Age. A typical wilden lives more than a century, their body moving through the seasons as they age. Alignment. Wilden are often staunch defenders of the natural order. Very few wilden are not good-aligned, and evil wilden are ostracised with great prejudice. Size. Most Wilden stand over 5 feet tall, but under 6, and rarely weigh more than 200 lbs. Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can’t put you to sleep. Hardy Form. Once per short or long rest, when you make a saving throw you may harden yourself to an effect. You have advantage on the saving throw, and if a successful saving throw would reduce damage, it instead negates the damage. Nature’s Aspect. Whenever you complete a long rest, choose one of the following aspects of nature to manifest. You may use an aspect’s power once, and cannot use it again until you finish a short or long rest. Aspect of the Ancients: When you hit a creature with a melee weapon attack, you may use your reaction to vanish and teleport up to 15 feet, marking the creature. You gain advantage on attack rolls you make against the marked creature before the end of your next turn. Aspect of the Destroyer: When an enemy attacks you or an ally adjacent to you, you may use your reaction to move up to your movement speed and make a melee attack against that enemy. If your attack hits, the target is also incapacitated until the end of their next turn. Aspect of the Hunter: When an enemy within 10 feet of you moves more than 10 feet away from you on its turn you may use your reaction to immediately move up to 15 feet and mark that enemy. The next attack you make against the marked enemy deals additional damage equal to half your level, and the enemy does not benefit from cover or concealment if you attack it at range.
Languages. Wilden speak, read, and write Common and Sylvan.