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Feat

Introduction Nature Warden


The smell of pine in the air, the crunch of the underbush
You’ve learned to protect the wilds and in turn it
at your feet. you’ve just stepped into the Lenduli Glades,
protects you.
and many have not returned from this place. The trees
feel as if they have eyes, the birds chirp in mysterious
patterns. An arrow strikes at your feet, barely missing ● Increase your Wisdom score by 1, to a
you. Out of the trees appears many elven archers with maximum of 20.
arrows ready. A druidic sage steps forward, moving the ● You have advantage on all checks relying on
plants around him to create a clearing. “Have you come to communicating or handling with beasts or
study our wisdom?”. plants.
The Wisdom of the Wood Elves is fully packed with new ● When you take this feat, choose an
woodland themed content to add to your D&D 5e Games. environment from the following list. Arctic,
You’ve located an old druid, and he is willing to share his Coastal, Desert, Forest, Grassland, Hill,
worldly knowledge with you. This collection includes a Mountain, Swamp, Underwater. Whenever you
new item “Blinking Bow”, a new feat “Nature Warden”, a short rest in this environment you recover
new encounter “Trespassers”, and a new Race “Sapling”. double the amount of your rolled hit dice.
We hope you enjoy this homebrew expansion for When you long rest you can roll a stealth check
Dungeons and Dragons 5e. and always remain hidden.

Item
Blinking Bow
Weapon (longbow), very rare
This bracelet summons a spectral bow that fires
teleporting force arrows.

As a bonus action you can summon this bow into your


hands. It remains so long as you hold it with one hand.
This bow is a magic weapon granting a +1 bonus to
attack and damage rolls made with it and it deals force
damage instead of piercing. It does not require
ammunition and targets of this bow do not benefit
from cover.

As a bonus action you can conjure forth a volley of


arrows. Each creature in a 60 foot cone must succeed a
DC 15 Dexterity saving throw. A creature takes 8d8
damage on a failed save, or half as much damage on a
successful one. Once you use the ability it cannot be
used again until the next dawn.
Encounter slaughter of the thri-kreen, he will reward them each with
a Charm of Animal Conjuring.
Trespassers
Location: Forest, or any other wooded area. Conclusion: ​It is up to the players on how they resolve
Suggested Level: 3 to 10 this conflict. Convincing Teldin to turn off their ward will
be difficult. He doesn't want to open up the possibility
Background:​ A sect of Wood Elves have been living in that the thri-kreen attacking his home. It will require a
these forests undisturbed for many years. Until recently a compelling argument, a successful DC 15 persuasion
group of thri-kreen mysteriously appeared in the forest. check, or they could force his hand with leverage or
The elves threatened them to leave but due to magic. If the ward is shut off however, the Thri-kreen will
miscommunication they began fighting. be able to cast their portal and return home. Thus
concluding their conflict.
Summary:​ The adventurers encounter a group of a dozen
Thri-Kreen in the forest who stop them and force them to
come with them to their camp in an attempt to have the
players help them return home. Their drawings of portals
mean nothing to the players, but anyone who succeeds a
nature or arcana check reveals that the nearby elves have
a magical ward on their home. If the ward is removed
they can leave. The elves are reluctant to remove their
only protection to their city and it will be up to the
players to either slay all the thri-kreen or convince the
elves to let down their guard.

Introduction:​ While camping in the woods, the


characters are confronted by a group of a dozen
thri-kreen. Not wanting to kill them, they do their best to
express emotions of plea. A successful DC 10 Insight
check will gather this much from them. The thri-kreen
will try to lead the players to their camp which is only a
short walk away. The thri-kreen do not care if they are
willing or not.

The Thri-Kreen Camp: O ​ nce at their camp, there are over


thirty thri-kreen living in these woods. They look to be
having a hard time surviving. They are led to a wall with
symbols written on it. Anyone who can spell understands
the symbols are conjuration and mean to be a portal.
At this point the players may be confused on what to do,
ask them to each roll a check to determine what to do
next or what to interpret the thri-kreens pleas.
Anyone who rolls an intelligence, nature, arcana, or
survival check above 12 knows there is a magical ward
protecting the forest. If this is communicated to the
thri-kreen, they will point in the direction of the Elven
city.

The Wood Elf City:​ If the characters head to the city, they
will be met outside before entering by 5 archers with
their arrows ready. If the players tell them they are there
to solve the thri-kreen issue, the elves lower their
weapons and are led to their lead scout, Teldin. He tells
them that they have a strike team of 10 elves ready to
take down the thri-kreen. If the players aid in the
Race not as agile or strong as before, but still have their
wisdom. Saplings can live upwards to 5000 years.
Sapling
Saplings are wooded creatures who are born from Alignment
magical centers of the feywild or material plane. Often Saplings tend toward idealistic goodness, and only in rare
revered in wood elf communities as holy gifts from awful cases are Saplings evil.
whichever nature god they serve. Saplings can grow to
become anyone and wisen with their long life. Size
Your size is Medium. To set your height and weight
Deep Roots randomly, start with rolling a size modifier:
Nature works in mysterious ways, and not all saplings are Size modifier = 2d6
aware of why they were born. Saplings are made of pure Height = 6 feet + 1 inch + your size modifier in inches
wood and have full control of their bodies through magic Weight in pounds = 155 + (2d4 × your size modifier)
as brought upon by their soul. The life of the world itself
is in their spirit and they possess an otherworldly Speed
wisdom even at a young age. They often look different Your base walking speed is 30 feet.
based on where they originated from. Saplings can come
from birch trees, oak, or even nearly burned ones that Lumber Body
give them an ashen appearance. Saplings are small and You are resistant to bludgeoning, piercing, and slashing
smooth when first born and grow into tall lumbering damage from non-magical attacks. However you are
stalks. vulnerable to fire damage.
In creating an Sapling adventurer, consider the
character’s purpose in life. Does the character want to see Rooted
more of the world? Do they have a threat they are trying You have advantage on any roll that tries to knock you
to prevent? Or is your Sapling the creation of a ritual with prone.
no clear purpose?
Fruit Growth
Beings of Change Once per 30 days, a fruit of your choice grows on your
Saplings are no longer stationary plants who are at the body. You grow 10 pounds of fruit, enough to feed 10
whim of the world, now they have a chance to forge their medium sized creatures for one day.
own path. Saplings may be slow to learn but are never
afraid of change. Death, life, a new home, or a new world Languages
is just as the seasons change to a sapling. They adapt to You can speak, read, and write Common, Druidic, and one
the world around them in hopes to find or conclude their other language of your choice.
purpose.

Sapling Names
A Sapling chooses their name based on where they were
born. They typically have botanical names but they can
also take elven ones.

Ability Score Increase


Your Wisdom score increases by 2 and your Constitution
increases by 1.

Age
Saplings mature over the course of 20 years, and reach
old age at 250. Old age for sapling really means they are

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