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