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Published by goroiamanuci, 2023-07-11 09:47:09

Treant - The Homebrewery

Treant - The Homebrewery

"For my people, the seasons span generations. And when a season of war comes to our land, we leave our roots behind to fight back. If no one else intends to put a stop to these troublemakers, then it's up to me to show them that my bite is worse than my bark!" Treants are guardians of the forest and speakers for the trees. As long-lived as the greenwoods themselves, and seeing themselves as parents and shepherds rather than gardeners, treants are slow and methodical in most things; but terrifying when forced to fight in defense of their flock. Though they rarely seek out the companionship of the short-lived races, and have an inherent distrust of change, they have been known to tolerate those who seek to learn from their long, rambling monologues; especially if the pupils express a desire to help protect the wildlands. Yet against those who would threaten the forest, especially loggers who seek to harvest wood for lumber, or those who try to clearcut a section of land in order to build a fort or establish a town, the treants’ wrath can be swift and devastating. The typical treant is 30 feet tall, with a trunk 2 feet in diameter, and weighing 4,500 pounds. This specimen, however, is a tad smaller: at 8 feet tall, weighing between 250 and 320 pounds. Treants tend to resemble the species of trees most common in their woodland territories. Treants are primarily solitary creatures, with a given individual sometimes responsible for an entire forest; but occasionally they come together in small groups (called groves) in order to share news and reproduce. In times of grave danger, all of the groves in a region may gather for a great months-long meeting (called a moot) to decide on their shared goals; but such events are exceedingly rare, and millennia may go by between them. When the call to action grows too urgent, however, some of the younger members of a grove might see upon themselves to venture out into the world; searching for allies to aid in their duty of protecting the land. These are the ones you’ll often find traveling to big cities, and working with groups of adventurers at a time. There's just something about the presence of a treant that is both calming and invigorating at the same time. These gentle giants can represent both the innocence and majesty of nature; always growing, watching, and helping. While all of them share these common traits, each sole treant is always a little different. You can select or roll for a quirk from the table below: d6 Quirk 1 Photovore. You view any kind of eating other than photosynthesis as strange, and maybe abhorrent. 2 Rain Lover. You adore the rain - it fills you with joy. Who doesn't love a water bath while walking? 3 Pet Keeper. You constantly have birds, squirrels, and other animals nesting or chirping on you. 4 Pyrophobic. Fire is a deathly worrisome danger, and thoughts of it fill your anxious mind. 5 Deliberate. You see no reason to do things quickly. You might have a motto such as "Don't be hasty." 6 Enemy of Axes. You harbor a raging hatred against axes of any kind, and those who wield them. Treants usually take names for themselves based on their appearance, the type of wood they are made of, or their chosen habitat. For example, a treant with a ring of flowers around their head might take the name Thistlecrown. Not all treants pick names in this way; some use adjectives and nouns they find important, and others just use something that sounds suitably treelike. Some examples include: Hazelbark, Mellowtrunk, Softyew, Shadowpine, Charredtrunk, Taintedcypress, Beechfury, Beechblade, Sprucesnarl, Juniperhowl.


An ancient race of tree folk, acting as everlasting defenders of the wildlands. Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. Age. Treants can live for a very, very long time. It is said that some have watched members of the elven race grow from their childhood all the way to their elder years and death. Younger buds reach maturity by 50 years of age, living anywhere from less than 300 years to more than a few thousand depending on the species. Alignment. Most treants tend towards neutrality, but are influenced by the state of the lands they grew up in. Those that matured in a peaceful land will usually endeavor to help lost travelers, but those that grew in a regularly threatened forest, or spent too much time on desecrated grounds, will harbor deep resentment against interlopers; seeking to entrap and kill any who trespass on their domain. Size. This specimen stands smaller than the usual for its brethren: at 8 feet tall, weighing between 250 and 320 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read and write Common, Druidic, and your choice between Elvish or Sylvan. Additionally, you have the ability to communicate in a limited manner with plants, receiving and conveying simple ideas, phrases, emotions, or images. If you and your companions haven't done anything to harm the nearby flora, you have advantage on all Charisma checks made to influence them. Sentient Tree. Your creature type is humanoid, but you register as plant to spells and other effects that detect the presence of the plant creature type, or plant life in general. Like most beings of your kind, you possess a susceptibility to burning. You have disadvantage on saving throws against spells and other effects that deal fire damage. Credit Artwork: First page - background: Ricardo Herrera; character: ©Paizo Publishing. Second page: Will Murai. Watercolor: u/flamableconcrete Design: u/CamunonZ Original brews: u/animuliam; CanPakesDND Photosynthesis. Your body is capable of producing its own nourishment using the energy from the sun. As long as you are exposed to sunlight for at least 6 hours per day, you don't need to eat. You can still choose to eat food normally, though most treants prefer to gain nourishment through light. Knowledge of the Forest. You gain proficiency in the Nature and Survival skills. Additionally, you may spend 1 minute studying a plant within 5 feet of you, learning its type, characteristics, edibility and toxicity. Veil of the Wild. You are part of the forest, and it is a part of you. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Additionally, you can move through difficult terrain made of plants and overgrowth without expending extra movement. Lastly, as long as you are surrounded by flora and wildlife, you only need 4 hours of rest to gain the benefits of a long rest. Nature Magic. You know two cantrips of your choice between Shillelagh, Thorn Whip and Druidcraft. Starting from 3rd level, if you know Shillelagh, you may target yourself with the spell; modifying the attack and damage of your unarmed strikes. Starting from 5th Level, you may innately cast the Barkskin spell on yourself once without material components, and without requiring concentration. You regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Powerful Build (Optional). You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


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