- "Do not forget my children of the dangers that lie outside"
- "For the dangers in the Wilds will scare you with fright!"
- "Do not become lost children or you will turn aside"
- "And become like skull children dancing in the moonlight!"
-Akian Lullaby
The Djul'zek are a sparse grouping of Wildlings that hail from forests found on the outskirts of civilized settlements. Called the Outer Woods, the Djul'zek tend sacred groves hidden deep within, populating many nights with dancing, mask-making, and songs. According to folklore passed down from frontier village mothers, children who become lost in the woods are taken in and transformed by these Wildlings, becoming ones like themselves. Children are therefore never allowed to play in the woods by themselves, and when night approaches, the villagers shut their windows and doors, for when the sounds of a flute are heard carried on the wind, they know that the timeless dance of the Fae is about to begin.
Gameplay Traits
- Ability Score Increase.
- Creature Type. You are a Humanoid. You are also considered a Fae for any prerequisite or effect that requires you to be a Fae.
- Size. Your size is Small. Despite aging, Djul'zek never seem to grow beyond 4 feet.
- Speed. Your walking speed is 25 feet.
- Languages. You can speak, read, and write Regional (a catch-all term for the region's main language, also known as Common) and one other language of your choice.
- Age. Though they bear a seemingly eternal visage of children, Djul'zek do age at a normal rate, albeit reaching full maturity at a later time. Typically living to the age of 80, they reach maturity around the age of 30.
- Alignment. Always Chaotic, though rarely malicious, Djul'zek love to play tricks on people in good-natured fun. They turn between light-heartedness and seriousness on a whim and are known to lead lost travelers to safety, oftentimes leaving behind a little wood-carved keepsake or tune scrawled on a leaf to be remembered by.
- Woodland Theatrics. You are proficient with Woodcarver's Tools and one musical instrument of your choice. The musical instrument must be a type of Wind instrument.
- Savior of the Lost. You are proficient in the Survival skill. You also have advantage on Wisdom (Survival) checks to navigate or avoid becoming lost, and you always know which way is north.
- Faelyn Prance. Your base walking speed is increased by 5 feet. Additionally, you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. You may also choose whether the jump uses your Strength or Dexterity score for determining height or distance, and you double the distance you would normally leap in either case, though you can't jump farther than your remaining movement would allow.
- Whimsical Nature. You have a -1 penalty on all Wisdom saving throws, but you have advantage on saving throws you make to avoid or end the charmed or frightened condition on yourself.
- Sacred Grove. You know the Druidcraft cantrip. Starting at 3rd level, you can cast the Speak with Animals spell with this trait. Starting at 5th level, you can also cast the Misty Step spell with this trait. Once you cast Speak with Animals or Misty Step with this trait, you can't cast that spell with it again until you finish a long rest. 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 these spells when you cast them with this trait (choose when you select this template).
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