I do a lot of homebrew (mostly for DND 5E) and I figured this would be a good place to share it. If you have questions, please email me at davidtmosesauthor@gmail.com. Happy gaming!

Barbarian Subclass: Path of the Improvisor – I actually played a barbarian using this subclass up to level 20. The features are a little too niche to be actually useful (unfortunately) but he was still fun to play, especially in a battle royale.
Path of the Improviser
An Improviser draws rage and strength from going into battle without a plan, or even without a weapon. They use their impressive strength to wrest their enemies’ weapons away to use against them, or pick up random objects to use as weapons. They are never defenseless, since anything can be used as a weapon.
Weapon stealer
When you choose this path at 3rd level, you become proficient in grapple, shove, and disarming attacks, as well as in improvised weapons. If you (successfully) make a disarm attack with no weapons in hand you may steal your opponent’s weapon. If you have the multi-attack feature, this replaces one of those attacks. If your opponent does not have a weapon it attacks with, but has teeth, claws, or spikes, you may make your disarm attack to break off one of the creature’s natural weapons. For this contest, it would be your strength (and proficiency) versus their constitution rather than strength. You also gain access to the other Unarmed Battle Maneuvers that you qualify for, listed at the end of this subclass.
Novelty Weapons
6th level Path of the Improviser feature
While raging, any weapon you have never fought with before that rage is considered magical (including improvised weapons). This effect ends when your rage ends. In addition, your improvised weapons do 1d8 damage, rather than 1d4.
Rules tip: here’s what the DMG says about improvised weapons
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Improvised Quickness
10th level Path of the Improviser feature
While raging, you may dash, shove, grapple, or disarm as a bonus action. You also have advantage on any attack made against a creature using their own weapon.
Mass Disarm
14th level Path of the Improviser feature
You have become good enough at disarming that you may now do so to all those around you at once. You let out a savage roar and all creatures of your choice within 30 feet drop their weapons. If a target does not have any weapons to drop, they have disadvantage on their next attack. Once you use this feature, you cannot do so again until you finish a long rest.
Alternate: Rage Weapon
When you enter a rage with no weapons in hand, a weapon appears in your hand. The form of the weapon is up to you, and it counts as magical for the purpose of overcoming resistance and immunity. Once per turn, you can choose to add damage to an attack made with this weapon equal to half your barbarian level. You choose the type of damage when the weapon appears, either fire, force, acid, lightning, or thunder.
Unarmed Battle Maneuvers
Bone Breaker
You make a grapple attack, then break a bone to release the grapple (in the same turn). Against a successfully grappled creature, you make a strength (athletics) check, the DC of which is the target’s constitution score. On a success, they take the damage of a critical unarmed strike, and the targeted limb is rendered unusable. This attack does not function on an opponent that is two sizes larger than you, or if it has no bones or limbs.
Mount
If a creature is at least one size larger than you, you may make a grapple attack to ride on their back. While mounting them, you move with them, you have advantage on attacks against them, and they have disadvantage on attacks against you.
Disarming Shove
You make a disarm and shove as one attack, grabbing their weapon and pushing them backwards. You make a strength contest, if you succeed the target’s weapon ends in your hands, and they are pushed back 5 ft. The target must be your size or smaller, and you must have both hands free.
Trip
You make an attack, contested by the target’s acrobatics check. On a hit, in addition to the damage, the target is knocked prone. This attack can be against a target up to one size larger than you.
Chokehold
You grapple a creature around the neck, cutting off their air supply. While you have them grappled, they cannot breathe, and have disadvantage on all ability checks, saving throws, and attacks. On subsequent turns, you may use one of your attacks to do the damage of a critical unarmed strike, which automatically hits. You cannot use this attack on a creature that has no neck, or does not need to breathe.
Tackle
If you move at least 10 ft. then succeed on a grapple attack, the target is pushed back 5 ft. and knocked prone as well as grappled.
Targeting Specific Body Parts (these apply to any attack, not just unarmed ones)
You may wish to target a certain body part with an attack for an additional effect. The AC of a specific body part is greater than that of the creature as a whole. If you successfully exceed the additional AC of the body part, you cause an effect in addition to the damage. If you do not exceed the AC of the body part, your attack misses the creature entirely. Obviously the target must have that body part in order for you to target it. For instance, you cannot target the testes if the target is female. Some creatures may be different, and the DM can adjust the effects caused as fit. For instance, targeting the eye of a Beholder may be different than targeting the eye of a humanoid. In order to target the internal organs of a creature, you must be proficient in medicine. See the following table for different body parts to aim at, the additional AC to hit them, and the effects that causes.
