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Treent Character.

Age: Never dies naturally, Adult treents are between 100 and 1000 years old, Ancient treents are over
1000 years old.

Ancient treents almost never leave the forest, and often remain planted for thousands of years at a time

Traits: Slow and deliberate in act, but with the full power of the forest, Treents gain in strength but lose
agility with age.

Sapling: -2 agility, +2 strength.

Adult: -4 agility. +4 strength

Ancient (Players cannot be an ancient Treent) -4 agility. +16 strength (maximum of 36 strength).

Alignment: Caring little for the laws of man, treents tend towards neutral or chaotic alignments.

Size: Saplings stand between 5 and 8 feet tall, and are medium, Adults stand between 8 and 12 feet tall,
and are large. Ancients stand between 12 and 32 feet tall, and may be Large or Huge).

Speed: Your walking speed is 30 feet, ancients have a base walking speed of 50 feet.

Wooden Resilience: Being made of wood, treents are immune to poisons not formulated for plants.
Treents do not need to breath.

Strange bodies: Treents cannot wear armor

Natural Armor: Being covered in bark, and made of wood, treents have natural armor. Their natural
armor is equal to 12 + their str modifier

languages: Treents speak common and natively know the secret druidic language of the trees.

All treents can natively cast goodberry as a ritual, taking 30 minutes and requiring no materials.

Root: Treents do not require rest as normal, instead treents may root themselves in place for up to 4
hours at a time, during this time they commune with the forest of their home, and may get visions or
guidance from the Heart of the Forest.

Religion, Treents respect but do not worship nature gods, instead trusting to the heart of the forest that
birthed them, treents may commune with the heart of other forests, and when treents wander beyond
their own forest, they often offer their services to the heart of the nearest forest as wandering problem
solvers.
Subclasses: Treents are not born as normal, but instead are formed by the heart of the forest to serve a
need.

Treents of Growth: Being formed by the heart to provide for the continued growth of the forest, Treents
of growth are not natural fighters, instead being farmers, gardeners or otherwise providing for the
health of the forest they call home. Treents of growth rarely leave the forest, unless on a quest to gain
wisdom in the way of other forests, or in search of a specific material for their home forest.

Treents of Growth are most often of good alignment, although they may also be neutral.

Treents of Growth gain +2 wis

Treents of Peace: Being formed by the heart to be ambassadors to the outside world, treents of peace
are both the first line of defence for the forest, and its eyes and ears in the outside world. Treents of
peace are most often neutral, but may also be good. Most treents wandering the world are treents of
peace, seeking to aid the forests in the quest for peaceful coexistence.

Treents of Peace gain +2 cha

Druids are often found accompanying treents of peace, acting in harmony with the treents.

Treents of war: Treents of war are Treents of growth who have been called upon in service to the heart
of the forest. Giving up their peaceful ways, and leaving the path of the gardener, treents of war learn to
fight, most treents of war lived as treents of growth until they converted in a moment of great need,
often while under attack. Treents of war can also convert from treents of peace, although that
conversion is far more rare.

Treents of war are by far the least common of the treents, and are often directed by the heart of the
first forest to assist forests that may need their help. If treents of war start congregating in a forest, that
forest has reached the end of its patience.

Ancient treents of war channel the power of the heart of the forest itself, and are only ever called upon
to battle minor gods or powerful spirits.

Treents of war gain +2 wis or cha, depending on what kind of treent they where born as.

Oakheart Paladin:

Oakheart paladins have heard the call of the forest, and have sworn the secret oath of Oakheart, the
first guardian of the forest.

Tenets of Oakheart.
Guardian, not avenger: Oakheart paladins are guardians first and foremost, and must always seek to
avoid a fight, Oakheart paladins may never attack a creature that has not attacked them or a party
member since their last turn.

Oakheart paladins use wisdom as their spellcasting ability, instead of charisma.

Oakheart paladins use their wisdom modifier instead of their cha modifier for aura of protection.

Oakheasrt paladins have a number of uses of cleansing touch equal to their wis modifier instead of cha.

Oath spells:

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