Natures Constructs

Treants are sentient plant creatures who can come from many sources: such as being awakened by magic, or via a cursed transformation, or even grown up from spellwarped seeds, or the seeds of other treants.
Treants resemble small, walking trees. Most are tall and slender, with disproportionately long, creaky arms and legs, a torso resembling a treant, very little neck, a face with eyes, nose ears and a mouth, and leaf-filled small branches instead of hair. Each treant strongly resembles a specific kind of tree, such as birch, elm, oak, pine, etc. They breathe, can speak, and can eat if they wish, though most treants absorb nutrients by taking root at night. Depending on the type of tree they resemble, the leaves that make up their hair may change color and fall off with the changing of the seasons.
Treants are considered medium creatures for all purposes, but can grow to be nearly ten feet tall. They usually do not wear clothing. Non-treants usually cannot tell male treants from females.
Because of thier bond with nature, finding a Treant that uses metallic weapons, armor, and tools is as rare as a unicorn. Most treants have a barbaric fighting style or are spellcasters.

A Wandering Treant: Bad News

Treefolk spotted outside of their forest usually has undergone some manner of tragedy: a forest fire, deforestation by other races, or even occasionally defeat at the hands of a more powerful treefolk who seizes the defeated treefolk’s territory as spoils of victory. A treefolk without a forest to tend to may travel far until they find another patch of woods that suits their liking. If their woods were destroyed by other creatures, a wrathful treefolk will journey as far as it takes in order to exact revenge.

Treant Names

Treants are created through magic are named either by their creators or name themselves. Treants are created by other treants take names given by their parents. Most Treats have only one name. The names are usually nature-related, and sometimes physically descriptive.

Male Names: Barkbeard, Stumpt, Root, Gnarl, Broadtrunk, Tymber, Thorne, Decken

Female Names: Longbough, Frondwhisper, Brightberry, Silverleaf, Maple, Falla, Klooch, Hickory, Widow

Treant Traits

Ability Score Increase. +2 Constitution, +1 Wisdom

Age. Most treants reach maturity between 8 and 15 years. Treefolk live about half as long as the trees they resemble. Smaller trees may barely live to 60 years, while others may survive for multiple millennia.

Alignment. Most treefolk tend towards neutrality. Neutral good treefolk will help lost travelers, while neutral evil treefolk will seek to entrap and kill interlopers in their forests.

Size. Adult treants tend to be a medium size of 7 to 8 feet tall, but treants can to grow in larger sizes. Your size is Medium.

Movement: 25ft

Barkskin. Treants cannot wear armor, but their tough bark provides them with a great deal of natural protection. A treefolk has an AC equal to 10 + Dex + Con Modifier.

Take Root. Treants do not sleep, but they must put down roots each night for at least 8 hours. While rooted they are 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 stone or gravel; they cannot root down through worked stone or bare rock. A treefolk unable to take root overnight gains one point of exhaustion and no benefits of a long rest.

Combat Rooting. As an action, treants can put down roots down in the heat of battle while standing on any ground in which they are capable of taking root. This causes their 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.

Kindling. Treants have disadvantage on all saves against fire-related effects. Treants have a vulnerability to fire damage.

Thick as a Plank. Treants have resistance to non-magical bludgeoning damage.

Non-Humanoid. Treants are not subject to spells and effects that target humanoids specifically, such as Charm Person. However, they count as plant creatures for the purposes of spells which target plants such as Blight.

Languages. You can speak, read, and write Sylvan and Common. Treants can communicate with any tree as though using a Speak With Plants spell.


Cypress: Negate the effects of the Kindling feature, but prolonged fire effects last twice as long.
Apple: After taking root successfully for 8 hours, you produce a days ration worth of fruit.
Sequoia: Even when uprooted, these Treefolk have advantage on any save or ability check to resist forced movement. You weigh one size catagory more than your current weight.
Maple: You know and can use the cantrips Druidcraft and Guidance.
Cherry Blossom: You can duplicate the effects of a 1st-level Fog Cloud spell by releasing all their flowers at once, which fills a 20-foot radius sphere centered on the treefolk. Once the treefolk uses this ability, they cannot do so again until they finish a long rest.
Aspen: While in direct sunlight, you can expend a Hit Die to heal yourself as an action, while not taking a short rest. You can also expend 1 hit die to regrow lost limbs.
Willow: Your allies can use your foliage to avoid attacks. Any ally within 5 feet of you has the benefits of half cover as long as you are within 5 feet of the attacker and are aware of it.

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