| Body Part | Additional AC | Additional Effect |
| Testes | +2 | On a hit, the target must succeed a constitution saving throw, the DC of which is your attack roll. On a failure, they are incapacitated for 1 round. On a critical hit, they cannot reproduce anymore unless their body part is restored. |
| Eye | +2 | On a hit, the target is blinded in that eye until they regain hit points equal to the damage dealt. |
| Throat | +1 | On a hit, the target cannot speak coherently for 1 full round, including verbal components of spells. If this attack reduces the creature to 0 hit points, they are decapitated. |
| Ear | +2 | On a hit, the target is deafened in 1 ear for 1 round. They have disadvantage on hearing checks. |
| Arm (hand, fingers, or tentacles) | +1 | On a hit, the target has disadvantage on any action made with that arm until they regain hit points. On a critical hit, the arm cannot be used at all until the creature regains hit points. If you do damage equal to about 1/10th the creature’s maximum HP (for a 4-limbed creature) the arm is cut off. |
| Leg (or toes) | +1 | On a hit, the target’s walking speed is halved until they regain hit points. If you do damage equal to 1/10th of the creature’s maximum HP (for a 4-limbed creature) the leg is cut off. |
| Wing | +1 | On a hit, the target’s flying speed is halved until they regain hit points. If you do damage equal to 1/5th of the creature’s maximum HP (for a 4-limbed creature, 1/10th for a 6-limbed creature), the wing is cut off and they cannot fly unless the wing is reattached. |
| Heart | +5 | Any hit to the heart counts as a critical hit. |
| Lungs | +4 | On a hit, the target cannot breathe until they regain hit points. |
| Kidney | +5 | On a hit, the target is considered poisoned for 1 minute. |
| Liver | +4 | On a hit, the target must succeed a Constitution saving throw ( the DC is equal to your attack roll) or be poisoned for 1 minute. |
| Spleen | +5 | On a hit, the target must succeed a Constitution saving throw or take an additional 1d4 necrotic damage at the beginning of their turn. They can remake the saving throw at the end of each of their turns, ending the effect on a success. The effect also ends if the target regains hit points. |
House Rules – some house rules (including my own crit fail table) that I generally implement in games I DM
Manipulate Spells
You can try to make a spell do something a little different than it was meant to. To force the spell to do it, make an ability check using your spellcasting ability, DC is determined by the DM, depending on the extent of what you’re trying to force the spell to do, and the level of the spell. On a failure, you cast the spell as normal instead. Unless you roll a nat 1, then the spell fails and the spell slot is wasted.
Spells that do Nothing
If you use your action to cast a spell that does little or nothing because of rolls, you can choose to roll on the Wild Magic table.
Missing All Attacks
If you miss all the attacks you make on your turn (if you took the attack action, but including bonus action attacks) you can disengage, hide, or dodge for free.
Death Saving Throws
Death saving throws are made privately between the DM and the dying player.
Concentration at higher levels
Once you reach level 17 in a spellcasting class, you can concentrate on one spell of second level or lower, and one spell of third level or higher at the same time.
Healing Exhaustion
Greater Restoration heals all levels of exhaustion, Lesser Restoration heals only one level.
Call Lightning
Calling down lightning on subsequent turns takes a bonus action, not an action.
Crit Fail Table
D100 -intended as inspiration or jumping-off points, not hard and fast
- You momentarily realize that you are being controlled by an outside force
- You hit an ally
- You throw your weapon (15 feet)
- You stub your toe
- You turn into a random animal
- Your weapon breaks (-1 to attacks until you take an action to fix it)
- You slip and fall
- You break the ground under the intended target’s feet
- You hit yourself in the nose
- You hand your weapon to your enemy
- You yell out something embarrassing
- You strain your back
- You get a hernia
- You trigger a Mirror Zone effect (Tasha’s 158)
- You poke yourself in the eye
- You twist your ankle
- You trigger a psychic resonance effect (Tasha’s 160)
- You stumble into an adjacent space, occupied if there is one
- You become intimidated by your enemy
- Your pants fall down
- You are blinded until the start of your next turn
- You trigger an Infested effect (Tasha’s 156)
- You are deafened until the start of your next turn
- You gain one level of exhaustion
- Your enemy turns invisible until the start of your next turn
- Something nearby turns to stone
- You vomit
- You sneeze
- You trigger a Haunted effect (Tasha’s 154)
- You lose a tooth
- You trigger an effect from the Far Realm (roll on the Far Realm table Tasha’s 152)
- You yell out a secret you swore you’d never tell anyone
- You drop one item that you are wearing
- You let out an enormous fart
- You suddenly notice a spider crawling on your arm
- You rip your pants
- You burp loudly
- You suddenly find yourself on the other side of your enemy
- Your shoe becomes untied
- You suddenly realize your fly is down
- You recall a piece of information from your past that you had forgotten (such as the name of a childhood crush)
- You find a copper piece on the ground in front of you
- You drop a gold piece, it rolls 15 feet away
- You set something near the target on fire
- A wall or object near the target breaks
