VOLODNI Treefolk Player Character Race Option
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VOLODNI Treefolk Player Character Race SampleR P Davis file VOLODNI TREEFOLK PLAYER CHARACTER RACE OPTION BY R P DAVIS CREDITS Layout template by Nathanaël Roux | Frontispiece art by Ryan Rhodes of Purple Duck Games | All other art used by permission Edited by Christopher Walz DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by R P Davis and published under the Community Content Agreement for Dungeon Masters Guild. 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VOLODNI: TREEFOLK PLAYER CHARACTER RACE 2 Raumather was flaring to its zenith, a group human refugees fled Volodni - Treefolk into a forest. Their Nar lord made a pact with a powerful enti- ‘I AM NOT GOING TO TELL YOU MY NAME, NOT YET AT ANY RATE.’ A ty, perhaps an ancient treant, a lord of the fey, or even Silvanus queer half-knowing, half-humorous look came with a green flicker into himself. In any case, that powerful creature offered the Nar lord a his eyes. ‘For one thing it would take a long while: my name is growing all bargain: Reject their demon-binding ways and take the blood of the time, and I’ve lived a very long, long time; so my name is like a story. the forest as their own. The Nar lord readily agreed, and he and the Real names tell you the story of things they belong to in my language, in refugees surrendered their humanity in exchange for sanctuary in the Old Entish as you might say. It is a lovely language, but it takes a very the forest. Thus were the volodni born. long time saying anything in it, because we do not say anything in it, A PLEASANT SUNLIT GROVE unless it is worth taking a long time to say, and to listen to.’ ― J.R.R. Tolkien, The Two Towers Treefolk live in small tribes in groves they cultivate to their liking. Druid circles govern their society, and they respect druids, even those of the “warm folk.” They honor treants and are friendly with most other forest dwellers, including centaurs, satyrs, and elves. HE VOLODNI—OR TREEFOLK—ARE A RACE OF sentient plant humanoids native to the cold Some treefolk condemn any incursion into the forests under forests of northeast Faerûn, particularly the Dun- their care, and meet intrusion with death. More moderate treefolk wood (or Rawlinswood) and the Forest of Lethyr. acknowledge the difference between husbandry and forest man- REACHING FOR THE SKY agement, as practiced by most humans and dwarves, and malicious T destruction. Those that despoil the forests out of spite rather Treefolk resemble humans, though they’re gen- than the need to survive will feel the hostility of the volodni, and erally taller and more slender. They tend toward broad shoulders most treefolk harbor deep resentment towards goblins and orcs. and long arms, and can stand stock still for a very long time without Some treefolk think their people should retreat into the forest and tiring. avoid contact with any outsiders, while most seek to expand their territory. Some have visions of covering the land in one vast forest. Treefolk have woody flesh and their skin ranges from deep green Treefolk don’t build enclosed structures, but in their groves stone to nut brown to gray. Their hair grows in long, thick locks of scaled circles are common. bark and either leaves or pine needles, and their eyes are a gleaming black or deep emerald. Their blood is transparent and pale green, Like most sylvan creatures, treefolk cherish the forests and seek with the consistency of tree sap. to defend them. However, unlike most sylvan creatures, perhaps because of their vestigial human nature, they are aggressive, ex- Treefolk in their native groves pansionistic, and often cruel. In the Forgotten Realms, the volodni see no point in clothing, though seek to spread their numbers to other forests, and to encourage the when they go abroad they wear forests to grow without check. Though they live in harmony with useful garments of leather or their warm-blood neighbors in Rashemen, every Rashemi knows plaited plant fibers because they not to provoke them by cutting wood where it hasn’t been previ- remember pockets. ously agreed, and wonders when -- not if -- the treefolk will swarm INTO THE WOODS out of the forests bringing war. IKE A EAF ON THE IND Treefolk are patient and have L L W long memories who defend their Though they are seldom tempted to part with the trees of their forest homes with iron resolve. home, some treefolk long to see the other great forests of Faerûn, They tend to ponder deep- such as the wonders of the High Forest or fabled Cormanthor. Oth- ly before they speak or act. ers have suffered some great tragedy; when an orc raiding party de- Treefolk can appear cold and stroys a grove, the survivors often take to the road, seeking another dispassionate to warm-blood- place to make a life -- or to exact their revenge. Volodni druids and ed, shorter-lived races such rangers go out into the world to protect woodlands and sometimes as humans, but they get along are sent to secretly scout out the civilized lands near their homes. well with wood elves and sylvan creatures. TREEFOLK NAMES Like other creatures borne Volodni tend to use no names among themselves. Adventuring of the fey, treefolk have an treefolk take given names from the friendly warm-blooded races aversion to things wrought near them, coupled with ??? of iron, and prefer armor In the Forgotten Realms, given names are almost always and `weapons made of Rashemi. Work with your DM to determine a suitable name for leather, wood, stone, and your game. other natural materials. Borivik, Faurgar, Jandar, Kanithar, Madislak, Sages say that, many Male Names: Mutimir, Ralmevik, Shaumar, Vladislak, Vojnomir. centuries ago, when the long, bitter war Female Names: Biljana, Fyevarra, Hulmarra, Immith, Imzel, Samplebetween Narfell and Libenka, Navarra, Shevarra, Tammith, file Yuldra, Zvonimira. 3 TREEFOLK TRAITS Cold Iron Anathema. Due to your fey ancestry, you have disad- vantage attack rolls made with metal weapons, and you can’t regain Ability Score Increase. Treefolk are hardy and resilient, as well as hit points while you wear metal armor. intuitive. Your Wisdom and Constitution scores increase by 1. Root and Branch. You don’t need to sleep. Instead, if your bare Age. Volodni mature quickly, yet remain a long-lived race. A volod- feet touch soil, you can stand still and meditate in sunlight for 4 ni typically reaches adulthood within 20 years and can live to be 350 hours. After resting in this way, you gain the same benefit that a years old or more. human does from 8 hours of sleep. In addition, while you rest and meditate, you can communicate with another treefolk with trees Volodni firmly believe in an individual’s call to act as Alignment. and other treefolk as if you cast a speak with plants spell. he or she sees fit, so they lean toward chaos. Though they’re seldom actively malicious, they’re neither always benevolent, though they’re Forest Hunter. If you’re traveling alone, you can move stealth- good more often than not. ily through forest terrain at a normal pace. In addition, you can attempt to hide in forest terrain even when only lightly obscured by Volodni range from 6 to 7 feet tall and have long, lean builds. Size. foliage, falling rain or snow, and mist. Your size is Medium. You know one cantrip of your choice from the Your base walking speed is 30 feet. Nature’s Avenger. Speed. druid spell list. Wisdom is your spellcasting ability for it. Accustomed to the gloom of the deep forest, you have Darkvision. You can speak, read, and write Common and Sylvan. superior vision in dark and dim conditions. You can see in dim light Languages. within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades SYLVAN SENTINELS of gray. Many treefolk tend to be cold and dispassionate, re- morseless and relentless in pursuit of any means which Plant Traits. You have resistance to poison and piercing damage, serves their ends. They remember every injury and have as well as advantage on saving throws against sleep and charm ef- the patience of the bones of the earth when seeking fects.