Treants

Your people are the treant species in Abraeas’Dor, tree’s given sentience like constructs are, through either soul magic, divine intervention, or you a fallen tree spirit has claimed you as a permanent host. The Treants of the setting are more rare than most other races, appearing most in Ibanakar and Abirria, but some have appeared in the jungles of Vaarnux and Thraxus’Nal. There is a Treant population of around 3,000 in the world. 

You are a treant, a spirit tree that has been given a soul or a replication of one, and you are often chosen for a specific mission, be it guarding an important grove, fighting off invaders at a moments notice, or being born to assist a grove of Maashuu, who are your elders. 

Your people will often stay in your own groves, travel through the forests as a group, or make allies and guide them through the jungles and forests as a kindness. The Treants have a strong relationship with the Maashuu, and while they are much rarer than the Maashuu, your people have similar powers to the Maashuu. You can navigate the forests with little effort, you can take down large beasts and monsters of the wood, and your people have recently begun entering into the world as adventurers hoping to bring more honor to the treant name.


Your people are known for their base size of Large-Huge and their thick protective bark, making you and your kind people that have a great deal of natural armor. Your people can come in many subspecies, as almost any tree can be turned into a Treant. 

Treant culture revolves around purpose and mission. The Treants are chosen to become sentient for a reason, even if that reason was long ago accomplished, you are still here and remain until you die in about 1,000 years. The Treant population in an area often consists of powerful casters, brawlers, and fighters, and these warriors have experienced some sort of combative  event. 

Treants walk slowly, but take much longer steps, as their base height is Large, and their bodies are extremely tough. If you choose to play a Treant of one of the subspecies, you will pick one purpose for your character that can be done within the campaign. Treant names are strange, often replacing their O’s with U’s and the name is often only two syllables at most. Your past mission and purpose will be part of your backstory. 


Treant Base Template:

Ability Score Improvements:

  • 5e - You gain a +2 bonus to Constitution, a +1 bonus to a Stat of your Choosing

  • 3.5e - You gain a +4 Bonus to Constitution, a +2 bonus to a Skill of your Choosing, and a -3 debuff to a stat of your choosing. 

Species - You are a Plant

Size - You are Large or Huge Size

Movement Speed - Your base movement speed is 50ft, but you cannot dash(5e) or double your movement speed(3.5e) 

Proficiencies - You have advantage on Nature checks while in forested areas(5e)/gain a +5 bonus to your Knowledge(Nature) Checks while in forested, jungles, or mossy regions. You are proficient with the Nature Skill if you aren’t already(5e)/You are proficienct in the Knowledge(Nature) Skill if you aren’t already(3.5e), and you have advantage on Stealth Checks while in forested areas(5e)/a +5 bonus to Hide and Move Silently while you are in forested areas(3.5e)

Natural Armor - You are unable to wear standard metal armor, and must wear armor made of wealdwood of frostweald, rare wooden armor that is manipulated into armor styles. Your natural armor increases beyond that of most races. Your natural armor is 8 + Constitution Modifier + Dexterity Modifier. 

Plant and Animal Linguist - You are a sentient plant and are able to speak, form sentences, and communicate with plants around you as if your shared a common language. Your people live a long time, and as a result you have learned animalistic languages and telepathic plant communication. You may speak to plants, moss, fungi, and animals as if you share a common language. 

Enduring - Your people are some of the most hardy plant-based species in the world, and your physical endurance can match that of Kavarull and Giantkin. You have advantage on Constitution Saves(5e)/Gain a +5 bonus to Fortitude Saves

Resting - Your people are stationary for great periods of time, and you are accustomed to resisting pain, poor weather, and difficult terrains. You only need 4 hours of stationary meditation to complete a long rest. You are functionally “asleep” and “unconscious” during this period of time.

Treant Subspecies


Willow Tree Subspecies

Agility and Maneuverability - You have more agility than most in your species, especially in forested and jungled areas, you gain a swim speed equal to 30ft as a Willow. Your jump distance is normal, and you can ignore the No Dashing/No Doubling Movement Speed rule that most Treants have to follow. 

Unarmed Striker - You are proficient with Unarmed Strikes. Your unarmed strikes deal 2d4+Dex Modifier(3.5e)+Proficiency Bonus(5e Only)  Your subspecies is able to strike quickly with many small attacks. When you gain an extra attack due to leveling(5e) or a base attack bonus increase(3.5e), you gain an additional unarmed strike that you can make as part of your Attack Action(5e)/Full-Round Action(3.5e). .