- The target takes advantage of your failure, stealing something from off your person
- Your skin begins to sparkle
- An embarrassing or weird tattoo is revealed on your body
- An annoying song gets stuck in your head
- You lose hair or another inconsequential body part
- You aggressively face a direction without any enemies
- You trigger a Blessed Radiance effect (Tasha’s pg 150)
- You hit your enemy with your face
- You dog-pile your enemy
- You accidentally awaken an angry/disgruntled ghost
- Your weapon turns into a feather
- Your weapon turns into a random animal (for 1 minute)
- Your face passes through a spider-web
- Your face passes through a swarm of gnats
- Roll twice
- You rip your shirt
- You suddenly remember you forgot to eat breakfast
- You hit the target anyway, by throwing your weapon in their face
- You do damage to yourself
- You startle a Geonid, which gets up and runs off
- You spontaneously grow a mustache
- Roll on the Wand of Wonders table
- Roll on the Wild Magic table
- You hit Poison Ivy or another poisonous plant
- Roll on the Deck of Illusions table, that illusion appears nearby
- You have disadvantage on the next attack you make
- The next attack made against you has advantage
- You gain a symptom of short-term madness
- You gain a symptom of long-term madness
- You gain a symptom of indefinite madness
- A Giant Vulture swoops from the sky and steals your weapon
- One of your known enemies shows up
- Your shoe falls off
- A fierce gust of wind comes up (gust of wind)
- An earthquake happens
- A tornado shows up
- Lightning strikes nearby
- A tree falls over
- You destroy a nearby object
- 1d4 more enemies join the fight
- You trigger an unraveling magic effect (Tasha’s 161)
- You are cursed (bestow curse)
- You turn into a random CR 0 Monster
- You start crying
- An eldritch storm crops up (Tasha’s 163, D4)
- You suddenly notice a zit on your face
- You awaken a subterranean creature, such as a Bullette, Umber Hulk, or Purple Worm
- You hit a beehive
- You start dancing
- Player’s Choice
- A random other player decides what happens
- Player chooses an item on their person, that item becomes awakened
- You suddenly forget what and why you’re fighting
- You change race, roll on the reincarnation table
- You realize you’re holding the wrong end of your weapon/tool
Life Force Weapons – these weapons (or shields) level up with your character according to your class
Any weapon
Rarity- varies
Requires Attunement. If not attuned, the weapon is a mundane weapon.
Life Force weapons level up when you do. The weapon has a different beneficial effect based on what levels you have in what class. When you are attuned to a Life Force Weapon and you reach levels 1st, 3rd, 6th, 11th, and 17th in a specific class, you gain an additional benefit, as seen in the table below. When you first attune to a Life Force weapon, you gain all the benefits listed as applicable to all levels in any class you currently have. In addition, attuning to a Life Force Weapon grants you proficiency with it.
| 1st level- Common | 3rd Level- Uncommon | 6th Level- Rare | 11th Level- Very Rare | 17th Level- Legendary | |
| Artificer | You can invest this weapon with one of your magical tinkering effects without using up one of your available uses. | Starting at 3rd level, you can use one of your magic item infusions on this weapon without using up one of your available infusions. | Starting at 6th level, when you attack with this weapon and hit, the target becomes easier to hit. Attacks against the creature have advantage until the creature is hit with an attack. | Starting at 11th level, you can use an action to teleport yourself to the location of this weapon, or the weapon to your location. If you attempt to teleport to a space you cannot occupy, the teleportation fails and you take 4d10 force damage. | Starting at 17th level, your Intelligence score increases by 2, as does your maximum for that score. |
| Barbarian | When you enter your rage, this weapon emits a battle cry of your choice, inspiring you. You can add 1d4 to the next attack you make with this weapon before your rage ends. | Starting at 3rd level, once per turn while raging you can add an amount of damage equal to half your Barbarian level to an attack you make with this weapon. You can choose the damage type from fire, lightning, acid, radiant, or necrotic. | Starting at 6th level, you gain a +2 bonus to attack and damage rolls made with this weapon. | Starting at 11th level, if you make a reckless attack and miss, you can choose to turn the miss into a critical hit. Once you use this feature, you cannot do so until you complete a long rest. | Starting at 17th level, if you reduce a creature to zero hit points with this weapon, you can immediately make another attack against a creature within 5 feet, it no longer takes a bonus action. |
| Bard | You can use a bonus action to transform this weapon into an instrument, or back into its weapon form. You choose which instrument it turns into when you attune to it. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC when casting a spell using this instrument as your focus. | Starting at 6th level, if you use this weapon (or instrument) as part of a performance or persuasion check, you have advantage on the check. | Starting at 11th level, this weapon becomes simultaneously a weapon and an instrument, and you no longer need to transform it with a bonus action. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this instrument as your spellcasting focus. |
