Half-Dryad (5e Race)

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Half-Dryad[edit]

"We speak for the trees. Isn't that right Mom?"

Physical Description[edit]

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Half-Dryads more closely resemble their paternal race than their mother's. By most standards they appear to be a child of normal birth. But the half-dryad's fey heritage always shows in one obvious detail, their hair. A half-dryad's hair changes with the seasons, in the spring and summer their hair comes in mixed shades of green, in the fall and winter their hair changes a varied blend of blonde, brown, and red. Leaves and flowers from their mother's root tree occasionally grow within a half-dryad's hair, for some it is mixed in among the strands of hair, for others it spreads to become foliage, their hair closely resembling a mass of verdant vines.

History[edit]

Half-Dryads and Dryads are the protectors of the forest and will defend it from anyone attempting to damage or desecrate the forest

Society[edit]

Half-Dryads usually live on the fringes of society, their connection to their mother's fey heritage makes them more comfortable in places where things grow, cities tend to feel oppressive and unnatural. When a half-dryad has a home inside of a city's walls their residence is obvious from the explosion of foliage they have growing. Many half-dryads live in their mother's groves, some find a calling working with plants and become farmers or gardeners.

Half-Dryad Names[edit]

Half-Dryads typically take names from their father's race, if they do not, their mothers tend to come up with something outrageous they may have heard once before, or that was popular in their youth, so many centuries ago.

Half-Dryad Traits[edit]

The children of the forest fey.
Ability Score Increase. Your Dexterity score increases by 1, and your Wisdom score increases by 2. You also gain proficiency in Nature
Age. Half-Dryads grow like trees, though they may grow quickly, once they hit maturity their aging slows to a crawl. A half-dryad can live for hundreds of years.
Alignment. Half-Dryad's tend to embrace the "laws" of nature over the laws of man and favor true neutrality.
Size. Medium
Speed. Your base walking speed is 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
Nature Magic. You have limited command of the wilds you are connected to. You know the thorn whip cantrip and can cast it without material components. At 3rd level, you can cast cure wounds as a second level spell with this trait and regain the ability to do so after a long rest. at 5th level, you can cast Locate Animals Or Plants with this trait and regain the ability to do so after a long rest. your spellcasting ability for these spells is wisdom.
Speak with Beasts and Plants. You can communicate simple messages to beasts and plants but you can not understand what they are saying
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Languages. You can speak, read and write Common and Sylvan.

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