Forestborn
"Did you hear that?" The Elf, Lorias whispered to his distracted companion. The fire crackled and cast shadows by branch and bush as a human poked the embers within. With a crash and squeal a tusked and angry boar charged from the brush. The danger was averted not by the his own swift action, nor his companion, as a hand reached for the creature from the once thought Tree overlooking their camp, striking it hard enough for it to flee in terror.
Children of Boundless Green
Often found in Ancient Forests, primordial caves or magical and divine glades, the Forestborn is a term for a variety of peoples who share common origins. Dryads, Treants,and Myconids. These strange creatures come into being in a variety of ways; natural reproduction, a god's blessing, a druid's creation or merely by the affluent magics that permeate the soil of a particular area.
Bound by soil
Unlike many races, Forestborn often do not have large groupings, even fewer associating one other with concepts such as 'family'. While this may seem strange to others, Forestborn often see any of their own born in the same forest, cave or glade as family in the same way a human would see their own flesh and blood.
Forestborn Names
The Forestborn name themselves in a variety of ways. Most commonly; their place of birth, by the type of flora they most closely resemble and their temperament or a value.
Examples: Luthern Fairpine, Radbour Oakwise.
Ability Score Increase. Your Constitution score increases by 2.
Age. Forestborn can live a very long time. It is said that a Forestborn can live to watch an elven child be born, all the way to their elder years and death and beyond.
Alignment. Forestborn tend towards the neutrality valuing their forest homes, however, wrathful treants may be chaotic due to growing up in a regularly threatened forest or evil treants that grew up in or have spent too much time in desecrated lands.
Plant. Your creature type is plant when determining how spells, abilities and other effects affect you. Like most plant life you have vulnerability to fire damage.
False Appearance. While you remain motionless, you are indistinguishable from a normal tree, bush or large mushroom depending.
Natural Communicator. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, and you can understand basic concepts and ideas from them.
Friend of the Wild You know the Druidcraft cantrip. Once you reach 3rd level and 5th level, you learn spells as determined by your species sub-type which determines your spellcasting ability for these spells. A Dryad's spellcasting ability is Charisma, a Treant's spellcasting ability is Wisdom and a Myconid's spellcasting ability is Intelligence.
Languages. You can understand, speak, read and write Common and Sylvan.
The Woods and You
The Forestborn often have relationships with various communities surrounding their places of origin. As such various tropes and views can be found amongst them regarding other races.
Dwarves Mistrusted and rebuked, Dwarves are known as insatiable in their need for kindling for their mighty forges and so are rightly feared for the wood they use.
Humans They have a curious reputation. Some among their number are cruel and vicious, while others are as kind and helpful as they come. Some abhor the forest, while others revere it. It is hard to gage humans and their intent.
Elves The Fey folk are longed lived and share the wisdom of ages that Forestborn often possess or treasure. Many are seen as kin as the forest and its denizens are fiercely protected.
Orcs Reviled and hunted by Forestborn at every opportunity. Orcs are seen as despoilers for the destruction left in their wake, and the savagery they employ against natural spaces.
Dryad
Children of the Feywild, Dryad resemble green humanoids, with leaves and flowers for hair. Mischievous and fickle, they often like to play games on intruders. As their fey origins do little to help them understand humanoids and their needs or behaviors, this often results in their tricks or games being too much for their playmates to handle.
Ability Score Increase. Your Charisma score increases by 1.
Size. Dryad range from 4 to 6 feet tall. Your size is Medium.
Speed. Nimble and lithe, your base walking speed is 35 feet.
Beauteous Bulbs. Dryads often sport colorful flowers which bewitch, beguile or alarm. You are proficient in one skill of your choice of; Deception, Intimidation or Persuasion.
Photosynthesis. Instead of consuming food like most humanoids, Dryads absorb energy from the sun and nutrients from the soil for sustenance. A Dryads that spends at least an hour outside, while the sun is up, is considered to have eaten for that day. Dryad characters suffer fatigue the same way other races do for going without food.
Fey-touched Magic. Once you reach 3rd level, you can cast the Charm Person spell spell once. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Friend of the Seelie Court. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Treant
Ancient, wise and patient, Treants walk their woodland homes a, with leaves and flowers for hair. Mischievous and fickle, they often like to play games on intruders. As their fey origins do little to help them understand humanoids and their needs or behaviors, this often results in their tricks or games being too much for their playmates to handle.