| Cleric | When you attune to this weapon, it manifests with your holy symbol in shape or an image inscribed on it. In addition, you can cast the cantrip light on this weapon. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC when casting a spell using this weapon as your holy symbol. | Starting at 6th level, if you use this weapon as your holy symbol when you use a channel divinity option with a range of 30 feet, the range increases to 50 feet, though you can only affect 1 creature in that extended area. | Starting at 11th level, if an undead or fiend attempts to come within 5 feet of you while you are in possession of this weapon, they must first succeed a wisdom saving throw versus your spell save DC. On a failure, they cannot come within 5 feet of you on that turn. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your holy symbol. |
| Druid | When you attune to this weapon, it takes the shape of your choice, and can be used as your druidic focus. In addition, you can use an action to cause flowers to grow and bloom around a spot on dirt you touch with it. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC when casting a spell using this weapon as your druidic focus. | Starting at 6th level, when you wild shape, you can choose to transform this weapon into a beast as well. The creature must be tiny, and follow all other restrictions of your wild shape. The creature follows your commands, and remains until you dismiss it, it is reduced to 0 hit points, or until it reaches the time limit of your wild shape. | Starting at 11th level, you can now transform your weapon into a beast or plant that is Tiny or Small, and you can do so as an action without wild shaping yourself, or as part of your action when you wild shape. You can do this twice, regaining expended uses when you complete a long rest. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your druidic focus. |
| Fighter | If you roll a 1 or 2 when rolling for your second wind, you may reroll the die. You must use the new roll. | Starting at 3rd level, if you took a 1 or 2 on a damage roll with this weapon, you may reroll the die. You must use the new roll. | Starting at 6th level, you gain a +2 bonus to attack and damage rolls made with this weapon. | Starting at 11th level, if you have an available use of second wind, action surge, or indomitable, you can choose to store it in this weapon, which expends 1 use of that feature, as if you had used it. This weapon can store up to 3 of these, one of each kind for use later. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon. |
| Monk | This weapon counts as a monk weapon for you. | Starting at 3rd level, this weapon can also count as a finesse weapon for you. In addition, you gain 1 additional ki point. | Starting at 6th level, you gain a +2 bonus to attack and damage rolls made with this weapon. | Starting at 11th level, you can spend 15 feet of movement on your turn to make an attack with this weapon. You can only do this once per turn. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon. |
| Paladin | When you attune to this weapon, it manifests with your holy symbol in shape or an image inscribed on it. In addition, you can cast the cantrip light on this weapon. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC when casting a spell using this weapon as your holy symbol. | Starting at 6th level, you can choose two additional creature types (other than humanoid, fiend, or undead). These creature types also take an additional 1d8 radiant damage when you hit them with a divine smite, using this weapon. | Starting at 11th level, if you are holding this weapon in your hand, you have a 10 foot radius of protection around you. Creatures in that space have advantage on saving throws against spells and other magical effects. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your holy symbol. In addition, your radius of protection increases to 30 feet. |
| Ranger | This weapon glows, emitting dim light in a 5 foot radius whenever one of your favored enemies is within 150 feet. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC. | Starting at 6th level, creatures of your choice within 15 feet of you have advantage on saving throws your favored enemies cause them to make. | Starting at 11th level, you have advantage on attacks against your favored enemies made with this weapon. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls. |
| Rogue | While in dim light or darkness, this weapon is invisible to all other creatures except you. | Starting at 3rd level, this weapon becomes so light you can treat it as a finesse weapon, even if the weapon type is not. In addition, missing with this weapon does not reveal your position when hidden. | Starting at 6th level, you gain a +2 bonus to attack and damage rolls made with this weapon. | Starting at 11th level, a target you damage with your sneak attack continues to take 1d6 necrotic damage at the beginning of each of your turns for the next minute, until they regain any hit points, or until they use an action to stop the bleeding. | Starting at 17th level, the damage from the 11th level feature increases to 2d6. |
| Sorcerer | When you attune to this weapon, it takes the shape of your choice. In addition, you can use an action to change the color of any part of your body, or any nonmagical object you are wearing or carrying. This change lasts until you dismiss it, complete a long rest, or die. | Starting at 3rd level, you gain 1 additional sorcery point. | Starting at 6th level, you can attempt to use a metamagic option you do not currently have access to. To do so, you must succeed a Charisma check, the DC of which is 10 + the level of the spell you are casting. On a failure, you cast the spell without that metamagic effect. | Starting at 11th level, you gain a +2 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. |
