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Half-Dryad

Half-Dryad

Half-dryads are the rare offspring of a dryad and a humanoid—most typically an elf or a human. They have a strong proclivity for nature as a result of their fey lineage, and a tendency to rely on their charm and magic. Due to their mixed lineage, the way their physical characteristics manifest can vary wildly, but most display some degree of leaflike hair and vines or branches seemingly woven into their flesh, especially along their limbs.   Dryads are fey spirits bound to trees, sometimes as a punishment for a forbidden love with a mortal. Such love may produce a child—a half-dryad—that finds itself free of its mother’s bindings. Not unlike the diplomatic tendencies of half-elves, half-dryads often feel greatly compelled to serve as intermediaries between the natural world and that of their more urbanized peers.
ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1.
age: Half-dryad children, sometimes endearingly referred to as saplings or seedlings, mature at a relatively slow rate. Half-dryads reach adulthood around 30 years of age and can live for well over 200 years.
Size: Medium
speed: 30 ft
Languages: You can speak, read, and write Common and either Elvish or Sylvan (your choice).
race features:

Darkvision. Thanks to your fey blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey-Touched. You have two creature types: humanoid and fey. You can be affected by any spells or effects that affect either of these types, but you have advantage on saving throws against spells and effects that must target a humanoid, such as charm person.

Furtive Nature. You have proficiency in the Stealth skill. Whenever you make a Dexterity (Stealth) check while in a forest, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Primal Parlance. You can communicate simple ideas to beasts and plants, including plant creatures. They can understand the meaning of your words, though you have no special ability to understand them in return.

    Subrace. Choose one of the following subraces for your dryad heritage.  

Ironflower

Ironflower dryads are the sturdiest of their kin. They are staunch defenders of their woods. They use their magic to reinforce themselves and call upon their fey powers to charm intruders into leaving.  

Fey Charm. You can target one humanoid or beast that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw (DC=8+2 times your Proficiency Bonus) or be magically charmed for 1 hour. The charmed creature regards you as a trusted friend to be heeded and protected.
Each time you or your allies do anything harmful to the target, it can repeat the saving throws. If a target’s saving throw is successful, the target is immune to the half-dryad’s Fey Charm for the next 24 hours. Once you’ve used this ability, you cannot use it again until you complete a short or long rest.

 

Dryadic Magic. You know the druidcraft cantrip. When you reach 3rd level, you can cast entangle once with this trait. When you reach 5th level, you can cast barkskin once with this trait; when you use this version of barkskin, it doesn’t require your concentration. You regain the ability to cast these spells with this trait when you finish a long rest, and when you cast them with this trait, they don’t require material components. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

 

Swiftleaf

Swiftleaf dryads are mobile and discreet. They are the scouts sent ahead to monitor the forest, and warn the residents of any potential threats. Capable of going on long journeys alone, feeding off of their own magic, and moving quietly in the shade of trees.  

Tree Stride. As an action, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree.
Once you’ve used this ability twice, you cannot use it again until you complete a short or long rest.

Dryadic Magic. You know the shillelagh cantrip. When you reach 3rd level, you can cast goodberry as a 2nd-level spell once with this trait. When you reach 5th level, you can cast pass without a trace once with this trait. You regain the ability to cast these spells with this trait when you finish a long rest, and when you cast them with this trait, they don’t require material components. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

 

Ashbark

Ashbark are dryads that should have perished in the flames that took their forest. Yet by some fate they survived, their skin forever charred, the flames of vengeance inhabiting them. Some become protector of other forests to prevent such flaming disasters, others succumb to their burning hatred.  

Charred Bark. You have resistance to fire damage.

Dryadic Magic. You know the produce flame cantrip. When you reach 3rd level, you can cast hellish rebuke as a 2nd-level spell once with this trait. When you reach 5th level, you can cast flame blade once with this trait. You regain the ability to cast these spells with this trait when you finish a long rest, and when you cast them with this trait, they don’t require material components. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

 

Blightborn

These dryads were born in the woods infected by the blight. It has given them strange powers over undeath, unlike any other members of their kin.  

Blighted Constitution. You have advantage on saving throws against being charmed, poisoned, or diseased.

Dryadic Magic. You know the spare the dying cantrip. When you reach 3rd level, you can cast false life as a 2nd-level spell once with this trait. When you reach 5th level, you can cast blooming death once with this trait. You regain the ability to cast these spells with this trait when you finish a long rest, and when you cast them with this trait, they don’t require material components. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

  Blooming Death
2nd level transmutation (Druid, Warlock)
Casting Time: 1 action
Range: 60 feet
Components: V,S,M (the petal of a flower)
Duration: 1 minute
  You infuse a flower petal with the inevitable touch of death. The petal flies forth, sharp as a knife. It hits a creature of your choice within range dealing 3d6 slashing damage. The blood of the creature drips to the floor, turning into a writhing mass of burgundy flowers. The area in a 15-foot radius centered on the target becomes covered by the flowers for the duration, and is considered difficult terrain. The shield spell blocks this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d4 fire and poison damage for each slot above 2nd.

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