Arbor

Arbors
The Arbors are humanoids native to the Great Forest, made from sentient wood. They can be created by a conglomerate of powerful Druids, though a few have gone rogue and started their own tribes in the forest. As a result, they are untrusted, and considered a sign of ill luck.

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Abors are created fully matured, and typically live 200 to 300 years. Arbors grow small branches on them as they age, the oldest among them being almost buried in a sea of leaves and twigs.

Alignment. Arbors were created to protect the Druids, and even those who flee their creators still have the impulse to defend their kind. As a result, they tend to be good.

Size. Arbors grow as they age, and range from under 3 to just over 5 feet tall at the tallest. Your size is small.

Speed. Your base walking speed is 25 feet.

Names. Arbors name themselves, typically taking one based on what kind of tree they were fashioned from, or the time of year or day they were created.

'Darkvision. 'You can see in dim light within 60 feet of you as if it were bright light, and dark light as if it were dim. You can’t discern colour in Darkness, only shades of grey.

Woodborn. You have advantage on Dexterity (Stealth) checks to hide in areas with trees, bushes, or other foliage, and you may attempt to hide when only lightly obscured by such terrain.

'Natural Defences.' While you aren’t wearing armour, your Armour Class is equal to 11 + your dexterity modifier. Your unarmed attacks deal 1d4 damage.

'Woodland Magic.' You know the druidcraft cantrip. At 3rd level, you can cast entangle once, and regain the ability to do so when you finish a long rest. At 5th level you can cast ''barkskin ''one yourself once, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.