| Warlock | When you attune to this weapon, it assumes the shape and design of your choice, and it can be used as an arcane focus. In addition, you can cast minor illusion. If you use minor illusion to create an image of a Tiny creature related to your Patron, the duration becomes 1 hour. | Starting at 3rd level, you gain a +1 bonus to attack and damage rolls, as well as your spell attack bonus and spell save DC. | Starting at 6th level, you learn 1 additional eldritch invocation of your choice. | Starting at 11th level, while you hold this weapon, the weapon attacks of creatures friendly to you within 120 feet count as magical. In addition, these creatures can use a bonus action to change the damage type of their weapon attacks to your choice of fire, necrotic, radiant, or cold until the end of their turn. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. |
| Wizard | When you attune to this weapon, it assumes the shape and design of your choice. In addition, you can cast the cantrip mage hand. If the hand is within 5 feet of you, it remains near you unless told to do otherwise. | Starting at 3rd level, your cantrips do extra damage equal to your proficiency bonus. | Starting at 6th level, you can store spell slots in this weapon. The weapon has 3 slots available. It can thus store 1 3rd level spell, a 2nd and 1st level spell, or 3 1st level spells. To store a spell in this weapon, you cast the spell, but instead of taking effect, it is stored in the weapon. To use the spell later, you spend the time needed to cast the spell, opening up the available slots in the weapon without expending your spell slots. | Starting at 11th level, you gain a +2 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. | Starting at 17th level, you gain a +3 bonus to attack and damage rolls made with this weapon, as well as spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. |
Life Force Shield
Armor: shield
Rarity- varies
Requires Attunement. If not attuned, the weapon is a mundane weapon.
Life Force shields level up when you do. The shield has a different beneficial effect based on what levels you have in what class. When you are attuned to a Life Force Weapon and you reach levels 1st, 3rd, 6th, 11th, and 17th in a specific class, you gain an additional benefit, as seen in the table below. When you first attune to a Life Force weapon, you gain all the benefits listed as applicable to all levels in any class you currently have. In addition, attuning to a Life Force Shield grants you proficiency with it.
| 1st level- Common | 3rd Level- Uncommon | 6th Level- Rare | 11th Level- Very Rare | 17th Level- Legendary | |
| Artificer | You can invest this shield with one of your magical tinkering effects without using up one of your available uses. | Starting at 3rd level, you can use one of your magic item infusions on this shield without using up one of your available infusions. | Starting at 6th level, this shield becomes a +1 shield, giving you a total bonus of +3 while wielding this shield. | Starting at 11th level, you gain a +2 bonus to AC while wielding this shield, in addition to the shield’s normal bonus. | Starting at 17th level, your Intelligence score increases by 2, as does your maximum for that score. |
| Barbarian | When you enter your rage, this shield displays an image of your choice. The next time you take damage, you can use your reaction to halve the damage to you. You must be wearing this shield. | Starting at 3rd level, while wearing this shield, if an attacker targets an ally who is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. | Starting at 6th level, while raging and using this shield, you can attempt to shove a creature with a bonus action. | Starting at 11th level, this shield gains the properties of an animated shield (basic rules). | Starting at 17th level, while raging, you can take an additional bonus action on each of your turns. This bonus action must be used to either shove an opponent, animate this shield, or end your rage. |
| Bard | You can use a bonus action to transform this shield into an instrument, or back into its shield form. You choose which instrument it turns into when you attune to it. | Starting at 3rd level, you gain a +1 bonus to your spell attack bonus and spell save DC when casting a spell using this instrument as your focus. | Starting at 6th level, if you use this shield (or instrument) as part of a performance or persuasion check, you have advantage on the check. | Starting at 11th level, this shield becomes simultaneously a shield and an instrument, and you no longer need to transform it with a bonus action. | Starting at 17th level, you gain a +2 bonus to AC while wielding this shield (total: +4), as well as spell attack rolls, and spell damage rolls when you use this instrument as your spellcasting focus. |
