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Bel’amarri

Guardians of The Woods

Introduction: If you ever wanted to introduce Dryads as a player race but felt that they just
could not fit in your campaign, this just might be what you were looking for. In this book I will
introduce a race that comes from the Fey Wilds. Why have these plant-people come into the
Forgotten Realms is uncertain and remains to be discovered by The DM and the players.

Here you will find basic history, physiognomy, culture, stats for this fun race of sentient plant
humanoids and a few suggestions how they could fit into your campaign.

Enjoy!

A supplement for Fey Realms for quick and easy use that could easily
fit any setting.

by Stevan Grbic

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
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likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Introduction
This book contains a completely new race to be supplemented to those in Player’s Handbook. Bel’amarri are a
race of essentially sentient plant-like humanoids. These pages will also include: unique racial features, section
to explain biology, social structure, unique Bel’amarri special equipment section and adventure hook
suggestions to start you off. Make sure that your DM is OK with using this book for your campaign.

Biology
Bel’amarri are a race of sentient plant-like humanoids. At first sight it would appear that their entire bodies are
made out of interlocked leaves. They have an arey of colorful leaves growing out of their heads forming hair
made out of leaf sheets, with possible fully open flowers of any kind granting each Bel’amarri a unique look. Skin
and hair have roughly the same texture and can take almost any color known to nature. Eyes are slightly bigger
than on other humanoids, granting them very expressive faces; their irises can be almost any color, but most
tend to have light green or yellow.
Example: I want to create a Bel’amarri Druid. I could have a character completely covered in light green skin
color, long sheets of bright yellow leaves growing out as the hair and a circle of purple flowers forming
something like a circlet on the head.
Designers Note: With such a diverse race you can go as creative as you want in deciding your character’s
appearance. In one phrase you should think of them as Built For Purpose. So if you are planning to make a
fighter aiming to do very little stealth action and charge yelling into the fray, picking bright red, and purplish skin
design with accented green flowers and maybe adding some thorn shaped headpiece would fit the description.
While making a druid you could take delicate shapes with more subdued green colors, with flowing white long
hair leaves and light blue flowers. These should reflect character's skill set and can be as subdued or
outrageous as you like.
Bodies of Bel’amarri are entirely made out of softer plant based internal organs, with similar functions that other
mortals have. The brain is located in the head which means that Bel’amarri are not able to live without it.The
chest contains other essential organs like lungs, internal digestion, and heart.Their blood is not like the blood of
animals and humans, it’s essentially life fluid that is transparent and looks like tree sap, hardening slowly as it
gets into contact with air. This is why anyone who uses Wisdom (Medicine) can use the same skill to stop the
bleeding.
DM Note: For realism sake, if Bel’amarri are not common in your campaign or this is the first one ever to be
seen, you may decide to have characters performing the Wisdom(Medicine) check with disadvantage since they
are not familiar with this race.

Optional Rules:
Since being essentially living plants I suggest using some of these special rules relating to this aspect:
Plant Shape Changing (in case of arcane spells you should disregard this rule): Whenever you change shape
(wild shape, lycanthropy) you keep the Plant Physiognomy so your character still has same weakness even if
the new form has resistance or immunity to fire. Note: Bel’amarri are unable to take shape of living flames like
fire elementals.
Plant Companion: In case of animal companions and familiars, Bel’amarri may have plant based pet/familiar
instead (you can find instructions for creating plant companions in the New Monsters section).
Strange Natural Enemies: Being a plant you should not fear carnivorous animals and monsters as much, they
will still fight you if provoked but will not go out of their way to attack. However cows, goats, deer, rabbits are the
bane of your existence. So, finally you can have a swarm of bunnies as a major enemy, locust swarm or a herd

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of cows as a fairly great random combat encounters in your game, or just a funny side note, or comedic moment
in your game.
Disease resistance: This does not mean that character should be resistant to all diseases just immune to
effects of diseases that affect humanoids only, and vice versa have Bel’amarri character save against diseases
that only affect plants.
Bel’amarri are medium sized creatures usually 4 to 5 feet tall, with slender build and generally fragile look since
they have only between 30 to 40 pounds. They form muscles, and in game terms, they can alter their bulk and
appearance in limited ways.

Base Height Height Modifier Base Weight

4’ 2” 2d6 30lb

To calculate character’s height take base height and add to it 2d6 inches. Add the same number of inches to
the base weight.

Bel’amarri are for the most part herbivores, but in times of great desperation they may eat meat, but this does
not provide as much nutrition especially if the food is heavily salted. This makes Bel’amarri forced to stick to
fresh uncooked plants like branches, leaves, flowers, berries and other fruits and vegetables. But Bel’amarri
can’t stay without water for longer periods of time.
DM Note: To keep game flowing and not to bog down characters with enormous amount of time for Bel’amarri’s
player to get his specialised food, you could handwave him buying travel rations as per regular just saying
rations are specialized for characters diet. Unless you want to add a little realism to characters struggle to get
food in strange land, but it should not take game’s total focus. This aspect should take the spotlight only once or
twice so not to become annoying for everyone at the table, but it should depend on the campaign.
Power of the Gift is granted to every Bel’amarri. This gift is manifested as a cloud of unique fragrance that has
amazing magical effects to those who are able to smell it, even the Bel’amarri themselves. This smell can be
any flowery aroma and can, depending on the gift, even be so neutral that it can cover tracks. This helps young
Bel’amarri to easily pick their specialization that best suits their gift and aptitude.

