I wondered why we never got an Ent class to round out the Tolkien fantasy races in D&D. So I set out to make one, and it is not that great.
https://www.deviantart.com/turnermohan/art/Ent-618624002
My core premises from Lord of the Rings were:
- A (Trea/e)nt is big, perhaps growing over the course of
levels/years.
- Certainly as least as big as a half-ogre normally. And quite tough.
- They have natural AC from their bark-like skin, a weakness to fire and are good at throwing boulders. Like a giant.
- Ents in LotR can rip chunks of magically/scientifically fused stone. But that might be magical knowledge rather than innate.
From this, this was made by Hawk on the purple OSR Discord
**Treant**
-# Requirements: Strength 13, Wisdom 13
-# Prime Requisite: Wisdom
-# Hit Dice: 1d10
-# Maximum Level: 9
-# Armour: None, including shields.
-# Weapons: Wooden only.
-# Languages: Alignment, Common, Entish
**Treant Progression**
Level (XP) - HD - THAC0 - Natural Armor Class - Fist Damage
1(0) - 1d10 - 19 - 8 - 1d3
2(2,500) - 2d10 - 19 - 8 - 1d4
3(5,000) - 3d10 - 19 - 6 - 1d4
4(15,000) - 4d10 - 19 - 6 - 1d6
5(30,000) - 5d10 - 17 - 4 - 1d6
6(60,000) - 6d10 - 17 - 4 - 1d8
7(120,000) - 7d10 - 17 - 2 - 1d8
8 (230,000) - 8d10 - 14 - 2 - 1d10
9 (500,000) - 9d10 - 14 - 0 - 1d12
Saves: As fighter.
**Fire Weakness** Double damage from fire
**Throw Boulders** A missile weapon that deals damage equal
to twice the treant's "Fist Damage". Can only be used every other
round.
**Speak With Plants** As spell, 1/day per level.
**Plant Growth** A treant of level 4 or higher can cast
plant growth 1/day, as the spell.
**Grove** A treant of level 9 or higher may found a grove, a
natural stronghold attended by dryads, druids, wild animals and other beings of
nature as appropriate to your campaign and the character of the treant.
**Reincarnation** A treant of level 9 or higher can cast
reincarnation at their grove once a month, on the new moon.
Now for a strictly OD&D version, I made it:
**Treant**
-# Maximum Level: 9th Level Fighting-Man
-# Prime Requisite: Strength and Wisdom
-# Cannot wear Armour or use Shields
-# Can only weild wooden weapons
-# Languages: Alignment, Common, Entish
-# Special Abilities
Class Level - Natural Armor Class - Fist Damage
1 - 8 - 1d4
2 - 8 - 1d4
3 - 6 - 1d4
4 - 6 - 1d6
5 - 4 - 1d6
6 - 4 - 1d8
7 - 2 - 1d8
8 - 2 - 1d10
9 - 0 - 1d12
**Fire Weakness** Double damage from fire
**Throw Boulders** A missile weapon that deals damage equal
to twice the treant's "Fist Damage". Can only be used every other
round.
**Speak With Plants** As spell, 1/day per level.
**Plant Growth** A treant of level 4 or higher can cast
plant growth 1/day, as the spell.
**Grove** A treant of level 9 or higher may found a grove, a
natural stronghold attended by dryads, druids, wild animals and other beings of
nature as appropriate to your campaign and the character of the treant.
**Reincarnation** A treant of level 9 or higher can cast
reincarnation at their grove once a month, on the new moon.
AD&D Version
**Treants**
-# Treants can only be Male, Female Teants do not leave the
forest and may be actually hiding in orchards.
-# Modifer +2 STR -1 DEX -1 CHA
Treants have enormous strength but are slow and long-winded
**STR** MIN 13/MAX 20
**INT** MIN 6/MAX 18
**WIS** MIN 13/MAX 18
**DEX** MIN 3/MAX 17
**CON** MIX 6/MAX 18
**CHA** MIN 3/MAX 12
-# Level Maximums
Fighter 9th Level
Cleric 6th Level
Druid 8th Level
May Dual-Class Fighter and Cleric
-# Languages: Alignment, Common, Entish
-# Special Abilities:
-# Class Level - Natural Armor Class - Fist Damage
1 - 8 - 1d4
2 - 8 - 1d4
3 - 6 - 1d4
4 - 6 - 1d6
5 - 4 - 1d6
6 - 4 - 1d8
7 - 2 - 1d8
8 - 2 - 1d10
9 - 0 - 1d12
**Fire Weakness** Any fire-based attack against a treant is
at +4 to hit and +1 damage. In addition, treants save against all fire-based
attacks at -4
**Treants count as Large foes when suffering damage**
**Treants cannot wear armour, use shields or use non-wooden
weapons. They may wrap Magical Belts around their arms.**
**Suprise Chance** If alone or if well in advance — 90’ or
more — of a party which does not consist entirely of Treants, elves and/or
halflings)
a Treant character moves so silently that he will surprise
(q.v.) monsters 66 2/3% (d6, 1 through 4) of the time
unless some portal must be opened in order to confront the
monster.
In the latter case the chance for surprise drops to 33 1/3%
(d6, 1-2).
**Eroding Fists** Treants inflict structural damage when
attacking a building or fortification.
**Throw Boulders** A missile weapon that deals damage equal
to twice the treant's "Fist Damage". Can only be used every other
round.
**Speak With Plants** As spell, 1/day per level.
**Plant Growth** A treant of level 4 or higher can cast
plant growth 1/day, as the spell.
**Grove** A treant of level 9 or higher may found a grove, a
natural stronghold attended by dryads, druids, wild animals and other beings of
nature as appropriate to your campaign and the character of the treant. Use the
Ranger Follower Table to determine exact composition.
**Reincarnation** A treant of level 9 or higher can cast
reincarnation at their grove once a month, on the new moon.
-# Aging
**Young Adult** 100-200
**Mature** 201-400
**Middle Age** 401-800
**Old** 801-120
**Venerable** 1201 or older
Aging Value 175
Cleric Druid Fighter
Starting Age 200+1d4x100 300+1d8x50 100+1d4x50
Unearthed Arcana additions
Clarifies a Treant may wear two Magical Belts, one on each
arm, but they effects do not combined if one is a lesser but same effect as the
other.
-# Comeliness Modifer -3, forming a pair with Half-Orcs
-# Level Maximums
Thief 2nd Level
Barbarian 8th Level
Dual Class
Cleric/Thief, Fighter/Druid and Fighter/Thief
-# Thief Ability Modifier Table
Pick Pockets Open
Locks Find/Remove Traps Move Silently Hide in Shadows Detect
Noise Climb Walls Read Languages
-5% -5% -5% +10% +20% 0% +20% 0%
-# Single Class Clerics, Fighter and Druid may rise 1 level
higher than Racial Level Maximums
-# Revised Fist and Natural Armour Table
Class Level - Natural Armor Class - Fist Damage
1 - 8 - 1d4
2 - 8 - 1d4
3 - 6 - 1d4
4 - 6 - 1d6
5 - 4 - 1d6
6 - 4 - 1d8
7 - 2 - 1d8
8 - 2 - 1d10
9 - 0 - 1d10
10 - 0 - 1d12
-# Special Abilities
**Racial Emminity** Treants get a +1 to Hit against Trolls,
Orcs and Hobgoblins
**Grove** Inhabitants of a grove may include awakened trees
using the Treant statistics in the Monster Manual
**Brew Magic Potion** A Treant of level 9, who has created a
grove may brew magical potions as if a Magic-User