| Cleric | When you attune to this shield, it manifests with your holy symbol in shape or an image inscribed on it. In addition, you can cast the cantrip light on this shield. | Starting at 3rd level, you gain a +1 bonus to your AC in addition to the shield’s normal bonus, as well as +1 to your spell attack bonus and spell save DC when casting a spell using this shield as your holy symbol. | Starting at 6th level, if you use this shield as your holy symbol when you use a channel divinity option with a range of 30 feet, the range increases to 50 feet, though you can only affect 1 creature in that extended area. | Starting at 11th level, if an undead or fiend attempts to come within 5 feet of you while you are in possession of this shield, they must first succeed a wisdom saving throw versus your spell save DC. On a failure, they cannot come within 5 feet of you on that turn. | Starting at 17th level, you gain a +2 bonus to AC (total +4), as well as spell attack rolls, and spell damage rolls when you use this shield as your holy symbol. |
| Druid | When you attune to this shield, it takes the shape and design of your choice (it must still resemble a full-sized shield), and can be used as your druidic focus. In addition, you can use an action to cause flowers to grow and bloom around a spot on dirt you touch with it. | Starting at 3rd level, you gain a +1 bonus to your AC in addition to the shield’s normal bonus, as well as +1 to your spell attack bonus and spell save DC when casting a spell using this shield as your Druidic focus. | Starting at 6th level, when you wild shape, you can choose to transform this shield into a beast as well. The creature must be Tiny, and follow all other restrictions of your wild shape. The creature follows your commands, and remains until you dismiss it, it is reduced to 0 hit points, or until it reaches the time limit of your wild shape. | Starting at 11th level, you can now transform this shield into a beast or plant that is Tiny or Small, and you can do so as an action without wild shaping yourself, or as part of your action when you wild shape. You can do this twice, regaining expended uses when you complete a long rest. | Starting at 17th level, you gain a +2 bonus to AC (total +4), as well as spell attack rolls, and spell damage rolls when you use this weapon as your druidic focus. |
| Fighter | If you roll a 1 or 2 when rolling for your second wind, you may reroll the die. You must use the new roll. | Starting at 3rd level, you can make an attack with this shield. On a hit, the target takes 1d4 bludgeoning damage, and you can attempt to shove the creature as part of the attack. If your strength score is 18 or higher, the damage increases to 2d4. | Starting at 6th level, you gain a +2 bonus to AC while wielding this shield, in addition to the shield’s normal bonus. | Starting at 11th level, you can throw your shield, with a range of 20/60 feet. After throwing the shield, it returns automatically to your hands. | Starting at 17th level, while wielding this shield, you gain a +3 bonus to AC while wielding this shield, in addition to the shield’s normal bonus. |
| Monk | This shield counts as a monk weapon for you. It does 1d4 bludgeoning damage on a hit. | Starting at 3rd level, while wearing this shield, if an attacker targets an ally who is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. | Starting at 6th level, you gain 1 additional ki point. | Starting at 11th level, if you hit a target with this shield, they take an additional 1d4 bludgeoning damage, and they must succeed a Strength saving throw versus your ki save DC or be knocked prone. | Starting at 17th level, while wielding this shield, you gain a +3 bonus to your AC, in addition to the shield’s normal bonus. |
| Paladin | When you attune to this shield, it manifests with your holy symbol in shape or an image inscribed on it. In addition, you can cast the cantrip light on this shield. | Starting at 3rd level, you gain a +1 bonus to AC, in addition to the shield’s normal bonus You also gain a +1 bonus to your spell attack bonus and spell save DC when casting a spell using this shield as your holy symbol. | Starting at 6th level, you can make a ranged attack with this shield. The range is 20/60, and it does 1d4 bludgeoning damage on a hit. After throwing the shield, it automatically returns to your hand. | Starting at 11th level, when you hit a creature with this shield, it now does 2d4 bludgeoning damage, and the target must succeed a Strength saving throw versus your spell save DC or be knocked prone. | Starting at 17th level, you gain a +2 bonus to AC (total +4), as well as spell attack rolls, and spell damage rolls when you use this weapon as your holy symbol. |
| Ranger | This shield glows, emitting dim light in a 5 foot radius whenever one of your favored enemies is within 150 feet. | Starting at 3rd level, you gain a +1 bonus to your AC, in addition to the shield’s normal bonus, as well as a +1 bonus to your spell attack bonus and spell save DC. | Starting at 6th level, creatures of your choice within 15 feet of you have advantage on saving throws your favored enemies cause them to make. | Starting at 11th level, you | Starting at 3rd level, you gain a +2 bonus to your AC, in addition to the shield’s normal bonus, as well as a +2 bonus to your spell attack bonus and spell save DC. |
| Rogue | This shield is magically stabilized, allowing you to perform rudimentary functions with both hands while the shield is still on your arm. This includes using thieve’s tools and climbing, but does not include wielding a weapon. | Starting at 3rd level, this shield becomes so light you can treat it as a finesse weapon. It also grows spikes, causing it to do 1d6 piercing damage on a hit. | Starting at 6th level, while you are in dim light or darkness and wielding this shield, you can hide using only this shield as cover. | Starting at 11th level, if you hit a Large or smaller creature with this shield, they are pushed back 5 feet. | Starting at 17th level, you gain a +3 bonus to AC. This is in addition to the shield’s normal bonus to AC. |