Life and Death


Being born for many races is a process that usually require set of two distinctive genders joining together in
order to create a new child of the same race. But Bel’amarri are somewhat unique in this area. They have,
unlike their Dryad cousins who have only one gender, two very distinctive male and female genders. Males have
slightly deeper pitched voice and distinctly male stature, with exposed chin and wide chest and broad shoulders.
Females appear much curvier with more delicate facial features, exposed chests and slightly wider hips. But
their appearance is something they inherited from their creator.
Each Bel’amarri has the ability to produce a Seed of Life, regardless if male or female. This takes place when
an individual feels ready to give back piece of his own life back to The Mother Tree. But producing a seed is not
the only thing needed, to plant a new Bel’amarri it requires two. Second person has to take the seed and plant it
next to The Mother Tree after inscribing a Mark of The Gift while performing a ritual. This task is usually done
by a partner or a close friend. After the seed is planted it will start a two year growth to maturity slowly taking
form of fully grown Bel’amarri. During this time the seed gains consciousness and is joined with other seeds
consciousnesses in collective dreamscape where they are guided and taught by the most eldest being The
Mother Tree. Here seeds learn all about life, how to walk, talk, use tools, and even fight and cast spells and
develop their personalities. Some of the things they might inherit from their “parents” like affinity to particular

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profession and skillset, but nothing is certain since the seed has the freedom to choose who she is going to be.
Seeds are aware who their “parents” are but they are not bound by anything else but respect and gratitude for
the gift of life. And after the two years of growing almost suddenly they wake up from the dream as they struggle
to gain full control of their own body, this only takes up to day when they are able to act like they have been
spending years honing their newly acquired skills.
As you might have caught on Bel’amarri are fairly short-lived race by many standards. They are basically born
as adults but their lifespan is much shorter than most other races’. Most live to be maximum 50 years old, but as
you might have noticed in order to reproduce they have to sacrifice a portion of their own life. In order to produce
a single Seed of Life every Bel’amarri sacrifices a portion of life that is about 7 years (or roll 2d6 years). Which
may cause Bel’amarri to die after a seed is created. Creating a seed is as personal as giving birth for a mother
is, an emotional moment hardly comparable to anything. Bel’amarri will do anything to protect it from harm, and
strive to bring it home to have it planted at the base of The Mother Tree. When Bel’amarri die their death is
more akin to decomposing into pile of dead plants without form while the spirit is swept away.

Optional Rules:
The Final Gift: If you want to add more drama to your Bel’amarri character you may add this feature. In my
case I had a character die during playtest and, just as she rolled for a third save versus death, she asked to
automatically fail save and instead leave a glowing Seed of Life to be taken home to her friend to plant it. This
made a fun emotional trip back to The Mother Tree.

Origin
The Bel’amarri are essentially creatures of Fey Wilds. They lived there in separate areas but being one of the
mortal fey they were among the few races able to actually belong to both Seelie and Unseelie fey. They were
stuck in a war that they could, most likely, never see end. Only a few were able to leave Fey Wilds and plant
their new home away in the deep woods of the mortal realm. Wanting to avoid getting into another conflict they
kept to themselves and protected their new lands by scaring off the local natives, pretending to be ghosts in the
woods. During this time they collected knowledge of natives and were driven to explore and learn about their
new home.
Long lasting war has left a great mark on this race and they dislike bloodshed, but will not hesitate to defend
themselves. Only in the past few years they have made friends with few druids and rangers who were sworn to
keep their existence secret. But over time the secret started to spill when a human traveler came among them
and was able to tell them of wider lore of the world. Being naturally curious beings it became harder and harder
to stay in a just single location so they started going on journeys in hope of learning about this new world.
DM Note: Depending on your story you can make any other story that would fit your game setting.

Organization
They are organized in tribes living around their own Mother Trees. Tribe leader is called The First, and it is
usually the eldest and the wisest Bel’amarri, whose main duty is to protect and guide his tribe, and make
decisions that affect entire tribe. Apart from the First, each tribe has a Forest Whisperer who is a druid, who are
also crafters and builders and hold positions of wise sages, or advisers to The First. The rest of the tribe
members are measured by their skill, experience and achievements.
When one tribe gets to be over populated the second eldest Bel’amarri is chosen to start a new tribe elsewhere.
She is given a Mother tree seed and a bag with Seeds of Life to start over. Depending on situation and
population of original tribe few volunteers are allowed to go with The New First.
Ever since Bel’amarri have made home in mortal realm their curiosity has been their driving force to explore this
world. Young ones may express their wishes to leave their tribe to go to explore and experience the wider world.

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But in return they have to make a pledge to return alive and bring back stories and tokens of their adventure.
Those who actually return are held in high regard by the rest of the tribe and may even become The First
themselves.
DM Note: If you want them to be more developed name their elder a Lord, Lady, King, Excharch whatever you
like and make them civilization level large like thousands of them living in same area with militant and
non-militant groups for flavor and you will have kingdom similar to elven.

Living By A Tree
Bel’amarri are a woodland race who make home in lush areas of the woods. As mentioned before they live
around the magical tree they call The Mother Tree. They were actually a warrior race used in wars and thus
they never had the need to do anything but to get up, get weapons and armor, ready their spells, and go to war.
Knowing this they don’t make any permanent shelter and use wood/plant shaping magic to make improvised
shelter in times of need. The only thing that Bel’amarri have kept from their warring days is art of making living
tools, weapons, armors and clothing by grafting it to their own bodies; Detailed description is in Living
Equipment section of this book.
By gathering knowledge from other races they came to appreciate storytelling, song, music, dance and other
forms of art and begun to create new gifts that could help them become creators. Getting closer to the area of
the woods where Bel’amarri live you will begin to see shaped wood in such ways to awe craftsmen everywhere.
Since all their history is transferred by a word of mouth, storytelling and songwriting are starting to be more
prominent. Whole connection to art has opened their eyes that their gifts do not have to be used for battle and
can be used for works of beauty. Upon reaching this state new gifts were created to fulfill this new passion of
theirs(Gift of Love, Gift of Joy and Gift of Harmony).
Living isolated from rest of the world Bel’amarri had no idea about mortals’ love of fire. In their own home they
are able to use magic to shelter themselves from the cold, but when traveling in the open world they have
trouble of having to learn how to deal with their bane. Bel’amarri have created ways of carrying heat with them,
and how to have a neutral beneficial relationship with their mortal enemy. It is not unusual to find Bel’amarri
having a heated conversation with open flame.
Bel’amarri having power over nature have little fear of natural hazards, but in times of need will forge temporary
shelters near The Mother Tree. But hazards like rain,are considered a cause to go out and celebrate by dancing
in it and trying to soak up every drop falling, they react the same way about snow, or sun. This makes most
Bel’amarri very optimistic sounding in the eyes of the other races.
Life long partnerships are created between two Bel’amarri in order to insure procreation of the race. This
companionship is made out of respect or love between two individuals.
In Bel’amarri tribes can be found plant based animals that are created by druids, usually shaped like regular
animals found in the area but they more like plant constructs than real animals. Examples will be added in new
monsters section and a template that you can apply to any beast you want.
GM Note: Instead of having many small nomadic tribes you may have the mother tree be magical colossal tree
under which Bel’amarri make their home, build cities of magicly shaped wood like wood elves have in most
fantasy settings.

