Elmfolk | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Elmfolk

ability score increase: +2 Constitution, +1 Wisdom
age: Elmfolk begin life as tiny saplings, but can live for thousands of years, usually rooted in place. Most who become adventurers do so in their youth, typically settling down after a few centuries to find a nice, quiet place to root down, rarely, if ever, moving from their new home, though there are exceptions.
alignment: Elmfolk are usually neutral or good, but rarely chaotic or evil.
Size: Medium
speed: 25 feet
Languages: Common, Sylvan
race features:
  Wooden Skin. You have a +1 bonus to AC.   Forest Guardian. If you spend a short rest basking in open sunlight, you count as having eaten all that you need for that day, and provided you were in an area with abundant fresh water, you also count as having drunk all needed water.   Camouflage. As an action, you can sprout leaves from your body. You can use these leaves or flowers to hide, granting you advantage on any Stealth checks made in areas with similar vegetation.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Call of Nature. You learn the druidcraft cantrip.   Nature's Wisdom. You have proficiency in the Nature skill.   Plantient. Your creature type counts as both plant and humanoid.

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