| Sorcerer | When you attune to this shield, it takes the shape and design of your choice (it must still resemble a full sized shield). In addition, you can use an action to change the color of any part of your body, or any nonmagical object you are wearing or carrying. This change lasts until you dismiss it, complete a long rest, or die. | Starting at 3rd level, you gain a +1 bonus to AC while wielding this shield, in addition to the shield’s normal bonus. | Starting at 6th level, you can attempt to use a metamagic option you do not currently have access to. To do so, you must succeed a Charisma check, the DC of which is 10 + the level of the spell you are casting. On a failure, you cast the spell without that metamagic effect. | Starting at 11th level, you gain a +2 bonus to spell attack rolls, and spell damage rolls when you use this shield as your spellcasting focus. | Starting at 17th level, you gain a +3 bonus to spell attack rolls, and spell damage rolls when you use this weapon as your spellcasting focus. You also gain a +2 bonus to your AC, in addition to the shield’s normal bonus. |
| Warlock | When you attune to this shield, it assumes the shape and design of your choice (it must still resemble a full sized shield), and it can be used as an arcane focus. In addition, you can cast minor illusion. If you use minor illusion to create an image of a Tiny creature related to your Patron, the duration becomes 1 hour. | Starting at 3rd level, you gain a +1 bonus to your spell attack bonus and spell save DC when you use this shield as your arcane focus. | Starting at 6th level, you learn 1 additional eldritch invocation of your choice. All other restrictions apply. | Starting at 11th level, while you wield this shield, you gain a +3 bonus to AC, in addition to the shield’s normal bonus. | Starting at 17th level, you gain a +3 bonus to spell attack rolls, and spell damage rolls when you use this shield as your spellcasting focus. |
| Wizard | When you attune to this shield, it assumes the shape and design of your choice (it must still resemble a full sized shield). In addition, you can cast the cantrip mage hand. If the hand is within 5 feet of you, it remains near you unless told to do otherwise. | Starting at 3rd level, you gain a +1 bonus to your AC when you wield this shield, in addition to the shield’s normal bonus. | Starting at 6th level, you can store spell slots in this shield. The shield has 3 slots available. It can thus store 1 3rd level spell, a 2nd and 1st level spell, or 3 1st level spells. To store a spell in this shield, you cast the spell, but instead of taking effect, it is stored in the shield. To cast the spell later, you spend the time needed to cast the spell, and the available slots in the shield open up without expending your spell slots. | Starting at 11th level, you gain a +2 bonus to spell attack rolls, and spell damage rolls when you use this shield as your spellcasting focus. | Starting at 17th level, you gain a +3 bonus to spell attack rolls, and spell damage rolls when you use this shield as your spellcasting focus. You also gain a +2 bonus to AC when you wield this shield, in addition to the shield’s normal bonus. |
Treant Varieties – Varieties of Treants for each DND environment
The Variety of Trees. Trees vary in race, shape, and size as much as humanoids do. They dwell not only in forests but nearly every natural environment, and the treants who awaken from such trees keep their original abilities and traits. Treants treat every variety and species as one of their own, a part of their sacred responsibility to protect the woodland realms. Below are different varieties of treants, labeled by the trees they awakened from.
Arctic
Huge Plant, Typically Chaotic Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Cold, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Ice Walk. The treant can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
The frozen north is covered by sprawling pine forests. Forests shepherded by Arctic adapted treants.
Coastal
Gargantuan Plant, Typically Chaotic Good
Armor Class 17 (natural armor)
Hit Points 198 (12d20 + 72)
Speed 30 ft.
STR
26 (+8)
DEX
8 (-1)
CON
23 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +12, CON +10
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/180 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Redwoods are some of the tallest trees in the natural world, growing upwards of 300 feet tall. They grow almost exclusively near coastlines, getting extra water they need to grow from the fog in the air. They also have thick, fire-resistant bark enabling them to better withstand forest fires than most trees. Redwood treants are correspondingly enormous. These tats can also be used for a sequoia treant.
Desert
Large Plant, Typically Chaotic Good
Armor Class 16 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft.
STR
21 (+5)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Joshua trees, while not technically trees, share enough characteristics that they can awaken just as trees do. Their leaves are hard and pointed. They are highly adapted to dry desert environments.
Forest (tropical)
Huge Plant, Any Chaotic Alignment
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +9
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, Poison
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Barbed Hide. At the start of each of its turns, the treant does 1d10 piercing damage to any creature grappling it. It also does this damage to any creature who hits it with a natural weapon.
