Eantlings

Eantlings
  In the secluded sanctum of the woods, when nature's equilibrium teeters or when malevolent deeds taint its sacred grounds, the forest senses the impending doom. When its guardians are absent and its life force ebbs away under siege, the forest, in a profound act of preservation, channels its indomitable spirit into a singular essence. It is in these hushed junctures of dire need that an Eantling emerges.
  Eantlings are a race of treant-like creatures that are born from the will of the forest itself. They are created in times of great need, when the forest is under threat or when the balance of nature is disrupted. Eantlings are powerful defenders of the forest, and they are driven by a deep desire to protect their home.
  Eantlings are peaceful creatures by nature, but they will fight to defend their home and the innocent. They are fiercely loyal to the forest, and they will do whatever it takes to protect it. Eantlings are also wise and compassionate creatures, and they are always willing to help those in need.
  They are omnivorous, and they eat a variety of fruits, vegetables, and nuts in their diet. They are normally solitary creatures, and they only leave their forest when it is protected by other forest spirits, usually out of curiosity about the world beyond.
 
  Eantling Traits Your Eantling character has a variety of natural abilities, the result of being a magical being born of the Forest. Ability Score Increase. Your Constitution score increases by 1. Age. Eantlings are born physically mature, but their minds are little more than instinct for the first decade and take another decade to be what other sentient races would consider mature. An eantling typically easily expects to live to be 1000 or more years old.When they die, a seed of their soul is planted in the forest they call home. Alignment. Eantlings love freedom, peace, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. Size. Eantling range from just under 6 to a little over 10 feet tall and have branches and limbs they can fold against their body to fit into areas that don’t allow for them to spread out. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 30 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. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Eantlings don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. False Appearance. If the eantling is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the eantling move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the eantling is animate. The Eantling that is unmoving is indistinguishable from a tree, its body seeming to be nothing more than a trunk and branches. Only when it moves does its face, arms, legs, and torse become visible as anything other than branches and twigs. Similarly all armor and equipment is indistinguishable from bark and branches and leaves except when in motion.This ability functions even inside of an antimagic field. Spirit of the Forest. You may, once per day, choose to animate 1 or more trees you see. The eantling magically animates a number of trees it can see within 60 feet of it equal to ½ proficiency bonus (rounded up). These trees have the same statistics as an awakened tree (see the Monster Manual), except they can't speak. An animated tree acts as an ally of the eantling. The tree remains animate for 1 day or until it dies, until the eantling dies or is more than 120 feet from the tree, or until the eantling takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. Nature’s Fury. You have a natural Slam attack that deals 1d8 bludgeoning damage. Wyld Aspect. You may choose which Aspect of the Wyld to take on at the end of a long rest, and while in that Aspect you gain the benefits of that Aspect. See below for the list of Wyld Aspects. Languages. You can speak, read, and write Common, Sylvan, and Druidic.An Eantling would never reveal they know Druidic to someone who didn’t speak it first. Damage Vulnerabilities: fire Damage Resistances: bludgeoning, piercing
 
 
 
  Wyld Aspects:
  Oak Eantling Ability Score Increase. Your Strength score increases by 1. Sylvan Endurance (Recharges after a Short or Long Rest). When the Oak Eantling takes damage, it reduces the damage taken by a number of D4’s equal to your Strength bonus. The dice size increases by one at level 5 and every 5 levels thereafter; making it D6’s for level 5, D8’s for level 10, D10’s for level 15, D12’s for level 20. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You count as an additional one size larger at level 11. Each size larger grants you +1 Damage on melee attacks.
 
  Willow Eantling Ability Score Increase. Your Dexterity score increases by 1. Whipping Willow. You have flexible branches allowing you to use your natural slam attack as a whip instead, meaning your slam attack gains the following properties: finesse, reach. Windswept Movement. You gain +5 feet base movement speed. You gain an additional +5 feet base movement speed at level 10. and every 5 levels thereafter.
 
  Pine Eantling Ability Score Increase. Your Wisdom score increases by 1. Needling Blow. You have sharp needles instead of leaves allowing you to use your natural slam attack with Piercing Damage instead of Bludgeoning if you choose. You may also throw pine needles in a 15 foot cone attack that deals 1D6 Piercing Damage. Throwing Pine Needles may not be used two rounds in a row, it must recharge after each attack as you grow new needles. Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it. You learn an additional cantrip at level 10. and every 5 levels thereafter.
 
  Holly Eantling Ability Score Increase. Your Charisma score increases by 1. Razorleaves. You have razor sharp points along your leaves, allowing you to use your natural slam attack as Slashing Damage instead of Bludgeoning if you choose. Winter’s Sovereign. You gain resistance to Frost damage. You may, once per long rest cast a variant of the Goodberry Spell. Wisdom is your spellcasting ability for it. You create a number of Goodberries equal to your Proficiency Bonus, and these berries do not expire within 24 hours, instead lasting a week before expiring.


Cover image: A strange planet this way floats. by magejosh with DALLE3

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