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Tel'Atha

The "people of the tree", Tel'atha are omnivorous humanoid plants. They often most closely resemble the shapes and patterns of the creatures their "Mother" Tree has sprouted near. Sometimes this takes the form of humanoids, with pointed ears and elfin features if they were near eladrin or other elfkind or more blunt, rounded forms when near dwarves. On other spheres this sort of osmosis effect is even more pronounced,    The Tel'atha spring forth from trees called Tel'atha'dan that sprout from fruit that Sprouted from the Tree of Solitude, called the Fourth Sprouting by the Fey Courts and the Elves. The Feywild, the Gods, the Elves, The Tel'atha'dan are the known "Children" of the tree. Tel'atha are a stage removed from the tree but live in closer harmony and communion with the Tree of Solitude than the others. The first fruit were not discovered until they had sprouted, whenever the first Tel'atha wandered into Eladrin settlements.   Some seeds were taken far away and as such there are Tel'atha on every sphere. These Tel'atha follow the same general guidelines as those born from trees on the Material Sphere or the Sphere of Life but they also have traits that are associated with the sphere. The Mercurial elemental nature of the Tel'atha'dan mean that they can sprout and thrive nearly anywhere, fundamentally changing their being to match the environment and their own offspring change to suit. Examples like Fire Tel'atha looking like hardy lichen and moss or water Tel'atha looking more like fronds of kelp or seaweed are surface level differences from their Life and Material sphere brethren.   Tel'atha are usually honest, direct and focused, taking most things at face value.   Those that are born from the same Tel'atha'dan could be considered all of the same family; however, their family bond is not as strong as most families, with many Tel'atha considering others more like distant relatives. Romance trysts are common, Tel'Atha do not have any regard for gender even if they may present specific ways they hold no great importance over this fact though they can breed true with other species they cannot with each other.    Tel'atha often become adventurers, their innate curiosity leading them out into the world and often reporting their findings back to their parent tree in dreams. Tel'atha do not need to sleep but instead enter a trance state in the same manner as elves but while in this state they can enter a loose form of communion with their parent tree and get vague emotional impressions and return the same.   Tel'atha Traits Botanical humanoids with a sense of wonder and curiosity about the world.   Ability Score Increase. Your Wisdom score increase by 1.     Age. Tel'atha are mature at birth but are estimated to live as long as elves.   Alignment. Tel'atha can be of any alignment.     Size. Tel'atha are Medium sized creatures.     Speed. Your base walking speed is 30 feet.     Darkvision. You can see in dim light within 60 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.     Flammable. You are vulnerable to fire damage.     Plant Anatomy. Not having a typical anatomy, you have resistance against poison damage.     Plant Based. You have both the humanoid and plant creature type.     Languages. You can speak, read, and write Common, Elven, and Sylvan.     Subrace. Tel'atha take on different traits depending on the Sphere they are born on.   Water
  • Sphere Bonuses:Sustenance (Can replace a days worth of eating by swimming in a natural water setting for 1 hour).
  • Sphere Negatives: Energy vulnerability
  Fire
  • Sphere Bonuses: Fire Resistance, Poison Immunity
  • Sphere Negatives: Cold Vulnerability
  Air
  • Sphere Bonuses: Limited Flight, has a flying speed of ten feet per round, any damage ruins the concentration needed to maintain it and it fails
  • Sphere Negatives: Lightweight, Disadvantage on contested strength rolls
Earth
  • Sphere Bonuses: Deep Roots, has advantage on contested strength rolls against being moved and grappled
  • Sphere Negatives: Heavy, disadvantage on an checks involving swimming, falling and flying.
Death
  • Sphere Bonuses: Vampiric, 1/day can inject a parasitic root into a living creature within 5 feet and drain 1d4 HP, gaining that much in temporary Hitpoints (Uses a bonus action, melee atk with proficiency, treat as a finess weapon)
  • Sphere Negatives: Vulnerability to Radiant Damage, Sunlight Sensitivity
  Life
  • Sphere Bonuses: "Fey Sustenance"- Once per day can cast the spell Goodberry, an action that usually involves them physically growing the berries on their form and plucking them off.
  • Sphere Negatives: Necrotic Vulnerability
Material
  • Sphere Bonuses: "Mutability"- Choose a feat at character creation.
  • Sphere Negatives: Necrotic Vulnerability

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