Religion
Religion among the tribes is rare. Since they are brought up by The Mother Tree they are never really taught
how to worship gods. Which is why most of Bel’amarri divine casters are druids and rangers, who worship
nature in general and not a specific deity.

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In extremely rare situations Bel’amarri may come across some of nature gods (example: Silvanus or Obad-Hai)
and begin worshiping them in return being bestowed with clerical spells and powers.
Paladins are not really applicable unless they worship a nature deity or, for example, nature grants them their
powers, but whole holy warrior does not really fit with Bel’amarri way of life, so best not to be used.

Arcane Magic
Arcane magic is uncommon among Bel’amarri. In most cases arcane magic manifests in the form of a bard,
sorcerer(wild magic) and fighter(eldritch knight).
Some of Bel’amarri make warlock pacts with their arch fey ancestors, but this is truly an act that is taken as a
last resort since they went through all this trouble to leave the service to them. Infernal pacts are highly unlikely.
Should, for example, one hear whispers of the old one, who is to say that even Bel’amarri won’t succumb to their
mysterious whispers and promises?
Wizards are unlikely prospect since Bel’amarri keep almost no written words. So studying written arcane
knowledge among the tribesmen is unheard of. If by chance they are taught this as humans are they could learn
but it may take years away from Bel’amarri’s already short life span.
GM Note: If you have already changed setting to have large cities, Arcana of every form would be more easily
available to all Bel’amarri you could disregard any limitations.

Bel’amarri Racial Features


The Bel’amarri are a species of plant like humanoid fey. They resemble slender looking humanoid with skin color
resembling every shade of forest leafs, and various leafs and flowers growing from the top of their heads in
order to resemble hair. Even though they are plants concerning their appearance they actually have more in
common with other humanoids.

Bel’amarri Names:
Male names: Annderya, Brankoo, Dejan, Elesto, Franoo, Gorann, Jastreb, Lemmi, Morroko, Nenod, Sakov,
Tihamirr, Urasch, Vecelin
Female names: Birana, Cevca, Drugonna, Eskika, Goona, Hasha, Ilusee, Jellenee, Majona, Neevana, Petira,
Senja, Teemara, Vessna
Last Names: Bel’amarri do not really have last names, but they tend to take on secondary names mostly in form
of titles or their role in tribe. As such they do not inherit it, they gain it, or name it themselves. Example: Naming
your male, fighter would be Jastreb the Glade Blade is descriptive. or female bard being Senja Windsong after
her skill with flutte.

Bel’amarri Traits
Ability Score Increase. Your Wisdom increases by 2, and your Constitution increases by 1.
Age. Bel’amarri mature at amazing rate by being full fledged adult on the day that they grow a body. This has
much to do with the way they reproduce. But this being the case they have very short life span. Bel’amarri live
up to 30 years at most. They don’t actually change their appearance as they age, perhaps some scars stay but
when they reach maximum age they just dry up in manner of days and crumble down in dry sheets of leafs.
Alignment. Bel’amarri tend to be good at most times but are ruthless should they feel threatened. They believe
in freedom and allowing everyone to grow even if they are growing wrong. No one really deserves to be cut from
their roots.

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Size. Bel’amarri are between 4 and 5 feet tall and weigh about 40 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Being the children of the deep woods they are well adjusted to dim light in the woods. You can see
in dim light within 60 feet around you as in bright light, and in darkness as in dim light. You can’t discern color in
darkness, only shades of gray.
Natural Fortitude. If you are making a short rest in area that could support plant growth, whenever you spend
Hit Dice to regain health add your proficiency bonus to each roll. You are also resistant to poison.
Plant Physiognomy: You have weakness to fire damage. You receive double damage from any fire source. For
all purposes you count as both plant and humanoid creature.
Bel’amarri’s Gift. Choose one of the Bel’amarri Gifts listed below.
Languages. You can speak, read, and write Common and Sylvan. Sylvan is fluid, with subtle intonations and
intricate grammar.

Bel’amarri’s Gift
Bel’amarri are not all born equal. At birth depending on an individual they have access to different powers.
Depending what color flowers they grow on themselves. When creating Bel’amarri character choose a gift
associated with it.

d8 Gifts

1 Gift of Love

2 Gift of Joy

3 Gift of Energy

4 Gift of Passion

5 Gift of Mystery

6 Gift of Harmony

7 Gift of Growth

8 Gift of Life

Gift of Love
Fragrance of Love. You at all times generate invisible pleasant smelling spore cloud 10 foot radius. All within
the cloud have disadvantage to Wisdom(Intuition) since spores make people more trusting. This ability can not
affect creatures that are immune to charm, or creatures that do not breathe.
Natural Charm. You have proficiency in Diplomacy.

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Gift of Joy
Fragrance of Joy. You at all times generate invisible pleasant smelling spore cloud about 10 feet radius. All
within the cloud have advantage to saves against fear since this ability makes people rationalize fear through
sheer optimism. This ability can not affect creatures that are immune to charm, or creatures that do not breathe.
Joybringer. When you take this gift you gain proficiency in Charisma(Perform). You also take two tool
proficiencies, for example percussion and string instrument.

Gift of Energy
Fragrance of Energy. You at all times generate invisible pleasant smelling spore cloud 10 foot radius. When
completing a short or long rest you may roll 1d6 + your proficiency bonus and restore to entire party that much
health. This ability can’t affect creatures that are immune to charm, or creatures that do not breathe.
Bursting with energy. At any moment you may take an additional bonus action or reaction even if you have
already used it. To use this ability again you must complete a short or Long Rest.

