.Īge: Treefolk (also referred to as 'Saplings') are long lived creatures. Traits: Ībility Score increase: Your Constitution score increases by 1. Not the most social nor ones you want to rub the wrong way as they have the age, memory and tenacity to bear a grudge until your great great grandchildren are long gone. Seldom seen with armor consisting of anything other than bark, and if so, often seen as an omen of war by elderly people. Normally a less hasty people, preferring to take its time and react to actions as they occur. These creatures are mostly known for their knowledge of distant pasts, passed down through the ancient speech of the ents. With treant seen as the ancient shepherds of the forest, treefolk are seen as its inhabitants. The smaller entities in the treant family, known to dwell in the Feverborn Jungle as well as in the denser forests around Rhodes.
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