Treefolk

Homebrew

Treefolk

The treefolk — ancient wielders of nature granted sentience by the weave — are very unique organisms that ride the line between beast and construct. While they do share the living characteristics of sentient creatures, these organisms are often made up of arranged and reconstructed plant matter. Because of their simple origin and needs, their desires are often basic, revolving around the preservation of themselves, their homes, and their select friends. While it is rare for a treefolk to delve into social circles, it isn’t completely unheard of, and having a treefolk as an ally is having one mighty friend indeed.

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Grown From the Land

Treefolk, a term which encompasses any plant given life and sentience through prolonged exposure to the weave, are a race of powerful, ancient people who are heavily tied to their naturalistic origin. The process of becoming a treefolk is incredibly secretive, only having ever been witnessed by the highest of druids. These druids dare not share the natures of such a metamorphosis, for the process itself is indescribable; it is a wonder to behold.

Perhaps the most well known subspecies of treefolk is the treant, a towering, mighty humanoid species that is quite literally an uprooted and wandering tree. Because they derive directly from trees, they are often much more reminiscent of their original form than that of a human, only vaguely taking on a shape which could be approximated as “human-like”. Alternatively, spriggans are derived from much smaller plants such as bushes, flora, or even undergrowth. Because of their smaller size, they are better able to absorb and incorporate the weave throughout their form, and as such, typically take on a mystical appearance that is much more sculpted and directly humanoid. Overall, the spriggan species is as diverse and as varied as the jungles of the Sylvan Conclave.

Treefolk have a vast history; they have wandered the lands of Fehr’gia for as long as trees have taken root, and have spread stories wherever they have gone for just as long. The ancient legends of the oldest cultures from across the world still speak of the forest as a thing to be feared, respected, and in certain cases, as a thing to befriend. Because treefolk are able to awaken at any time and in any place, some may go their entire lives without meeting another sentient creature, instead living amongst nature. Acquainted with living life in one place, treefolk are rarely discovered by society, and as such, they don’t frequently interact with civilization. As cities and townships continue to spread during the Age of Inheritors, treefolk have become more integrated into wider society. However, because of their close roots to nature, they typically live alongside druid circles whenever possible.

 

Stationary Sages

Due to an increased latent power emanating from the land itself, there are selective places that uniquely give rise to a higher number of treefolk. One such place is the mystical Feywilds, which are home to a wide array of treefolk who live amongst the fairy folk. Because the Feywild is dense with magical energies, spriggan are much more common there. In fact, a large group of spriggans has formed its own unique community: the Ríocht álainn. These spriggan pride themselves on having the most beautiful kingdom and lands in the entirety of the plane. Furthermore, they have existed on the land for centuries, and are often at odds with a group of hideous giants known as the Fomorians who are envious of the land’s natural grace. Because of this jealousy, the Fomorians have unending spite for its grovetenders.

Another locus of magical energies that has brought about a seperate treefolk community is the grounds surrounding Elofóros, the World Tree. The unending power that seeps from the tree into the forests allows for the land to foster all manner of flora, and as such, it is no wonder treefolk sprout out from its influence. Furthermore, druids from around the world partake in pilgrimages to Elofóros, and they bring their endless wisdom to the treefolk there. Acting as envoy to Elofóros, An-bláth Gorm — the oldest and wisest of all living treefolk — acts as a father figure and guide to all newly grown treants and spriggans that awaken, happily imparting over three thousand years of druidic knowledge to help them grow and learn.

 

Treefolk Names

Many treefolk go their entire lives in isolation, never giving themselves a name; because of their isolation, such a concept is unneeded. However, those that do integrate into society will casually take any name that suits their needs, usually borrowing names similar to the cultures they were adopted into.

ability score increase:
age: Treefolk age at a much, MUCH slower rate than any other race, considered a sapling until well into their 50s and living as long as 2000.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Sylvan. Treants often speak slower, while spriggans are more whimsical in their cadence.
race features:
Speech of Beast and Leaf. You can communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Photosynthesis. During a long rest, you can choose to root yourself. If the land’s soil is fertile enough, you gain the benefits of food and drink for that long rest without having to expend a ration or water. If you do this, you can't take a watch.  
Large Form. Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest.  
Historic Branch. Treefolk have diversified into two branches: the large, burly treants and the smaller, mirthful spriggans. Choose one of the following .

Treant

"Hey George, did you see that tree move?"


Natural Camouflage. You can spend 1 minute to fully root and camouflage yourself. While you stand still, you are indistinguishable from a normal tree.
Bark Armor. Due to the strength of your barky skin, your base AC is 13+dex, and cannot be lowered by wearing armor.
Healing Touch. Your body contains natural healing energies. As an action, you can heal a nearby creature you can touch for 2d6 hit points. This increases by 2d6 at levels 5, 9, 13, and 17. Once you use this trait, you can't use it again until you finish a short or long rest.    

Spriggan

"No Alphonse, but did you hear that one laugh at us?"


Travel Through Nature. You can pass through trees unhindered, traversing through them with the ancient magics of the fey. When you move on your turn, you decide whether your equipment melds into the tree with you or falls to the ground where you entered. If you end your turn in a tree, your AC becomes 18. No effects can boost or lower this AC until the tree is destroyed. If the tree is destroyed, you are expelled into a random nearby space and take 2d6 force damage.
Friend of the Forest. You know the animal friendship spell and may cast it without using a spell slot. You must finish a long rest before using this trait again. Your spellcasting ability for this spell is Wisdom.

Lifespan
Varies
Average Height
Varies
Average Weight
Varies
Geographic Distribution