Gift of Passion
Fragrance of Passion. You at all times generate invisible pleasant smelling spore cloud about 10 feet radius.
All within the cloud have advantage to saves against charm since they feel like they must follow their own
passions. This ability can not affect creatures that are immune to charm, or creatures that do not breathe.
Heart of Passion. Whenever you are under restrained, charmed, paralyzed, stunned or in any other way unable
to act at the beginning of you turn. You may attempt a save with an advantage against one of the effects and
clear all negative effects until end of turn and then take your turn. You may only use this ability once before you
finish a long rest.

Gift of Mystery
Fragrance of Inspiration. You at all times generate invisible pleasant smelling spore cloud about 10 feet radius.
All within the cloud have advantage to Intelligence checks. This ability can not affect creatures that are immune
to charm, or creatures that do not breathe.
Wild Inspiration. When you finish a short rest you may regain number of spell slots up to level 5 equal to your
proficiency bonus. You may use this ability again when you complete a long rest.

Gift of Harmony
Fragrance of Harmony. You at all times generate invisible pleasant smelling spore cloud about10 feet radius All
within the aura have advantage to Concentration(Constitution) checks. This ability can not affect creatures that
are immune to charm, or creatures that do not breathe.
Protect the Piece. You can cast Sanctuary spell. You can use it again after you finish a short or long rest.

Gift of Growth
Fragrance of Regrowth. You at all times generate invisible pleasant smelling spore cloud about 10 feet radius.
All plants in the aura regenerate quickly which causes anyone who tries to use Wisdom(Survival) to track you to
have a disadvantage.
Sudden Growth Spurt. You can cast Enlarge spell. You can use it again after you finish a short or long rest.
Note: You may also cast reduce.

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Gift of Life
Fragrance of Life. You at all times generate invisible pleasant smelling spore cloud about 10 feet radius.
Creatures within the aura have advantage to saves versus magical diseases and poisons. This ability can not
affect creatures that are immune to charm, or creatures that do not breathe.
Touch of Life. You can cast Prayer of Healing as a 2nd level spell. You can use it again after you finish a long
rest.

Class Options
Here we will look at class options that will work best to fit in with the theme. We will cover all basic classes
covered in Player’s Handbook for the Bel’amarri race.

Barbarian
Being a race of pacifistic naturalist you would think this would hardly fit in with their society. But just because of
this there are bound to be a few that are able to get into the rage mind state and are able to shrug off most of
the damage. Bel’amarri were a warrior race and this is a survival trait that has stuck around, and isused when
facing truly dangerous enemies.Using either Path of a Berserker or Totem Warrior are both acceptable, and you
could have fun using Bel’amarri with Gift of Energy, Gift of Growth or Gift of Passion.

Bard
Having new-found freedom, bards have become more prominent in their tribes. They are not bards in regular
stature spending time in colleges, but future explorers taking on journeys to bring back new understanding of
their neighbours.Their fey origin gives them natural access to understanding of illusion and charm magic
essential to bards. When choosing what college to take both colleges of valor and lore fit nicely. Bel’amarri gifts
suggested are Gift of Love, Gift of Joy and Gift of Harmony.

Cleric
Even though religion is not a prime thing Bel’amarri are known for, following gods of nature could be allowed.
And if you think about it all domains can actually fit every domain allowed to cleric. Gifts suggested for your
cleric are Gift of Energy, Gift of Harmony and Gift of Life.

Druid
Druids are most prominent casters in Bel’amarri tribes, taking both healing and crafting roles since they have
access to nature shaping spells that they use to make everything. Because of this, most of their druids belong to
the Circle of the Land. When making a druid you should consider taking Gift of Energy, Gift of Growth or Gift of
Life.

Fighter
Fighters are fairly common in society since defending the tribe is one of more noble aspirations for young
Bel’amarri. Specializations in archery, spears and shield are more common than others styles. Martial
archetypes, Champion, Battle Master and Eldritch Knight are all perfect choices. Only Eldritch Knight should
keep in mind that fire scares Bel’amarri. For the Bel’amarri fighter you could take almost any Gift, but Gift of
Energy, Gift of Passion and Gift of Joy are all nice choices.

Monk
Monks don’t really fit into Bel’amarri way of life. But should you want to play one, have it be considered similar to
barbarians, or as scouts, but more savage manipulators of natural elements instead of common monotheistic
stereotype. Monk options which fit the most are Way of Shadow, to build your invisible scout type of character,

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or the powerful Way of the Four Elements making a more savage elemental warrior.Suggested Gifts for monk
are Gift of Growth, Gift of Energy and Gift of Joy.

Paladin
Just like clerics, no religion really fits the Bel’amarri way of life, but you could add that these powers come from
ancestors, or very powerful fey of feywild. Oath of Devotion and Oath of the Ancients are both good choices.
Creating a paladin with Oath of Vengeance should only be taken if the character actually has something to
avenge or bring an enemy of Bel’amarri to justice. Paladins should consider taking Gift of Passion, Gift of Love
or Gift of Life.

Ranger
Rangers are of the more common members of Bel’amarri tribe warriors. Both scouts, and shock troops are able
to use animals, and their own talents to locate, and deal with their enemies the best way they can. In short,
every ranger archetype are available to Bel’amarri tribe. Gift of Growth, Gift of Joy and Gift of Energy are all nice
choices for your ranger.

Rogue
Rogues are pretty rare as they have very little use for stealing and unlocking doors since most are not used by
the Bel’amarri. But at times rogues can be used to as main scouts, or even assassins. Roguish archetypes to
consider should be Assassin and Arcane trickster. Gifts fitting your rogue are Gift of Energy, Gift of Love and Gift
of Passion.

Sorcerer
Sorcerers are common enough for arcane spell casters, mostly drawing their power from their fey bloodline.
Only thing about sorcerers to consider is that they do not have long bloodlines where they served dragons and
were granted draconic origin, one could be allowed to have that but it would probably fit an outcast Bel’amarri.
Most sorcerers should take one of following Gifts: Gift of Love, Gift of Mystery and Gift of Joy.

