Treant

Treant


Eternity TTRPG Treant

The Tree of Life was created by the Eternal Renrys to protect the world of Altius from danger. Born of the Tree of Life, along with the Jadori, were the Treants – sentient trees who could spread out from the Tree of Life to carry out its will. To them were given rule and protection of the plant kingdom.

 

The Ateri Paladin, Saint Ranroth, 320-years after he took an oath to protect Altius, destroyed the Tree of Life, the Human Barony of Jorinta that contained it, and the vast majority of the Jadori and Treant Race in a cataclysm that became known as “the Great Betrayal.”

 

Of all Races, Treants care the least for the politics and affairs of other Races. Instead, their realm is the forests of Altius (or whatever region their type of tree grows). Treants are strongly connected to the wilds and are often druidic in nature. They are deep, philosophical beings, though rarely share much of their wisdom and insight with others.


Treants also rarely travel except to fulfill their duties of protecting and sustaining nature. Although, word has recently spread that a new Tree of Life has grown in the heart of Ateria, and Treants from across Altius slowly turn their attention to what may become their new master.

Thief King of the Burning Expanse

Thief King of the Burning Expanse, who waylays travelers on the Route of Blossoms. The thief gang hides out in the Burning Expanse, and particularly preys upon Empyreans  because of the race's wealth.

Treant Racial Stats
Stat Value Stat Value
HP 5 Strength 3
Wisdom 3 Agility 2
Skill +5 Endurance Soul 3
Knowledge +5 Geography Spirit 7
Racial Power Choose from 3 Speed 3

Choose One of the following Spells or Abilities as a Treant Racial Power:

Arcane Power (Magic): 4Range, on every one of the target’s turns, roll d20. If you roll 16-20, they heal +1Wisdom.

Greater Dispel (Magic): 4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or Status effect from the target (excluding summons), at your choice.

Wisp (Magic): you summon a spirit of the forest with 1HP and Stats otherwise the same as yours, except with -5Resilience, -5Dodge, and -5Will. On the “Wisp’s” turn, roll d20. If you roll 16-20, they cast any Spell you have access to, using your Stats.

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Eternity TTRPG Races & Classes



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