Treant (5e Class)
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WORK IN PROGRESS[edit]
I AM ACCTUALLY STILL WORKING OUT HOW ALL THIS WORKS[edit]
Race Features[edit]
Ability Score Increase[edit]
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
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Natural Armor[edit]
With your sturdy wooden body comes tough Bark, through your incapable of wearing any Armor or Shield, your AC equals 10 + your Constitution modifier + your proficiency bonus.
Unarmed Strikes[edit]
You can't ever equip any form of weapon other than those made of your own body through those being very foreign for your kind. You may attack with your bare wooden hands and deal 1d4 + strength modificator bludgeoning or slashing damage (your choice). If you use this attack you may use your bonus action to attack again once.
Resting as a Treant[edit]
A Treant needs no sleep and thus resulting in full councisness at all times, even when resting in a full motionless state, which it has to endure for 6hours to gain the benefits of a long rest and for 3 hours to gain the benefits of a short rest. In addition noone can discerne it from any normal tree growing in this state, resulting in you counting as invisible while resting and so also giving you a suprise action for enemies that you can see arriving. But a Treant doesnt rest as effectivly as other races: If you complete a long rest you restore HP equal to all your HD rolled and on a short rest half as much (rounded up).
Water and Sunlight Dependency[edit]
The treelike nature of a Treant relieves him of normal hunger and the need for Food but results in a double amount of water needed to not suffer exhaustion as well as 4hrs of direkt sunlight or 8hrs of indirekt sunlight (e.g. wandering through a normal light forest). If you fail to covor one of them you gain 1 level of exhaustion.
Trees Resilience[edit]
Over the course of growing in dangerous and unforgiving land you developed resistences. You gain resistence to poisen and disease and have advantage on saving throws against those conditions.
Homeland Bonus[edit]
Ass a Treant you know the woods better than anyone ever could and thus you gain advantage on stealth checks wand survival checks in any forestlike areaand cant ever be disorientated while wadering the woods.
Intimidating Body[edit]
As a result of a Treants intimidating apperance and his 2meters of height at minimum you gain advantage on intimidation checks.
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Class Features[edit]
As a Treant you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Treant level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Treant levelafter 1st
- Proficiencies
Armor: none
Weapons: none
Tools: none
Saving Throws: Strenght, Constitution
Skills: Nature ,Perception and Intimidation and choose two from Arcana, Athletics, Animal Handling, Survival, Religion, Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A leather pouch with 50 goldcoins
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Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
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