Warlock
Bel’amarri do not usually take pacts of warlocks while they live in their tribe. Those who for some reason were
cut from the tribe are more suitable to make a pact. Taking any outworldly patron usually isolates them from the
rest of the tribe, since they have obligations to their patron. Since Bel’amarri do not really pick this path while
they are taught by the Mother tree they can take any gift, but ones more suited to make a pact are Gift of
Passion, Gift of Energy and Gift of Love.

Wizard
Since writing and reading books is not that common in Bel’amarri tribe, so the wizards are very rare. To get over
whole there are no books for spells, you could have bound leaves as books, or even have spells inscribed on
their bodies in some form of tattoos, should you want to allow it. Gifts usually associated with Bel’amarri wizards
are Gift of Mystery, Gift of Harmony and Gift of Energy.

New Backgrounds
Bel’amarri Craftsmen
Only Bel’amarri can take this background
You are considered to be a craftsmen of the tribe and are able to create and maintain Bel’amarri specialized
gear that tribesmen use. Even if you are not specialized caster like a druid you have limited access to
channeling magic to be able to craft equipment with ease. This ability was granted to you my The Mother Tree.
Also you have knowledge of what materials can be used so you are the only one necessary for creation of
almost anything from the Living Equipment section. You are able to collect suitable leaves, treebark, vines and

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combine them into beautiful pieces of art by infusing it with your own life force to reshape it, change its colors,
resize it and make it so any other Bel’amarri can use it and maintain it.
Most Bel’amarri craftsmen take great pride in crafting their wares, and they usually do this for pride of getting it
done, and will compete to be the ones to make items for more important tribe members.
Skill Proficiency: Nature, Medicine
Tool Proficiencies: herbalism kit, wood carving kit
Equipment: small knife, herbalism kit, wood carving kit, set of clothes, bag with rare plants set for item crafting.

Feature: Craft Living Equipment


Specialization in crafting and maintaining these items makes you a lot faster in being able to create and fix items
used by Bel’amarri. Since most items can be fixed and maintained by every Bel’amarri, you are able to maintain
a lot more in same amount of time.
With your DM permission you should be able to fix all damaged or broken Living Equipment during a single long
rest while other Bel’amarri can only fix one item at a time per long rest.

d8 Personality Trait

1 I believe that anything worth doing is worth doing right. Perfection is to be strived for.

2 I look down on those who look down on works of art.

3 I always want to know how everything is made no matter what it is.

4 I am witty and like to show it.

5 I’m rude to those who seem lazy and not committed to their work, as I am to mine.

6 I like to talk at length about my work.

7 I’m not much for giving or helping to those who do not appreciate me.

8 I am the best at what i do and i will let you know it whether you like it or not.

d6 Ideal

1 Community. Everyone has to do everything they can to help people around them. (Lawful)

2 Generocity. My talents were given to me so that I could use them to benefit the world. (Good)

3 Freedom. Everyone should be free to pursue his dreams. (Chaotic)

4 People. I’m committed to the people I care about, not to ideals. (Neutral)

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5 Aspiration. I work hard to be the best there is at my craft. (Neutral)

6 Mastery. Experimentation and curiosity are pillars of mastery. (Chaotic)

d6 Bond

1 My home is the most important place in the world.

2 I created a great work and am looking for someone worthy of receiving it.

3 I want to create a masterful item that will last for generations.

4 I pursue my craft to show I’m worthy of the person I love.

5 One day i will return and show that I’m the greatest craftsmen.

6 I have lost my home to evil forces and am looking to exact my revenge.

d6 Flaw

1 I’ll do anything to get my hands on rare materials.

2 I’m slow to trust members of other races and societies.

3 No one must ever know i took credit for something i never did.

4 There is no time for caution in a life lived to the fullest.

5 I would kill to become a master of my craft.

6 I’m horribly jealous of anyone who can outshine my handiwork.

Special note: If this seems like the artisans background it is reworked to be more associated to your Bel’amarri
character. You are able to use any other background but keep in mind that Bel’amarri don’t have concept of
money since they live very communal lives. So taking tribal backgrounds that are connected with monetary
greed do not fit unless you make them more wide spread and in trade with other races. If you want you may give
starting wealth normally and just say that money is something that everyone uses.

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Living Equipment
As mentioned in previous sections of this book Bel’amarri use their connection to nature to craft specialized
equipment that they specifically can use. Once you make the equipment you use it until it breaks and you get
new better one. Bel’amarri gear is not just worn or wielded it is joined with the person wearing it, if not worn or
kept at their side that equipment breaks in matter of days. Think of it like crafting plant equipment to Bel’amarri
in order to feed it so it does not break down as essentially keeping it alive. While same life force is used to keep
it alive it also makes it extremely durable. For example having a sheet of leaves be able to stop a blade, an
arrow and even some forms of magic.

Living Clothing and Armors


These armors work much the same way as regular ones they just have to be worn by Bel’amarri who have
specific armor proficiency. Same rules that apply for light, medium and heavy armor also apply for stealth,
strength requirements. Now we will cover some of the armors (Note: Living Clothing has same properties as
armor do).

Special Properties
Living armors are all essentially magical, that is what makes them work like armor. This however does not make
them more powerful than regular ones. All these have special properties when attached to a Bel’amarri wielder.
This is just the fluff that will affect your game in minor ways but makes it rather interesting to use.
Regeneration. Armors get damaged, but instead of just fixing it you allow your own life force to maintain it and
get it fixed. Every armor and clothing have innate state of its fully functional form and it takes some time to revert
back after it gets damaged(fire, cuts, acid or bitten). All it takes is to spend a Long rest wearing it or in contact
with it to repair it. This action does prevent you from finishing the long rest. You can even leave it on you and
wait for it to regenerate.
Incredibly tough. While you wear armor your own life feeds it to become as tough as craftsmen intended it.
This makes the collection of leaves and tree bark be able to sway away damage that would harm every normal
piece.
Environmental protection. Wearing armors will grant your character protection from both heat and cold.
Keeping you cold when it’s hot and warm when it’s cold. This however does not protect you from fire or cold
damage in any way unless specially enchanted with powerful magics.

Light Armors
Light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light
armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
Stalker’s Armor. Armor made out of tightly interlaced leaf sheets. Armor is usually worn by scouts and hunters.
Warden’s Armor. Armor reinforced with styled wood barks covering most vulnerable areas. This armor is
usually worn by tribe’s druids.

