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Overview

Eldertwig is a 5E setting for players. The setting is a personal project I have been working on in my free time and consists of small insects and insect like creatures in a large expansive world.

All art by Max Ritterpusch

Work

Species

Scaraborn

Description: The Scaraborn are large beetles that maintain a strong defense. The Scaraborn vary in looks resembling many different types of beetles.

 

Ability Score Increases: Your Constitution score increases by 2 and your strength score 

increases by 1.

 

Creature Type: You are humanoid.

 

Size: You are medium.

 

Speed: Your walking speed is 30 feet.

 

Collective Hivemind: You can vibrate your shell to communicate quietly with other Scaraborn within 60 feet of you.

 

Excavation Expert: You have a burrow speed equal to half your walking speed.

art by Max Ritterpusch

art by Max Ritterpusch

art by Max Ritterpusch

Orchidian

Description: Orchidians are tall mantis/humanoid creatures. Orchidians often live in small or close-knit groups with one another. Orchidians are often on the thinner side and are incredibly smart.

 

Ability Score Increases: Your charisma score increases by 2 and your intelligence score increases by 1.

 

Creature Type: You are Humanoid.

 

Size: Your size is medium.

 

Speed: Your walking speed is 40 feet.

 

Floral Harmony: You have a deep connection to the energy of all plantlife. Once per long rest you are able to cast Speak with Plants without expending any spell slots.

 

Sweet Serenity: Once per short rest you are able to secrete a calming nectar that gives a creature within 10 feet of you disadvantage on their next attack roll.

Saltcidian

Description: Lumirachnids are incredibly intelligent spider like humanoid creatures, All Lumirachnids look wildly different from each other, Lumirachnids are often on the shorter side and are purple and black colored. Lumirachnids can use their web as tablets or for other purposes.

 

Ability Score Increases: Your Intelligence score increases by 2 and your wisdom score increases by 1.

 

Creature Type: You are Humanoid.

 

Size: Your size is small.

 

Speed: Your walking speed is 30 feet. You have a climbing speed equal to your walking speed.

 

History Weaver: Lumirachnids pass the history of Eldertwig down through their ancestors. You are proficient in the history skill and have advantage on history checks used to recall past events.

 

Natural Scribe: Once per short rest you are able to create a small tablet made up of web that you are able to write on.

Gnarthid

Description: Gnarthids are beetle-like humanoids who live in close knit communities, building elaborate burrows in the floors of Elder Twig. Known for their pragmatic outlook, Gnarthids embody resilience and strength.

 

Ability Score Increase: Your constitution score increases by 2 and your Strength score increases by 1. Instead you may increase three different scores by one.

 

Creature Type: You are humanoid

 

Size: Gnarthids are between 3 - 4 feet in height and weigh between 50 - 70 lbs. Your size is small

 

Speed: Your walking speed is 25 feet, Your burrowing speed is 15 ft

 

Tremorsense: This creature can detect other creatures within 20 feet of them provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface.

art by Max Ritterpusch

Sub-Classes

Path of The fog Brawler (barbarian)

Description: The path of the Fog Brawler is one that has trained a group of quick and witty barbarians. Barbarians that follow this path are quick to adapt and focus on tweaking combat fluently like they are one with the fog.

 

Features: Veiled Approach, Vapor Step, Foggy Whisperer, Vanishing assault

 

Veiled Approach (3rd Level): Your training within the fog has given you a supernatural silence. While raging, you gain advantage on stealth checks. This ability ends when your rage ends.

 

Vapor Step (6th Level): Twice per rage you may use a reaction to impose disadvantage on an attack roll made against you. If this attack misses, the attack phases through your body like fog. You are then able to traverse half your speed in any direction. This movement does not provoke an opportunity of attack.

 

Foggy Whisperer (10th Level): You can hear the ancient whispers carried by the fog. As a reaction you can heed the advice given by the whispers gaining advantage on a saving throw, ability check, or attack roll. You may only use this ability once per rage.


Vanishing Assault (14th Level): When you are raging your weapon fades in and out of sight like it is being covered by a heavy fog. When you land a critical hit, your target takes additional damage equal to your Constitution modifier. They must also make a Constitution saving throw or have their head enveloped in fog, becoming blinded until the end of your next turn. The DC for this saving throw is 8 + your proficiency bonus + your Strength modifier.

Scrapper (fighter)

Scavenged Defense 3rd level: Your knack for improvisation is applied to your defense. When an attack is declared against you, you may use your reaction to grab an item within five feet of you and use it to block the attack. This grants a +2 bonus to your AC for that attack. You may use this ability 3 times per long or short rest.

 

Scavenged Attack 7th level: You are able to seize opportunities when they arise. You may use an action to pick up an object less than 10 pounds within 5 feet of you. This item becomes an improvised weapon until the end of combat. Improvised weapons deal 2D6, the damage type of improvised weapons are determined by the object.

 

Scrappy Resilience 10th level: Years of fighting with and against only your surroundings has hardened you. When using scavenged defense, you gain resistance to bludgeoning, piercing, and slashing damage. Additionally, when you use your scavenged defense you can roll 1D10 and reduce that amount of damage if an attack hits.

 

Wild Strikes 15th level: Your fighting style is wild and unruly. When you attack with an improvised weapon you can roll the damage dice twice and use the higher dice roll. Additionally if you land a critical hit with an improvised weapon, the target must succeed a strength saving throw (DC equal to 8 + your proficiency bonus + your strength modifier) or be knocked prone.

 

Barbed Weapon 18th level: You can easily modify your improvised weapons. Once per long rest you can enhance an improvised weapon. The chosen weapon deals an extra 1D6 damage for 1 minute.

Chrysalis Domain (Cleric)

Domain Spell List:

 

1st Level – Sanctuary, Heroism

3rd Level – Lesser Restoration, Alter Self

5th Level – Beacon of Hope, Protection from Energy

7th Level – Guardian of Nature, Polymorph

9th Level – Greater Restoration, Awaken


 

Cocoon Ward 1st level – At first level you gain the ability to help an ally in need As a reaction when a creature within 30 feet of you takes damage you may use your reaction to grant them temporary hit points equal to your Wisdom modifier (Minimum 1). The hit points last until the start of your next turn.

 

You may use this ability as many times equal to your wisdom modifier per long rest.

 

Channel Divinity: Metamorphic Shell 2nd level – You may use a bonus action to encase yourself or another creature within 30 feet of you in a hard shimmering shell. This shell grants resistance to bludgeoning damage until the start of your next turn. If the creature is reduced to 0 hit points while encased in the shell, they instead drop to 1 hitpoint and the shell around them shatters. This ability may not be used outside of initiative.

 

Emergent Strength 6th Level – When a creature within 30 feet of you drops below 0 health you may use an action to encase them within a cocoon that stabilizes them. At the start of their next turn they gain hit points equal to twice your cleric level.

 

Protective Rebirth 8th Level – When you cast a healing spell of first level or higher you may use your bonus action to grant one creature healed by the spell resistance to slashing, piercing, and bludgeoning damage until the start of their next turn. You may use this ability 3 times per long rest.

 

Eternal Chrysalis 17th Level – Starting at the 17th level you may encase one willing creature within 20 feet of you in an incredibly hard chrysalis armor for 1 minute. During this time the creature gains the following benefits:

 

  • Vital Shield: The creature gains resistance to all damage types excluding psychic and radiant damage.

  • Eternal Bloom: At the start of the creature's turn it regains hit points equal to your wisdom modifier, minimum of 1.

  • Eternal Rebirth: When the chrysalis ends, the creature can immediately use their reaction to take an action.

 

You may use this ability once per long rest.

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