Ability Score Increase. Your Wisdom score increases by 1.
Size. Treant range from 6 to 8 feet tall. Your size is Medium.
Speed. Lumbering and patient, your base walking speed is 25 feet.
Clade-kin. Formed from the same seeds of your brethren, you carry their legacy. You are proficient in one skill of your choice of; Insight, Medicine or Perception.
Photosynthesis. Instead of consuming food like most humanoids, Treants absorb energy from the sun and nutrients from the soil for sustenance. A Treant that spends at least an hour outside, while the sun is up, is considered to have eaten for that day. Treant characters suffer fatigue the same way other races do for going without food.
Wood Warden. Once you reach 3rd level, you can cast the Entangle spell spell once. Once you reach 5th level, you can also cast the Spike Growth spell once. You must finish a long rest to cast these spells again with this trait. Wisdom is your spellcasting ability for these spells.
Natural Armor. Due to the shape of your body, you are ill-suited to wearing armor. Your bark provides ample protection, however; it gives you a base AC of 13 + your Constitution Modifier. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Deep Rooted. You can sink your feet into the ground and brace yourself for an assault with your powerful roots. As an action, you can dig your roots in, reducing your speed to zero. Whilst dug in, you cannot be forcibly moved or knocked prone. To free yourself requires the use of another action. You can't use this trait again until you finish a short or long rest.
Myconid
Living deep below the earth, in caverns and caves, Myconids tend to form symbiotic colonies with their unawakened kin and others of their kind. These colonies are vast and allow Myconids to share their knowledge and strength to defend against the most vile of threats from the Underdark.
Ability Score Increase. Your Intelligence score increases by 1.
Size. Myconid range from 4 to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Fungi Curiosity. With a thirst for knowledge, Myconid Colonies study and scour for new tidbits. You are proficient in one skill of your choice of; History, Investigation or Nature.
Unusual Form. You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
Specialized Spores. Once you reach 3rd level, you can cast the Faerie Fire spell spell once. Once you reach 5th level, you can also cast the Enhance Ability spell once. You must finish a long rest to cast these spells again with this trait. Wisdom is your spellcasting ability for these spells.
Limited Telepathy You have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn't need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
Feats of the Forest
Ember Hearted
Prerequisite: Forestborn
The fire without, pales against the fierce fire within.
- Increase your Constitution score by 1, to a maximum of 20.
- You are no longer vulnerable to Fire damage.
- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. Additionally any melee attacks you make also deal an additional 1d4 fire damage.
Wild Hunter
Prerequisite: Dryad Forestborn
Fey Lords can be cruel and those Dryads associated with them are equally so. Choose one of the following options:
- Claws. Each of your hands transforms into claws, which you can use as a weapon if it's empty. It deals 1d6 piercing damage on a hit. If the attack hits, you can choose to gain temporary hit points equal to your Constitution modifier (minimum of 1). You can use this feature a number of times equal to your Constitution Modifier and regain all uses when you finish long rest.
- Vines. You grow a lashing, spiny vine, which deals 1d6 slashing damage on a hit and has the reach property. Once on each of your turns when you attack with your vine using the Attack action, you can make one additional vine attack as part of the same action.
Beyond the Boughs
Prerequisite: Treant Forestborn
The oldest and wisest of Treants possess the very power of the Woods that they carry with them.
- Power of the Ancients You can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. You don't need material components for this spell. You regain the ability to cast these spells with this trait when you finish a long rest. Wisdom is your spellcasting ability for this spell.
- Eternal Attendant You can cast the Summon Fey spell once. You don't need material components for this spell. You must finish a long rest to cast this spell again with this trait. Constitution is your spellcasting ability for this spell.
Poisonous Excretions
Prerequisite: Myconid Forestborn
Rare and dangerous, some Myconid possess spores that poison and confuse.
- Toxic Explosion You can cast the Stinking Cloud spell once. When you do so using this feature, its range becomes Self and you are immune to its effects. You don't need material components for this spell. You must finish a long rest to cast this spell again with this trait. Constitution is your spellcasting ability for this spell.
- Fists of Fever You can use a bonus action to excrete poisons from special glands in your arms. Until the start of your next turn your next attack deals an additional 1d4 poison damage and your target must make a Constitution saving throw DC = 8 + your proficiency bonus + your Constituion modifier. On a failure, the creature is poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target. You can use this feature a number of times equal to your Constitution modifier. You regain all uses upon completing a Long Rest.