Poisonous Bark. A creature that hits the sandbox tree with a bite attack is poisoned for the next minute. While poisoned in this way, they take 4 (1d8) poison damage at the start of each of their turns. A poisoned creature can make a DC 16 Constitution saving throw at the end of each of their turns, ending the effect on a success.
Actions
Multiattack. The treant makes two slam attacks, or four bullet seed attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Bullet Seeds. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d10) piercing damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Sandbox trees, also known as Dynamite trees, turn into some of the most violent of treants. Their seeds shoot with explosive force, their bark is covered in spines and is poisonous. Their sap is also highly poisonous. They are found most often in tropical forests.
Tonka Bean Tree
Tonka trees are resistant to lightning damage, and have the following trait:
Lightning redirection: When a Tonka tree takes lightning damage, the damage it would have taken if not resistant is instead redirected to creatures within 10 feet of the treant, starting with the closest. If that creature is reduced to 0 HP, the lightning leaps to the next closest target.
Grassland (or hill)
Huge Plant, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Reactions
Serotinous Cones. If the treant takes fire damage, it can use its reaction to release bullet-like seeds in a 15 foot radius. Creatures in that area must succeed a DC 16 Dexterity saving throw or take 11 (2d10) piercing damage. They take half as much damage on a success.
Lodgepole pine trees are often used in construction because they are tall, strong, and straight. They are able to adapt to soils with lower nutrient levels, which is why they can be found in grassland or hilly areas. They also have cones which are adapted to spread their seeds after a forest fire. If these serotinous cones reach a certain temperature, the seeds are expelled with force.
Mountain
Huge Plant, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, Radiant
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Clone (1/day). If the treant is reduced to 0 hit points, it can transfer its consciousness to another aspen tree within 60 feet.
Bitter Leaves. If the treant is hit by a bite attack, the attacker spends its action on its next turn hacking and coughing.
Wind Resistance. The treant has advantage on saving throws made to resist being pushed or damaged by wind.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Aspen trees have natural sunscreen making them resistant to radiant damage. They also have extremely bitter leaves, and can clone themselves to reproduce. Treants who come from aspen trees also gain these abilities. Also known as “quaking aspens” because of the way their leaves shake in the wind, this makes aspen treants resistant to the wind.
Swamp (or coastal)
Huge Plant, Chaotic Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Amphibious. The treant can breathe both air and water.
Swamp Walk. Difficult terrain caused by mud or shallow water does not cost the treant extra movement.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target must succeed a DC 16 Strength saving throw or be knocked prone.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Mangrove trees inhabit swampland estuaries. They have high salt tolerance, and roots that extend above the ground to help give the tree access to the air. Mangrove treants use these roots to knock their enemies down in the swamp water.
Underdark (or hill, desert, or mountain)
Huge Elemental, Typically Chaotic Good
Armor Class 17 (natural armor)
Hit Points 150 (12d12 + 72)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
23 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +10
Damage Resistances Fire
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Adamantine
Senses Tremorsense 60 ft., Passive Perception 13
Languages Common, Druidic, Primordial, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal petrified tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees or petrified trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Trees which have been petrified and fossilized still have the ability to be awakened and become a treant. But since they are no longer made of wood, they have gained characteristics of elementals. Some of these petrified treants care for entire petrified forests in the underdark or the desert.
Underwater
Gargantuan Plant, Typically Chaotic Good
Armor Class 17 (natural armor)
Hit Points 297 (18d20 + 108)
Speed 40 ft., Swim 40 ft.
STR
29 (+9)
DEX
8 (-1)
CON
23 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +14, CON +11
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
Languages Aquan, Common, Druidic, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Amphibious. The treant can breathe both air and water.
Tide Walker. The treant cannot be pushed or damaged by water.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage.
Rock. Ranged Weapon Attack: +14 to hit, range 60/180 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Saltwood trees are enormous trees native to the magical land of Lighra. They grow in the ocean, rooting themselves to the sea floor. They are so tall they often extend a hundred feet or more above the surface of the water. Amphibious Nymphoids commonly live in these trees, from the roots to the branches, and use the enormous seed pods as canoes. Saltwood treants are correspondingly enormous, protecting the oceanic saltwood groves.
Urban
Tiny Plant, Typically Chaotic Good
Armor Class 14 (natural armor)
Hit Points 14 (4d4 + 4)
Speed 30 ft.
STR
12 (+1)
DEX
17 (+3)
CON
13 (+1)
INT
9 (-1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +5
Skills Insight +5
Damage Vulnerabilities Fire
Damage Resistances Piercing
Senses Passive Perception 13
Languages Common, Druidic, Elvish
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Household Object. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 2 bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Through magical manipulation and years of domestication and cultivation, elves have been able to duplicate the awakening of treants in household plants. Bonsai treants are often used in woodland communities as servants, pets, or home defense.