Medium Armors
Medium armor offers more protection than light armor, but it also impares movement more. If you wear medium
armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to
determine your Armor Class.
Ambusher’s Armor. This armor is made from thick leaves with wooden sheet breastplate. This armor is favored
by rangers.
Guardian’s Armor. Interlocked leaf armor covered with wood breastplate covering chest and custom sheets of
wood forearms,and legs.

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Heavy Armors
Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body
and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Glade Warrior’s Armor. The armor made out of interlocked wood plates. This armor is made for strongest
tribes warriors that don’t need to rely on stealth.
Glade Champion’s Armor. The armor made out of interlocked wood plates reinforced with parts of ironwood for
extra protection. Tribe champions wear this armor.

Shields
A shield is made from wood and is carried in one hand. Wielding a shield increases your Armor Class by 2. You
can benefit from only one shield at a time.

Armor Armor Class (AC) Strength Stealth Weight

Light Armor

Stalker’s Armor 11 + Dex modifier - - 5 lb


Warden’s Armor 12 + Dex modifier - - 7 lb

Medium Armor

Ambusher’s Armor 13 + Dex modifier (max 2) - - 10 lb


Guardian’s Armor 14 + Dex modifier (max 2) - - 12 lb

Heavy Armor

Glade Warrior’s Armor 15 Str 12 Disadvantage 20 lb


Glade Champion’s Armor 17 Str 13 Disadvantage 30 lb

Shield +2 - - 3 lb

Getting Into and Out of Armor


Most of the armors are a lot lighter than leather, and metal ones, but this does not mean that it’s easy or fast to
put on Living Armor and Clothing. To put on armor you must spend a short rest to don living armor and clothing.
Getting it off takes the same amount of time it takes for regular ones.
Don. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to
don the suit of armor.
Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.
Donning and Doffing Armor

Category Don Doff

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No Armor (Clothing) 10 minutes 1 minute

Light Armor Short Rest 1 minute

Medium Armor Short Rest 1 minute

Heavy Armor Long Rest 1 minute

Shield 1 Action 1 Action

Optional Armor Rules:


In order to add a bit of realism you may use these rules to your game.
Fire Weakness. While you are wearing Living Armor and receive fire damage. Your character has to make a
Constitution save DC equal to 10 or ½ of total damage received (if you are hit for 6 points of fire damage you
save DC:10, but if you receive 32 fire damage your DC is 16). If you fail take off 1 point from your AC to a
minimum of 10. To repair it just note Living Armor special ability Regeneration.
Armor Dissolve. When you take off the clothing and armor off it can stay use full for up to one week. After
which crafted in magic stops and it breaks down to just pile of leaves and branches that can’t be used for
anything like this again.

Living Weapons
To be able to use Living Weapons you must have adequate proficiency. Even though these are living like armor
they are a lot more durable. Weapons that can be used are simply every simple and martial weapons. Weapon
properties can be found in Player’s Handbook.

Weapons Damage Weight Properties

Simple Melee Weapons

Club 1d4 1 lb Light


bludgeoning
Slicer 1 lb Finesse, light, thrown (range 20/60)
1d4 piercing
Chopper 1 lb Light, thrown (range 20/60)
1d6
Quarterstaff 3 lb Versatile (1d8)
bludgeoning
Spear 3 lb Thrown (range 20/60), Versatile (1d8)
1d6
Javelin bludgeoning 2 lb Thrown (range 30/120)
1d6 piercing
1d6 piercing

Simple Ranged Weapons

Shortbow 1d6 piercing 2 lb Ammunition (range 80/320), two-handed

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Sling 1d4 - Ammunition (range 30/120)
bludgeoning

Martial Melee Weapons

Glaive 1d10 slashing 5 lb Heavy, reach, two-handed


Greatsword 2d6 slashing 5 lb Heavy, two-handed
Longsword 1d8 slashing 3 lb Versatile (1d10)
Scimitar 1d6 slashing 2 lb Finesse, light

Martial Ranged Weapons

Longbow 1d8 piercing 2 lb Ammunition (range 80/320), heavy, two-handed

Optional Weapon Rules:


In order to add a bit of realism you may use these rules to your game.
Fire Weakness. While you are wielding Living Weapon if you hit a source of high heat, or magical fire (fire
elemental, balrog) you must make a Constitution save DC 10. If you fail add cumulative -1 to damage rolls.
Should the damage go to negative maximum dice damage your living weapon is destroyed. To repair it apply
same as armor’s Regeneration ability.

Magic Equipment
Enchanting magical weapons and armor can be done, even can be applied to LIving armors should you choose
to use them. Applying almost any enchantment should be easy enough, only watch should you allow fire
enchantments. But apart from those here will be listed few unique magic items.

Armor of tree melding


Armor(Medium,Heavy), Rare (requires attunement)
This armor grants +1 to Armor Class since is made from specially grafted tree bark and enchanted to endure
most of damages. Since it is specially treated it grants its wearer an ability similar to Meld into Stone, only you
are able to merge with the tree. Should the tree be destroyed while melded with it, you are pushed to a free
space closest to the tree.

Stalkers cape
Wondrous Item, Rare (requires attunement)
This item grants its wearer advantage to Dexterity(Stealth) checks while hiding in the woodland lush area and
while not moving.

Grasping seed
Wondrous Item, Uncommon
These items are one of few seed based throwing special weapons. These seeds are large enough to be thrown
at a Range(20/60) and on hit they restrain targets. Creatures restrained this way must take an action make a
Strength(Athletics) or Dexterity(Acrobatics) save to break free, DC 13.

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Fruit of the Mother Tree
Wondrous Item, Rare
This is a mother trees special fruit. It has multiple simultaneous effects when you consume it. When you eat it
you are effected by following spells: Lesser restoration, Enhance Ability(Your choice) and Cure Wounds as cast
with 2nd level spell slot.