Magic Items
Common
Rambler's Cane
Wondrous item, common 2 lbs.
This gnarled and wizened staff aids the traveler and rambler on their wonderous journeys. While you traveling for an hour or more in a forest environment and are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. Additionally, difficult terrain doesn't slow your group's travel.
Water Mirror
Wondrous item, common 1 lb.
A flask of water and shallow bowl make up this peculiar creation. Using the flask, you may draw from a body of water no larger than a small lake. You can then pour this water into the bowl and use it as a means to communicate with creatures on the other side. You can have no more than one body of water linked at any one time, and can only do so once per day. You may refill the flask from your bowl to preserve an existing connection.
Uncommon
Symbiotic Spine
Weapon, Uncommon
Simple weapon, ranged weapon 2 lbs.
1d6 piercing - Range (30/120 ft.)
This terrible plant embeds itself into its host upon attunement, siphoning its vitality for its own. The parasitic plant fires spines on command by its connection. As a bonus action, you can expend one Hit Die to empower the Spine, reducing your maximum health by the amount rolled. For the next minute, you can add the Hit Die as extra piercing damage to any target it hits. You can use this feature a number of times equal to your Consitution Modifier and regain all uses on the next dawn.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Ceaseless Hive
Wondrous item, uncommon
2 lbs.
This honey laden hive buzzes angrily when shaken. It weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of bees or wasps (your choice) pours out of the flask. The insects stop pouring out at the start of your next turn. Choose from the following options:
"Buzz!" produces 1 gallon of bees or wasps.
"Swarm!" produces 5 gallons of bees or wasps.
"Plague!" produces 30 gallons of bees or wasps that gushes forth in a Swarm 30 feet long and 1 foot wide. As a bonus action while holding the Hive, you can aim the Swarm at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw. On a failed save, it takes 1d4 piercing and it is frightened of you until the end of your next turn. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Rare
Wrath
Generic variant, rare (requires attunement)
Base items. This item variant can be applied to any Simple or Martial Melee Weapon.
This magical weapon has 5 Charges which it regains each dawn. When you take the Attack action on your turn, you can spend a charge to replace one of the attacks with a Lightning Strike from above against the target. Each creature within 5 feet of the target must make a DC 13 Dexterity saving throw. A creature wearing metal armor has disadvantage on the save. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. You are immune to this effect.
Honey Locust
Weapon, rare
Simple weapon, Greatclub
10 lbs. 1d8 piercing - special, two-handed
Wrapped in terrible barbs of wood, this branch pulsates with life and malice. You can use a bonus action to speak this magic weapon's command word, causing viscous and vile liquid to pour from the barbs. On a hit, the target takes an additional 1d8 poison damage, and it can’t regain hit points until the start of your next turn. The effect lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.
Very Rare
Cloak of Moss
Wondrous item, very rare
While you wear this cloak, you have resistance to fire damage. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When this property is used, it can't be used again until the next dawn. Finally, you can strain water through the Cloak of Moss, as part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.
Horn of the Wild Hunt
Wondrous item, very rare
You can use an action to blow this horn. In response, 4d4+4 Fey spirits from the Feywild appear within 60 feet of you. They use the Statistics of a Satyr Thornbearer. They return to the Feywild after 1 hour or when they drop to 0 Hit Points. Once you use the horn, it can't be used again until 7 days have passed.
Legendary
The Amber Edge
Weapon (Greatsword), legendary (requires attunement) Martial weapon, melee weapon
Once held in defence by a mighty Grove Guardian, this blade's beautiful sheen still glistens with life.
You gain a +2 bonus to damage rolls made with this magic weapon. This weapon is a valid target for the spell Shillelagh.
Awakened. When a character awakens The Am ber Edge, apply the following changes to the item's traits:
- The bonus to damage rolls is increased to +3.
- When a creature is damaged by this weapon, they suffer disadvantage on Strength ability checks until the beginning of your next turn.
- When you drop a creature to 0 hit points with an attack using The Amber Edge, you can immediately make an additional melee attack with this weapon as a bonus action.
Exalted. When a character exalts The Amber Edge, apply the following changes to the item's traits:
- The bonus to damage rolls is increased to +4.
- When you score a critical hit with this weapon, the target must make a DC 17 Wisdom saving throw or become frightened of you for 1 minute. If this saving throw is successful, not only does the target not become frightened, they become immune to this frightening effect for the next 24 hours.