Fresh Water Healing - Your subspecies is capable of healing from resting in fresh water. You can heal 1d4+2 hitpoints per 10 minutes while standing and resting in fresh, clean water. 

Warriors Talents - Your subspecies of treant are often chosen for purposes of battle, slaying an evil enemy, or taking on more combat than most Treants do. You are proficient with simple melee weapons, spears, longspears(3.5e), and Mauls(3.5e). You cannot use metal weapons, and must use weapons made from wood or magical wood or stone material. You are proficient with shields made of wood or stone.


Oak Tree Subspecies

Thick Skin - You have more strength and sturdiness than others of your species, especially against full frontal assaults. As an Action, 1/Long Rest, you can gain resistance to Bludgeoning damage for 1 minute(5e)/As a Standard Action, 1/Day,  you can gain Bludgeoning Resistance 3 for 1 minute(3.5e)

Size - You are large to huge size

Heavy Roots - You are sturdier than most of your species. You can root yourself in nonmagical terrain as a Reaction(5e)/Immediate Action(3.5e) to gain advantage on saves and checks to not be knocked prone(5e)/Gain a +5 bonus to checks and saves to resist being knocked prone(3.5e).

Powerful Strength - You are physically stronger than most in your species. When you make a strength check(5e & 3.5e), 1/Long Rest(5e) or 1/Day(3.5e) you can grant yourself advantage(5e)/grant yourself a +5 bonus to the check(3.5e)


Redwood Subspecies

Unmatched Resilience - You have greater endurance than most in your species. You are resistant to the exhausted condition and poisoned conditions. 1/Long Rest(5e) or 1/Day(3.5e)Your saves and checks to avoid exhaustion and resist the poisoned condition are made with Advantage(5e)/Made with a +5 bonus(3.5e). 

Size - You are large or huge sized(Wider and shorter than Godswood Subspecies)

Elder Treants - Your subspecies are one of the elder treants species, alongside the Godswood treants. Because of this, your people have a longer lifespan, living to 1,200 years instead of 1,000 years. Your people carry an innate magic that newer species do not carry. Your species can become functionally immortal with an increase in power. Reaching 20th level as a Redwood Treant grants you functional immortality. You will not die of old age but can be killed in battle.

Martial Enforcers - Your subspecies of treant is known for their incredible strength and physical power. You are able to use martial weapons made of stone or wood, including mauls, greataxes, longspears, glaives, and warhammers. Your people are also proficient in carrying Tower Shields(3.5e) made of stone or wood. 


Glasswood Subspecies

Arcane Creation - The glasswood treants are a special breed of treant, born in the glassweald in the Abirrian Empire, a forest that was turned to glass by the godly ascension of Yllmetren, the abirrian goddess of the forest, nature, hunting, motherhood, and fire. These treants are born in the most magical forest in the world, and carry great blessings for the arcanum. Your subspecies is resistant to magical effects, gaining advantage(5e) against spell saves and spell effects/gaining the ability to automatically save against a spell 1/Day(3.5e). You are also able to cast the following spell 1/Long Rest(5e) or 1/Day each(3.5e); Barkskin(5e & 3.5e). 

Size - You are medium to large sized

Skills in Arcanum - You are skilled with the Use Magic Device skill(3.5e)/Arcana skill(5e). 

Increased Agility - Your subspecies is slighter, smaller, and more slender than others in your species. Your movement speed is 50ft and you are able to navigate difficult terrain as if it did not exist. 


Godswood Subspecies:

Enhanced Arcane Durability - You are able to endure more than most in your species. You are able to shake off the effects of the charmed and frightened conditions if those effects came from spells. You can do this 1/Long Rest(5e)/ or 1/Day(3.5e) as a Bonus Action(5e)/Swift Action(3.5e)

Size - You are Large of Huge sized(Tall, thinner than Redwood Subspecies)

Divine Touch - Your subspecies originate mostly entirely from Abirria, the empire of high magic and divine connection. You are able to cast the Bless spell(5e & 3.5e) 1/Long Rest/or 1/Day(3.5e). You do not use a spell slot for this spell casting.

Radiant Bark - You are a species of treant that hails from the magical forests of Abirria and sometimes Ibanakar. Your bark is a light grey and white with black colored knots. You’re able to shed white light in 30ft radius(20ft bright light + 10ft dim light) for 1 hour every long rest. 

Increased Strength - Your subspecies of treant is able to temporarily increase their strength. You can increase your strength score for 1 minute 1/Long Rest/ or 1/Day, increasing your strength score by +2 for the duration.

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