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ARBOREAN

Your Arborean character has certain characteristics that they share with other Arboreans.
Ability Score Increase. Increase one ability of your choice by 2, and another ability of your choice by 1.
Age. Apart from growing to maturity from a sapling, Arboreans do not appear to age. Every 3500 years,
however, they flower and create seedlings that sprout into in saplings. When the saplings sprout, the Arborean
Elder dies giving nutrients to the soil, so that the saplings survival is more assured, returning the elder to the
earth and repeating the cycle of life.
Alignment. Much like nature itself, Arboreans are neither good nor evil, but rather truly neutral in their ways.
They are neither bound to Chaos or Law, though either is acceptable to their ways.
Size. One of the few races to truly be of a larger build, Arboreans stand between 7 1/2 feet and 9 feet tall, and
weighting between 400 and 450 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Low-Light Vision. Accustomed to the gloom of the forest canopy, you have better vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if it were bright light. You can see 30 feet farther
away from you in darkness as if it were dim light. When attempting to see in dim light, you can’t discern colors,
only shades of gray.
Plant Biology. You have both a Humanoid and a Plant creature types: As such you can be affected by any
game effects that specifically target either creature type.
Powerful Build. You count as one size category larger when determining your carrying capacity and the
weight you can push, drag or lift.
Resistances. You have resistance to Fire and Cold damage.
Strength of the Forest. Whenever you score a Critical Hit with an unarmed strike or melee weapon attack, you
roll your damage dice as if it were one size category larger (a d4 becomes a d6, a d6 a d8, and so on).
Languages. You can speak, read and write Common, and Elvish. Arboreans have no written language of their
own, but rather learn Elvish as a child. Most Arboreans also speak the Common Tongue so that they can better
communicate with the many races of the world.
Subraces. There are two subraces of Arboreans, the Arboreal Lords, and the Thornlings. Choose one of these
two subraces at 1st level for your character.

ARBOREAL LORD
Ancient Knowledge. At character creation, when you choose to be an Arboreal Lord, choose one Skill or Tool,
you gain expertise with this chosen skill or tool.
Bark Skin. Without armor, your Armor Class is equal to 14 + your Dexterity modifier (maximum of +3
modifier).
Natural Magic. You know the Thorn Whip cantrip. When you reach 3rd level, you can cast the Entangle spell
once per day. When you reach 5th level, you can also cast the Spike Growth spell once per day. Wisdom is your
spellcasting ability for these spells.

THORNLING
Arborean Combat Prowess. When you use the Attack action with an unarmed strike your damage increases to
1d4. This damage increases to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 18th level. If you’ve already
increased your unarmed damage through any ability, you instead increase it to the next step up. (1d6 at Character
Creation, d8 at 6th, d10 at 12th, and 2d6 at 18th).
One with Nature. As an action, you can activate your natural regenerative powers. You may roll one Hit Die,
expending it, adding your Constitution modifier to the result and regaining that many Hit Points and curing non-
magical ailments and poisons. Once you’ve used this trait, you cannot do so again until you’ve finished a short
or long rest. You can still use this trait even while unconscious.

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