Tablet of Ages
Wondrous item, Legendary (requires attunement)
This ancient stone tablet, written in Druidic and wreathed in magic, is a testament to the deep introspection and sought after wisdom of a long dead author. Secrets of the universe are inscribed in meticulous care, the stonework yet faded and damaged by years of neglect. However, with careful study, one might see the knowledge carved within and use it to bless the world with its wonders once more.
Scholar's Lineage. While wielding this item, your Wisdom score changes to 23. The item has no effect on you if your Wisdom without the Tablet is equal to or greater than the Tablet's score.
Potent Spellfocus. While wielding this item, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your spells.
Knowledge Unbound. While holding this tablet, you can speak its command word as a bonus action to cause it to animate. The tablet leaps into the air and hovers in your space allowing you to wield it, leaving your hands free. The tablet remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the tablet falls to the ground or into your hand if you have one free.
The tablet has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn.
Spells. While wielding this tablet, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Cone of Cold (5 charges), Call Lightning (5th-level version, 5 charges), Conjure Fey (6 charges), hold monster (5 charges), Earthbind (2 charges). lightning bolt (5th-level version, 5 charges), Zephyr Strike (1 charge), Healing Word (1 charge), or Wrath of Nature (5 charges).
Crown of Thorns
Wondrous item (ring), Legendary (requires attunement)
The Crown of Thorns is a myth to most mortals. However, to a group of Fey, the Faerie Court, it is very real. A small group of tricksters not aligned with the majority of Fey Lords and having fled to the Material Plane, the wearer of said Crown becomes the Faerie King. Unfortunately this is mostly a ceremonial title as Fey creatures are very hard to corral at the best of times, and these creatures even more so.
Conferred Elegance. While wearing this ring, your Charisma score changes to 23. The item has no effect on you if your Charisma without the ring is equal to or greater than the ring's score.
Fey Protection. Also while wearing this ring, you are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against the ring's spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Potent Spellfocus. While wearing this ring, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your spells.
Voice of the King. You can use an action to present the ring and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. This feature can't be used again until the next dawn.
Sentience. The Crown of Thorns is a sentient weapon of chaotic neutral alignment, with an Intelligence of 14, a Wisdom of 16, and a Charisma of 23. It has hearing and blindsight out to a range of 60 feet. The ring communicates telepathically with its wielder and can speak, read, and understand Sylvan. It can also speak with animals as if using a Speak with Animals spell, using telepathy to involve its wielder in the conversation.
Personality. When it grows restless, The Crown of Thorns has a habit of telling jokes, humming faerie songs or starting meaningless arguments. The Crown is incessantly trying to mold the new Faerie King into the perfect partner, as the soul that inhabits it is what remains of an ancient Faerie Queen. Capricious and with short attention, she constantly moves to new and exciting distractions, but always turns back to find ways to replicate her lost love's traits in her new wielder.
Variable Rarity
Ironwood Armor
Ironwood Armor is a series hardened plates of bark and wood that protect its wearer from the dangers of combat. Unlike the armors forged from metals of other societies, these plates and suits are done through ritual. What might take a smith weeks to produce, could take months for a novice Woodweaver. However, with potent magic this process can be accelerated.
An Ironwood Armor set takes three times longer to craft than magic armors of the same rarity. However, for each 5th level Spell slot expended, the crafting time is reduced by 10%. This expands to an additional 10% completion per spell slot level, with 50% completion at maximum using a 9th level Spell slot. This can only be done once per week while crafting.
Additionally, an Ironwood Armor set can be infused with one spell of your choice, the level of which can be up to your proficiency bonus. While wearing this armor, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Ironwood Armor
Generic variant, rare (requires attunement)
Base items. This item variant can be applied to the following base items:
Chain shirt (Ironwood Barkstrip Shirt)
Scale mail (Ironwood Scale Mail)
Breastplate (Ironwood Breastplate)
Half plate (Ironwood Half Plate)
Ring mail (Ironwood Ring Mail)
Chain mail (Ironwood Barkstrip Mail)
Splint (Ironwood Splint)
Plate (Ironwood Plate)
Ironwood Armor +1
Generic variant, very rare (requires attunement)
You have a +1 bonus to AC while wearing this armor.