Minor Artifacts
Seed of Life
Wondrous Item, Rare (requires attunement)
This item does not have any special powers you could use, except for Bel’amarri character. It actually acts like
ring of protection for the time it is carried, protecting its carrier with +1 to all saves, and after you finish a short or
long rest you gain 1d6 temporary Hit Points.
If you want you can have seed’s life granting power be used as something like raise dead back to life, grant
regenerative powers if used in grafting or alchemy. This is essentially an item you could use for plot lines. And
should not be carried for long since seed should have a limited amount of time to be able to grant life.

Seed of the Mother Tree


Wondrous Item, Very Rare (requires attunement)
This seed is simply a way for making a new Bel’amarri home. It requires a ritual to plant of 8 hours after which it
grows magically at the place where seed is planted. And from that moment forward Bel’amarri can be planted
and start new lives at the roots of the new Mother Tree.
This item however while not planted and while attuned can be used to heal. It has 7 charges, and each dawn it
recharges 1d6 charges. While attuned you may expend 1 charge to heal a creature you touch 1d8+4 Hit Points.
If you spend all charges roll a d20, if you roll a 1 destroy Seed of the Mother Tree.

New Monsters
To add to this magical world i will include few of the beast you might want to use in your campaign. Bel’amarri
are not only creatures that live with them, or have as enemies. Below i will list few plant based servents and
Bel’amarri npcs you might want to use. Also a template to create plant based constructs noted below.

Glade companion
Mediumconstruct, unaligned
Armor Class 12
Hit Points 10 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA

13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

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Skills Perception +3
Senses passive Perception 13
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, paralyzed
Languages understands commands given in any language but can’t speak
Challenge 1/4 (50 XP)
Keen Hearing and Smell. The glade companion has advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a
creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Glade companions are wolf like plant constructs created by Bel’amarri druids. They are can complete perform
any command a trained animal could.

Glade Hunter
Mediumconstruct, unaligned
Armor Class 12
Hit Points 20 (4d8)
Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA

14 (+2) 15 (+2) 10 (0) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +4, Stealth +6


Senses passive Perception 14
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, paralyzed
Languages understands commands given in any language but can’t speak
Challenge 1 (200 XP)
Keen Hearing and Smell. The glade hunter has advantage on Wisdom (Perception) checks that rely on hearing
or smell.
Pounce. If the glade hunter moves at least 20 feet straight toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target
is prone, the glade hunter can make one bite attack against it as a bonus action.
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

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Glade hunters are large cat like plant constructs created by Bel’amarri druids. They are can complete perform
any command a trained animal could.

Glade Charger
Huge construct, unaligned
Armor Class 14
Hit Points 72 (8d12 + 16)
Speed 60 ft.

STR DEX CON INT WIS CHA

19 (+4) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (0)

Skills Perception +4
Senses passive Perception 14
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, paralyzed
Languages understands commands given in any language but can’t speak
Challenge 3 (700 XP)
Keen Hearing and Smell. The glade hunter has advantage on Wisdom (Perception) checks that rely on hearing
or smell.
Charge. If the glade charger moves at least 20 feet straight toward a target and then hits it with a ram attack on
the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.
Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning
damage.
Glade hunters are huge elk like plant constructs created by Bel’amarri druids. They are can complete perform
any command a trained animal could.

Mother Tree
Huge plant, neutral good
Armor Class 16 (Natural Armor)
Hit Points 72 (18d8 + 26)
Speed 0 ft. (Rooted Can’t move on its own)

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STR DEX CON INT WIS CHA

23 (+6) 6 (-2) 24 (+7) 15 (+2) 18 (+4) 12 (+1)

Saving Throws Wis +7, Int +7


Skills Perception +8,
Senses darkvision 120 ft., passive Perception 18
Damage Resistances: bludgeoning, piercing
Damage Vulnerabilities fire
Languages Sylvan and Common
False Appearance: While the Mother tree remains motionless it is indistinguishable from normal tree.
Spellcasting: The mother tree is an level 18 spellcaster. Its spellcasting ability is Wisdom (spell save DC:18, +8
with spell attacks). The Mother tree Can cast Entangle, and Spike Growth at will, and has following spells
prepared.
Cantrips(at Will): Shillelagh, Resistance, Mending, Light
1st Level (4 slots): Cure Wounds, Detect Magic, Faerie Fire, Thunder Wave
2nd Level (3 slots): Lesser Restoration, Locate Animals or Plants, Moonbeam
3rd Level (3 slots): Conjure Animals, Protection From Energy, Call Lightning
4th Level (3 slots): Conjure Woodland Beings, Hallucinatory Terrain, Giant Insect
5th Level (3 slots): Awaken, Commune with Nature
6th Level (1 slots): Conjure Fey, Transport via Plants
7th Level (1 slots): Regenerate, Mirage Arcana
8th Level (1slots): Control Weather, Sunburst
9th Level (1 slots): Storm of Vengeance
Actions

Multiattack. The Mother Tree makes two attacks with it’s Branch Slam.
Branch Slam. Melee Weapon Attack: +10 to hit, reach 25 ft., one target. Hit: 6 (2d10 + 6) bludgeoning damage,
and the target must make a DC 18 Strength saving throw, on a failed save target becomes restrained. Mother
tree can not restrain more than 3 targets at the same time.

Bel’amarri Stalker
Medium humanoid(Bel’amarri), chaotic good
Armor Class 14 (Stalker’s Armor)
Hit Points 72 (12d8 + 26)
Speed 30 ft.

STR DEX CON INT WIS CHA

11 (0) 16 (+3) 15 (+2) 13 (+1) 13 (+1) 12 (+1)

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Saving Throws Dex +6, Int +4
Skills Perception +4, Acrobatics +6, Deception +3, Stealth +9
Senses darkvision 60 ft., passive Perception 14
Damage Vulnerabilities fire
Languages Sylvan and Common
Challenge 7 (2700 XP)
Assassinate. During its first turn, the Bel’amarri Stalker has advantage on attack rolls against any creature that
hasn’t taken a turn. Any hit the Bel’amarri Stalker scores against a surprised creature is a critical hit.
Evasion. If the Bel’amarri Stalker is subjected to an effect that allows it to make a Dexterity saving throw to take
only half damage, the Bel’amarri Stalker instead takes no damage if it succeeds on the saving throw, and only
half damage if it fails.
Sneak Attack. Once per turn, the Bel’amarri Stalker deals an extra 14 (4d6) damage when it hits a target with a
weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the
Bel’amarri Stalker that isn’t incapacitated and the Bel’amarri Stalker doesn’t have disadvantage on the attack
roll.
Actions

Multiattack. The assassin makes two shortsword attacks.


Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the
target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as
much damage on a successful one.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and
the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half
as much damage on a successful one.
Bel’amarri Stalker is a specialised scout in taking out confirmed dangerous enemies. Solo or in group for truly
great treats.

Bel’amarri Druid Craftsmen


Medium humanoid(Bel’amarri), lawful good
Armor Class 11 (16 with barkskin)
Hit Points 32 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA

10 (0) 12 (+1) 16 (+3) 12 (+1) 16 (+3) 12 (+1)

Skills Perception +4, Nature +3, Medicine +4


Senses darkvision 60 ft., passive Perception 14
Damage Vulnerabilities fire
Languages Sylvan and Common
Challenge 2 (450 XP)

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Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit
with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, thorn whip, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin
Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 3) bludgeoning
damage with shillelagh.
Bel’amarri Druid Craftsmen are builders and healers in tribe.

Bel’amarri Medicae
Medium humanoid(Bel’amarri), neutral good
Armor Class 12 (Warden’s Armor)
Hit Points 34 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA

10 (0) 12 (+1) 14 (+2) 13 (+1) 16 (+3) 13 (+1)

Skills Nature +4, Persuasion +3, Medicine +7


Senses darkvision 60 ft., passive Perception 13
Damage Vulnerabilities fire
Languages Sylvan and Common
Challenge 2 (450 XP)
Spellcasting. The Bel’amarri Medicae is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): druidcraft, light ,shillelagh
1st level (4 slots): cure wounds, sanctuary, longstrider
2nd level (3 slots): lesser restoration, moonbeam
3rd level (2 slots): dispel magic, wind wall
Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 3) bludgeoning
damage with shillelagh.

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Bel’amarri Champion
Medium humanoid(Bel’amarri), neutral good
Armor Class 17 (Glade Champion’s Armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 11 (0) 16 (+3) 11 (0) 13 (+1) 15 (+2)

Saving Throws Con +4, Wis +3


Senses darkvision 60 ft., passive Perception 11
Damage Vulnerabilities fire
Languages Sylvan and Common
Challenge 3 (700 XP)
Brave. The Bel’amarri Champion has advantage on saving throws against being frightened.
Actions

Multiattack. The Bel’amarri Champion makes two melee attacks.


Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the Bel’amarri Champion can utter a special
command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a
saving throw. The creature can add a d4 to its roll provided it can hear and understand the Bel’amarri Champion.
A creature can benefit from only one Leadership die at a time. This effect ends if the Bel’amarri Champion is
incapacitated.
Reactions

Parry. The Bel’amarri Champion adds 2 to its AC against one melee attack that would hit it. To do so, the
Bel’amarri Champion must see the attacker and be wielding a melee weapon.
Bel’amarri Champions are elite warriors tasked in protection of the tribe

Bel’amarri Warrior
Medium humanoid(Bel’amarri), neutral good
Armor Class 17 (Glade Warrior’s Armor and Shield)
Hit Points 14 (2d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA

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14 (+2) 11 (0) 13 (+2) 11 (0) 13 (+1) 12 (+1)

Senses darkvision 60 ft., passive Perception 11


Damage Vulnerabilities fire
Languages Sylvan and Common
Challenge 1/8 (25 XP)
Actions

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Bel’amarri Warriors are regular warriors tasked in protection of the tribe

Creating Belmari Plant constructs


To create a plant construct simply apply set of abilities listed below.
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, paralyzed
Languages understands commands given in any language but can’t speak
creatures may retain their abilities of original creature, ignore any resistances to and vulnerabilities and use this
templates instead. You should not change creature's challenge rating or exp value, or if you feel it became
stronger or weaker and just add and remove 1 CR at most.

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Campaign Ideas
If you like what you see here are few simple ideas for adventure paths to help you add Bel’amarri to your game.
Suggestions are going to be as general so you can add it in your game with ease, but should you feel these are
not something you or your group will enjoy feel free to make your own.

Journey of the Seed


Your long time friend and companion has lost her life on your travels. She has entrusted you with her Seed of
life to carry home and plant it. What trouble awaits on seeds journey home?

Tribe is dead
You are a last member of your tribe, and the mother tree is dead. You were able to collect few seeds of life.
What do you do? Find another tree of life or find a way to revive this one?

Evil Wizards Subject


You were captured and evil wizard is experimenting on you to extract your secrets, but you are able to escape.
Do you run back home or seek revenge?

Old friends
Some time ago you saved a human in your woods and became friends. He left but few years later he came for
your aid. What does he need?

Journeyman
You are tasked to travel and make allays for your tribe for trouble is brewing and you may need help to stop it.

Nightmares
You are plagued by nightmares of bloody battles in the woods. Why do you have nightmares? How do you stop
them?

You are captured


You we captured when fighting some intruders in the woods. Do you escape now and lead them home and
endanger your tribesman?

Partner missing
Your partner is a tribes scout one day she went on a patrol and has not returned. When you finaly found her
tracks you have seen that she was taken alive. Where and why?

Strange Item
One day traveling through the woods you found a strange metal object. You are tasked to return it to its rightfull
owner by the tribes First. Where does the journey take you?

The sick Tree


The Mother tree is slowly dieing and new Bel’amarri are not waking. Do you go and find the reason, or go
looking for a cure?

Not for resale. Permission granted to print or photocopy this document for personal use only. Bel’amarri - Guardians of The Woods

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Not for resale. Permission granted to print or photocopy this document for personal use only. Bel’amarri - Guardians of The Woods

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One Shot Game
This is a short single session adventure for four first level Bel’amarri characters. If you have more or less players
than suggested feel free to adjust encounters numbers and hp. Included are four level 1 characters so you can
start right away.

Not for resale. Permission granted to print or photocopy this document for personal use only. Bel’amarri - Guardians of The Woods

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