Arboren

Flavor

5e Racial Stats

  • Ability Score Racial Traits: An arboren increases one ability score of their choice that is not already increased by their sub-race by 2.
  • Type: Arborens are humanoids with the plant subtype.
  • Size: Arborens are medium.
  • Speed: Arborens have a base speed of 25ft.
  • Languages: You can speak, read, and write Common and Terran.

Barkskin (2)

An arboren is seeded with a thick outer layer of bark that helps to protect them from harm. When unarmored, your Armor Class is increased by one.

Photosynthesis (x)

Instead of consuming food like most humanoids, you absorb energy from the sun and nutrients from the soil for sustenance. An Arboren that spends at least two hours outside, while the sun is up and in direct sunlight, is considered to have eaten for that day. You still require the normal amount of water per day. Arboren characters suffer fatigue the same way other races do when going without food.  

Pyrophobia (x)

You are vulnerable to fire damage.  

Rooted (x)

As an action, you dig your roots deep into the soil and remain motionless. In this state you appear indistinguishable from a normal tree of your type, your speed is 0, and you cannot take any actions except to leave this state. When you take a long rest you must enter into your rooted state, but you only need to "rest" for 4 hours a day to achieve the benefits of a long rest.   While rooted you can consume nutrients from the soil instead of feeding, with a Constitution saving throw (DC 15 + 1 for each additional day) against Starving. You still need the normal amount of water.  

Speech of Beast and Leaf (1)

You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, and you can understand basic concepts and ideas from them.

Treefolk (1)

Because of your nature as a plant-based humanoid, it is easier for you to blend into wooded realms. You gain advantage on Dexterity (Stealth) checks when in a forest or jungle biome.

Arboren Subrace

Blighted

  • Ability Score Racial Traits: The blighted increase their Strength score by 1.
  • Blighted Bark (1): When you are attacked in melee, you can as a reaction to being attacked cause the blighted energy suffusing your form to lash out at your attacker. Roll a d4 + your Constitution modifier. Your target suffers necrotic damage equal to the amount you rolled, and you reduce the damage you are dealt by the amount you rolled. You can use this ability a number of times equal to your Proficiency bonus; regaining spent uses after completing a long rest.
  • Necrosis (2): You are resistance to Necrotic damage, and suffer normal damage from Fire damage, but you are vulnerable to Radiant damage.

Leshy

  • Ability Score Racial Traits: The leshy increase their Dexterity score by 1.
  • Leshy Magic (1): You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once per day. When you reach 5th level, you can also cast the barkskin spell once per day. Wisdom is your spellcasting ability for these spells.
  • Leshy Heritage (2): As a leshy your exact nature depends on your ancestral root. Choose Gourd, Leaf, or Vine, this will determine which heritage boon you gain below:
  1. Gourd Heritage: Your head is hollow and able to hold a tremendous amount of weight. You can store double your Strength score lbs worth of items within your head. They do not count towards your current carrying capacity; additionally, if you store only one object within your head, you can draw it effortlessly into your hand as an Item Interaction or Use an Object action.
  2. Leaf Heritage: You fall like a leaf on the wind, gracefully descending from untold heights. Unless you are propelled from other means you fall at a rate of 60 feet per round, and do not suffer from fall damage, regardless of the distance you fall.
  3. Vine Heritage: Sprouting all around you are prehensile vines woven from your body that you grant you unmatched skill at climbing. You have a climb speed equal to your walking speed and you do not need to have any hands free to climb.
  • Small Stature (x): A leshy is naturally smaller than their larger cousins. Your size is Small. When determining your height and weight, divide the listed height by two, and the listed weight by four.

Spriggan

  • Ability Score Racial Traits: The spriggan increase their Intelligence score by 1.
  • Arboral Jaunt (2): While within 5 feet of a tree, you can expend 10 feet of movement to magically pass into it and appear within 5 feet of a different tree within 60 feet of the original. Both trees must be large or larger in size to jaunt through.
  • Barklash (1): You possess sharp, branching claws that act as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. These claws have the finesse weapon property.
  • Spriggan Magic (1): You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once per day. When you reach 5th level, you can also cast the spike growth spell once per day. Intelligence is your spellcasting ability for these spells.

Yldaran

  • Ability Score Racial Traits: The yldaran increase their Wisdom score by 1.
  • Berry Tree (2): You can produce berries from your branches to sustain your companions. As an action, you can cast the goodberry spell once, if you do so, make a DC 10 Constitution check, on failure you gain a two levels of Exhaustion. You cannot do so again until you finish a long rest.
  • Nature's Touch (1): As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.
  • Treant Magic (1): As an action, you can magically animate a shrub you can see within 60 feet. This shrub has the same statistics as an awakened shrub. An animated shrub acts as an ally of you. The shrub remains animated until it dies or you are more than 120 feet away from it; or until you take a bonus action to turn it back into an inanimate shrub. The shrub then takes root if possible. You may have a number of shrubs animated equal to half of your Proficiency modifier.

Basic Information

Growth Rate & Stages

Base Intuitive Self-Taught Trained
20 years +4d6 years (24 - 44 years) +6d6 years (26 - 56 years) +10d6 years (30 - 80 years)

Young Middle Age Old Venerable Maximum Age
under 13 years 175 years 263 years 350 years 350 + 4d100 years
Average Physique
Type Base Height Height Modifier Base Weight Weight Modifier
Small 2' 8" +1d6" (2' 9" - 3' 2") 55lb. +1d10lb (56lb - 65lb)
Medium 5' 4" +2d6" (5' 6" - 6' 4") 220lb. +2d6x3lb (226lb - 256lb)

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