Kodama
Kodama
Kodama are spirit guardians of forests, ancient beings tied to the health and balance of natural ecosystems. As anthropomorphic plant-like creatures, they embody the power, wisdom, and mystery of trees. Their bodies resemble humanoid figures grown from wood, vines, moss, and flowers, with subtle variations depending on the season or region they call home. Some Kodama may appear with bark-like skin, while others are covered in leaves, petals, or bioluminescent spores.
Kodama are closely attuned to the rhythm of the natural world, making them ideal druids, rangers, or monks. They possess the ability to commune with plants, move through forests unhindered, and call upon the spirits of the wild. Despite their gentle nature, they can be formidable defenders of their homes, using both the wisdom of the trees and the might of the earth.
ability score increase:
Wisdom +2, Constitution +1
age:
Immortal
alignment:
Neutral Good
Size:
Medium
speed:
30ft
Languages:
Japanese
race features:
Darkvision Spirit of the Forest. You can cast the Druidcraft cantrip at will. Treewalker. Moving through non-magical difficult terrain caused by plants, such as forests, does not cost you extra movement. You can also climb natural surfaces (like trees or rocky cliffs) at your full movement speed. Barkskin Resilience. You can harden your skin like bark to protect yourself. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Nature’s Embrace. As an action, you can conjure vines or roots that sprout from the ground. Choose one creature within 30 feet to heal by 1d8 hit points, or choose a creature to make a Strength saving throw (DC = 8 + proficiency bonus + Wisdom modifier) or be restrained by vines for 1 minute. The healing increases to 2d8 at 6th level and 3d8 at 12th level. Seasonal Adaptation. At dawn each day, you can change your seasonal aspect, gaining a new benefit:Spring: Advantage on Charisma (Persuasion) checks.
Summer: Gain resistance to fire damage.
Autumn: Gain advantage on Dexterity (Stealth) checks.
Winter: Gain resistance to cold damage.
Photosynthesis. When you finish a short rest in sunlight, you can choose to regain hit points equal to your proficiency bonus + your level without spending any hit dice.
Special Feat:
Darkvision Spirit of the Forest. You can cast the Druidcraft cantrip at will. Treewalker. Moving through non-magical difficult terrain caused by plants, such as forests, does not cost you extra movement. You can also climb natural surfaces (like trees or rocky cliffs) at your full movement speed. Barkskin Resilience. You can harden your skin like bark to protect yourself. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Nature’s Embrace. As an action, you can conjure vines or roots that sprout from the ground. Choose one creature within 30 feet to heal by 1d8 hit points, or choose a creature to make a Strength saving throw (DC = 8 + proficiency bonus + Wisdom modifier) or be restrained by vines for 1 minute. The healing increases to 2d8 at 6th level and 3d8 at 12th level. Seasonal Adaptation. At dawn each day, you can change your seasonal aspect, gaining a new benefit:
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