Base items. This item variant can be applied to the following base items:
Chain shirt (+1 Ironwood Barkstrip Shirt)
Scale mail (+1 Ironwood Scale Mail)
Breastplate (+1 Ironwood Breastplate)
Half plate (+1 Ironwood Half Plate)
Ring mail (+1 Ironwood Ring Mail)
Chain mail (+1 Ironwood Barkstrip Mail)
Splint (+1 Ironwood Splint)
Plate (+1 Ironwood Plate)
Ironwood Armor +2
Generic variant, Legendary (requires attunement)
You have a +2 bonus to AC while wearing this armor.
Base items. This item variant can be applied to the following base items:
Chain shirt (+2 Ironwood Barkstrip Shirt)
Scale mail (+2 Ironwood Scale Mail)
Breastplate (+2 Ironwood Breastplate)
Half plate (+2 Ironwood Half Plate)
Ring mail (+2 Ironwood Ring Mail)
Chain mail (+2 Ironwood Barkstrip Mail)
Splint (+2 Ironwood Splint)
Plate (+2 Ironwood Plate)
Amber-infused Weapons
Unlike the weapons forged from metals of other societies, these blades and staves are done through ritual. What might take a smith weeks to produce, could take months for a novice Woodweaver. However, with potent magic this process can be accelerated.
An Amber-infused weapon takes three times longer to craft than magic weapons of the same rarity. However, for each 5th level Spell slot expended, the crafting time is reduced by 10%. This expands to an additional 10% completion per spell slot level, with 50% completion at maximum using a 9th level Spell slot.
This can only be done once per week while crafting. These weapons are valid targets of the spell Shillelagh.
Amber-infused Weapon
Generic variant, rare (requires attunement)
Base items. This item variant can be applied to the following base items:
Amber-infused Weapon +1
Generic variant, very rare (requires attunement)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Base items. This item variant can be applied to any Simple or Martial Melee Weapon.
Amber-infused Weapon +2
Generic variant, Legendary (requires attunement)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Base items. This item variant can be applied to any Simple or Martial Melee Weapon.
Living Branch Bows
Unlike the bows cut and carved of other societies, these bows are grown. What might take a bowyer weeks to produce, could take months for a novice Woodweaver. However, with potent magic this process can be accelerated.
A Living Branch Bow takes three times longer to craft than magic bows of the same rarity. However, for each 5th level Spell slot expended, the crafting time is reduced by 10%. This expands to an additional 10% completion per spell slot level, with 50% completion at maximum using a 9th level Spell slot. This can only be done once per week while crafting.
Living Branch Bow
Generic variant, rare (requires attunement)
Base items. This item variant can be applied to the following base items:
Shortbow (Living Shortbow) Longbow (Living Longbow)
Exotic Seeds. This weapon produces 5 seeds that can be grown over a Short Rest. The bow regains all expended seeds daily at dawn.
Toxic Barbs This seed produces arrows with barbed tips, laden with toxins. These arrows deal additional Poison Damage die equal to your weapon's die.
Living Branch Bow +1
Generic variant, very rare (requires attunement)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Base items. This item variant can be applied to the following base items:
Shortbow (+1 Living Shortbow) Longbow (+1 Living Longbow)
Exotic Seeds. This weapon produces 10 seeds that can be grown over a Short Rest. The bow regains all expended seeds daily at dawn.
Toxic Barbs This seed produces arrows with barbed tips, laden with toxins. These arrows deal additional Poison Damage die equal to your weapon's die.
Binding Coils This seed produces arrows with writhing vines. Upon hitting a target, it must must make a Dexterity saving throw, or be restrained by the entangling plant until the start of your next turn. DC = 8 + Prof + Dex.
Living Branch Bow +2
Generic variant, Legendary (requires attunement)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Base items. This item variant can be applied to the following base items:
Shortbow (+2 Living Shortbow) Longbow (+2 Living Longbow)
Exotic Seeds. This weapon produces 15 seeds that can be grown over a Short Rest. The bow regains all expended seeds daily at dawn.
Toxic Barbs This seed produces arrows with barbed tips, laden with toxins. These arrows deal additional Poison Damage die equal to your weapon's die.
Binding Coils This seed produces arrows with writhing vines. Upon hitting a target, it must must make a Dexterity saving throw, or be restrained by the entangling plant until the start of your next turn. DC = 8 + Prof + Dex.
Puff Balls This seed produces arrows with a bulbous growth on the head. Upon hitting a target, the arrow then explodes. The target and each creature within 5 feet of it must succeed on a Constitution saving throw or take 2d6 poison damage and is poisoned until the start of your next turn. DC = 8 + Prof + Dex.
Art Credits
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