Anvil Suber (Treant)
Anvil Suber (Treant)
Anvil Suber (Treant)
INSPIRATION
STRENGTH I have a lesson for every
15 30 situation, drawn from
18 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED observing nature.
+4 PERSONALITY TRAITS
14 ● +5
Dexterity
Constitution
15 than all the constructs of civilization.
+2 Wisdom
An injury to the unspoiled wilderness
Charisma of my home is an injury to me.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
Acrobatics (Dex) Total 1d12 SUCCESSES There's no room for caution
+3 Animal Handling (Wis)
1d12 FAILURES in a life lived to the fullest.
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +6 Athletics (Str)
14 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
RAGE:
+2 dmg (+3 at 9th, +4 at 16th)
Insight (Wis)
Maul +6 2d6+4 Resistance to nonmagical peirce/bludge/slash
+2 Advantage on Str. Checks/Saves
Lasts for 1 min or if u haven't attack on ur turn (can end as
Intimidation (Cha) L. Hammer +6 1d4+2 bonus action)
WISDOM Investigation (Int) Take Root. Treants do not sleep, but they must put down
roots each night for at least 8 hours. While rooted they are
Medicine (Wis)
14 ● +4 Nature (Int) L. Hammer (20/60)
immobile, though they can take other light actions if desired.
They are aware of their surroundings while rooted, and have
advantage on Deception rolls to disguise themselves as a
tree. Treants can only take root in sand, dirt, mud, loose
+2
● +4 Perception (Wis) 4 Javelins stone or gravel; they cannot root down through worked
stone or bare rock. A treefolk unable to take root overnight
Performance (Cha) gains one point of exhaustion and no benefits of a long rest.
Persuasion (Cha) Combat Rooting. As an action, treants can put down roots
CHARISMA
down in the heat of battle while standing on any ground in
Religion (Int) which they are capable of taking root. This causes their
11 Sleight of Hand (Dex)
speed to drop to 0, but they become immune to being
tripped, falling prone, and are immune to forced movement.
They may uproot themselves as a bonus action.
Stealth (Dex)
+0 ● +4 Survival (Wis)
Kindling. Treants have disadvantage on all saves against
fire-related effects. Treants have a vulnerability to fire
damage.
SKILLS ATTACKS & SPELLCASTING
Thick as a Plank. Treants have resistance non magical
bludgeoning damage.
PASSIVE WISDOM (PERCEPTION) Non-Humanoid. Treants are not subject to spells and effects
CP
Staff, hunting trap, a that target humanoids specifically, such as Charm Person.
However, they count as plant creatures for the purposes of
trophy from an spells which target plants such as Blight.
animal you killed
Light Armor, medium Armor, SP
(Deer Antler Piece),
Sheild, Simple/Martial
EP a set of traveler's
Weapons, Lyre, Sylvan,
clothes, Explorer's
Common, Tree Speak, Elvish
GP 10 Pack,
PP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
8'
AGE HEIGHT WEIGHT
NAME
SYMBOL
You have an excellent memory for maps and geography, and you
Tribal can always recall the general layout of terrain, settlements, and
other features around you. In addition, you can find food and
fresh water for yourself and up to five other people each day,
provided that the land offers berries, small game, water, and so
forth.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wis 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Druidcraft Erupting Earth
Guidance Daylight
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 7
EPAR
SPELL NAME
ED
PR
Earth Tremor
Entangle
4
Fog Cloud
SPELLS KNOWN
2
Enlarge/Reduce
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.