Huorn Treant

Treants are awakened trees. They are quiet, pensive, slow, and deliberate in their natures. Though normally kind and helpful to those who do not threaten the balance of nature, treants will guard their flock of trees and protect their forest homes with great ferocity, able to rip apart constructs of solid stone in seconds.  

Refugies of the Feywild.

Unlike the larger treants of Thaumara, the smaller huorn treants originated in the Feywild. Durring the Sundering, an entire villiage of the huorn treants appeared in the Wychwood. When the borders again rose, the villiage remained. Undeterred, these refugees from the Feywild began to cultivate the Wychwood and create a home there. The huorn treants are able to breed and often create settlements, unlike the true Treants of Thaumara. Within several generations, the huorn treants have created villages in other forests.  

Shepherds of the Trees

The life of a treant is simple and commonly quiet. Being plants, they have no need to forage for food, creating their own sugars from the rays of the sun. Most spend their days in quiet contemplation, ruminating on the goings on of nature and the wilderness surrounding the simple homes they make in their village. Huorn treants like to craft things, mostly out of clay, stone, and rarely metal. In a village, the huorn treants often each spoecialize in a craft, and will trade items with each other, while the work to protect and cultivate the forests they live in. A treant rarely leaves its forest, focused solely on protecting its trees and other denizens of the forest. Some, though, seek to learn more about the world and as such, venture out of their forest villages to explore.  

Pensive and Patient

Treants rarely venture out into the world, and the concept of adventuring is foreign to most. A treant’s true home is among the trees with which it grew and shared soil. Yet some young treants will venture out to strange lands, perhaps seeking some greater sense of purpose or understanding. Many feel that they have a duty to protect all the regions of nature in the world, not just the forest where they sprouted, and travel far in pursuit of this ideal. They return to their home soil only when their height is great and their bark is thick.  

Treant Names

Huorn treants have their own language, and naming conventions, but the mortal races of the world cannot learn the treant language as it relies on the rustling of leaves and the creaking of branches. The huorn treants do, however, take a name that is descriptive of themselves somehow to help the other races have a name. Though treants do not have a true sex they typically lean to one gender throughout their lives. Treant Names: Ashthorn, Autumnbirch, Barreltrunk, Bramblewood, Cunningdale, Elderheart, Firhair, Ironbark, Limbwillow, Maplesap, Oakgrove, Pinestand, Sapjoy, Tendershoot, Wildroot, Wisebellow  

Treant Traits

Treants are as varied as the trees from which they grow, but in general all have the following traits.  

Ability Score Increase.

Your Strength score increases by 1.  

Age.

Huorn treants age slowly, often living to be 400-500 years old. They are considered adults about the time they reach 100.  

Alignment.

Treants tend to carry no particular opinions beyond the need for the protection of their forests, and they have little concept of the laws of civilization. Though most are good-natured and kindly, corruption of a natural habitat or the destruction of their home can drive a treant toward madness and fury.  

Size.

Treants continue to grow steadily for the entirety of their lives. Most adult huorn treants are between 6 and 7 feet tall when they leave their forest homes and weigh 300-700 lbs. They can grow as large as 9-10 feet tall. Your size is Medium.  

Speed.

Your base walking speed is 30 feet.  

False Appearance.

While you remain motionless, you are indistinguishable from a normal tree.  

Natural Armor.

Your tough bark protects you from harm. You are unable to wear armor, but your AC is 14 + your Dexterity modifier or your Constitution modifier, whichever is higher. A shield's benefits apply as normal while you use your natural armor.  

Nature's Warden.

You have proficiency in the Nature skill.  

Powerful Form.

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, your limbs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to ld6 + your Strength modifier.  

Treeish.

You are considered a plant instead of a humanoid, and you have vulnerability to fire damage. Instead of eating or breathing normally, you harness the sun's energy and surrounding oxygen to create your own food. You can survive a number of days equal to your Constitution score without sunlight or oxygen before starving or suffocating. You must drink twice as much water as a normal human, but can take in this water through your root-like feet during travel or other activities if it is available. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.  

Tree Whisperer.

Through your own treeish nature, you can communicate simple ideas with plants of all kinds. Plants might be able to perform tasks on your behalf, at the DM's discretion. They are unable to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.  

Languages.

You can speak, read, and write Common and Sylvan.  

Subrace.

A treant's parent species determines the ruggedness of its form and the litheness of its limbs. Choose one of these subraces.  

Broad-Leaf

Broad-leaf treants include the ashes, birches, maples, elms, oaks, and willows, among others. They are particularly hardy and powerful, with sturdy bark and thick trunks. Treants which awaken from a broad-leaf tree can survive conditions which would kill other creatures, and they use their heavy bodies to great effect when defending their homes.  

Ability Score Increase.

our Constitution score increases by 1.  

Hardwood.

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.  

Evergreen

Evergreen treants include the cedars, cypresses, firs, junipers, pines, and spruces. They are taller and thinner than other treants, possessing lithe bodies and fast reflexes. The wood of their bodies is softer, but better able to resist the freezing conditions of winter.  

Ability Score Increase.

Your Dexterity score increases by 1.  

Hasty Movement.

Your base walking speed increases to 40 feet.  

Winterized.

You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.  

Racial Feat

If your DM allows feats, you may decide to take the following racial feat for treants. A racial feat represents a deeper connection to your character's racial culture, or a physical transformation that brings you closer to an aspect of your race's lineage.  

Treant Pole

Prerequisite: Treant As with all trees, the passing of time and influx of nutrients has made you grow larger. • Increase your Strength, Constitution, or Dexterity score by 1, to a maximum of 20. • Your size becomes Large, and you have advantage on Strength checks and Strength saving throws. • Your unarmed strikes now deal bludgeoning damage equal to 1d8 + your Strength modifier.

Source

  The stats for playing this race are from the Treant Player Race document by The Arcane Athenaeum which you can get for free from the DM's Guild here

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