Treant

Either partially or completely made of plant matter, treants have a natural connection to the flora and fauna of the world.

advantages
IP Benefit
1 Once per session, automatically succeed on a single save vs. paralysis OR petrification
2 Permanent immunity to one: paralysis, petrification, or polymorph (choose at creation)
3 Permanent immunity to ALL: paralysis, petrification, and polymorph
1 +2 to saves vs. mind-affecting effects (compulsion, charm, fear)
1 +2 to saves vs. magical sleep effects
2 +4 to saves vs. mind-influencing and sleep effects
3 Advantage on saves OR auto-succeed once per session vs. mind-influencing/sleep effects
1 DR 2/slashing while above requirement is fulfilled
2 DR 5/slashing while requirement is met
3 DR 10/slashing while all requirements are fulfilled
1 See twice as far as humans in moonlight, starlight, or dim environments
2 See three times as far as humans in dim conditions, minimal penalty in darkness
3 Negate all penalties (except magical darkness) in low and very dim light
1 +1 natural AC
2 +2 natural AC
3 +3 natural AC
1 Gain resistance 3 to ONE: fire, cold, electricity, or wind (choose at character create)
2 Resistance 3 to TWO of those elements (strongest stat 18+ at creation)
3 Resistance 3 to ALL four (fire, cold, electricity, wind) (if stat 18+ at creation)
1 At start of your turn, gain immunity to ONE of: fire, cold, electricity, or wind, until start of next turn
2 Immunity BECOMES resistance to other three during same round until next turn
3 At start of turn, grant chosen immunity to yourself AND 1 nearby party member
1 Fluency in Sylvan and another language (GM picks suited to setting)
2 Conversational understanding of nearby animal/plant speech (nonmagical)
3 Telepathic plant communication (30ft)
1 When 2+ allies are within 30ft, all gain +1 AC vs. AoE or ranged attacks
2 Party members who successfully pass a DC10+X check (X = number of participants) gain an AC bonus = 1/2 total party size (min +1) for duration of fight, or until party composition changes
3 Once per fight, all within 30ft can “shed” X damage from an incoming attack (X = number of Treant's in aura or number of party)
1 Heal +1 HP at start of your turn if standing on natural earth
2 Heal +2 HP at start of your turn (applies to wood floors)
3 Gain Regeneration 2 while on earth/wood, +1 save vs. ongoing damage/effects
1 When you hit with a melee attack, target must save or suffer -1 on all checks for 1 round
2 Melee attacks: once per round force an enemy to save vs. ongoing minor poison (1d6 rounds, 1 damage/round, END on save/pass)
3 On any successful hit, spread fungal infection (targets save or suffer poison for multiple rounds; infected spread to 1 other adjacent enemy at start of next turn if they fail subsequent saves)


Subtypes: Kinship

Bark *

These treants possess thick, rough bark-like skin, offering formidable protection against physical harm. Their durable exteriors grant resistance to wounds and enable them to weather even the harshest blows, defining them as stalwart defenders among their kind.

IP Benefit
0 Natural Armor: +1 Defense (AC) vs. physical (bludgeoning, piercing, slashing)
0 Reduce mundane weapon damage by 1 (minimum 1)
0 +2 to withstand forced movement or knockback effects
2 Gain DR 2/— against non-magical weapons
2 Once per rest, ignore all minor wounds from a single melee hit
1 +1 to checks resisting critical hits or bleed status
1 Harden surface: +2 AC for 1 round, 1/rest
1 Advantage or +2 to stabilize while dying
1 +2 to saves vs. tripping, crushing, or grappling attacks

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Leaf *

These treants feature supple, thin, and photosynthetic skin, subtly absorbing or diffusing ambient magic. Their lightweight, flexible bodies are uniquely tuned to resist harmful spells and magical energies.

IP Benefit
0 +1 to save vs. magic effects (spells, supernatural abilities)
0 Minor camouflage: 1/day lightly blend into foliage, advantage on stealth
0 +2 to Identify arcane effects targeting you
2 Resistance: Halve magical damage taken once per rest
2 Automatically dispel a minor magical ailment affecting you, 1/session
1 +1 to saves vs. ranged spell attacks or magical projectiles
1 Advantage/+2 to checks to identify illusions/enchantments
1 +1 to dispel/save vs. plant-based or elemental spells
1 Regain 2 HP when resting in sunlight (not cumulative per hour)
1 +1 bonus to defense vs. touch attacks with magical effects

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Petal *

Adorned with vibrant, delicate petals exuding calming fragrances, these treants’ gentle exterior makes them naturally resistant to psychic and mental manipulation. Their presence often calms the mind and shields against emotional and mental assault.

IP Benefit
0 +1 to save vs. charm, fear, confusion, or mind-affecting effects
0 Once per rest, advantage vs. being frightened or panicked
0 Subtle aura: Allies gain +1 morale on their next Will/Mental save, 1/day
2 Immune to mundane sleep/compulsion effects
2 Once/session, grant advantage to an ally's mental defense check
1 +1 to checks vs. enchantment or illusion spells
1 +1 to resist fatigue or demoralization attempts
1 Exude calming pollen: reduce one enemy’s inspiration/morale, 1/session
1 +2 to resist effects disrupting concentration or meditation

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Grass *

With soft, flexible, and ever-renewing grassy hides, these treants shake off conditions and adverse effects with ease. Their natural resilience provides exceptional recovery from status effects and ensures a swift return to vigor.

IP Benefit
0 +2 to saves against being slowed, entangled, or immobilized
0 Once per rest, ignore the first status effect gained (except death or petrification)
0 Heal 1 HP per hour during natural rest (does not stack with magical regeneration)
2 Regenerate minor wounds and remove 1 status (poisoned, fatigued, etc.) once per short rest
2 Advantage/+2 on all checks to recover from conditions
1 Reduce duration of status effects on self by 1 round
1 +1 to saves vs. poison, disease, or paralyze
1 Stand from prone as a free action, 1/rest
1 Sprout new shoots: Temporarily grant yourself +1 to saves, 1/session

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Fungus *

Bearing soft, spongy, and slightly musty skin, these treants thrive amidst decay and resist ailments of body and mind. Their symbiotic microbes confer powerful resistance to toxins, disease, and magical blight, making them enduring survivors.

IP Benefit
0 +2 to saves vs. poison, disease, and infection
0 Once per session, lessen the severity of a new affliction (poison, disease, curse)
0 Know instantly if any harmful fungal or toxic spores are present nearby
2 Immunity to natural diseases or mundane poisons
2 Once per session, transfer affliction to an enemy (successful touch attack required)
1 +1 to heal from ongoing effects (rest, potion, magic, etc.)
1 +1 to resist magical curses, blights, or necromancy
1 Emit spores: inflict minor debuff on adjacent foes, 1/rest
1 Absorb toxin: neutralize one ingested poison per session

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