Willowin (3.5e Race)

From D&D Wiki

Jump to: navigation, search


Willowins[edit]

Human myth states that Willowins (Also known as Willowlings, Twiglings, and Ehlonna's children) where created by Ehlonna. As she watched the beings of the material plane nurture their children, her heart longed for some of her own, but ended up all but discarding the idea as foolish. As she roamed her realm, Ehlonna came upon a lonely stand of willow trees, slowly withering for lack of water. In a combination of compassion for the trees as well as longing for children, Ehlonna gave the trees a sentient human form. She was happy with her children for a time, but soon they where discovered, and the other gods (save Pelor, Heironous, Moradin, Yondalla, and Correlon, who understood and accepted Ehlonna's plight, as well as Gruumsh, Garl Glittergold, who didn't care ) became jealous. The jealous gods attempted to destroy the children, but the others managed to protect them long enough for Ehlonna to send the children to the Material plane.

Personality[edit]

Willowins are very sociable, and will often strike up a conversation with a complete stranger. Despite this, they still enjoy keeping company with their own race, often forming a loose community in cities, towns, or the like, or traveling with one or two other Willowins. They tend to be helpful, and will often perform a task without being asked or requesting payment, or they might offer to help someone who is having obvious difficulty with a task. They are often a little slow witted, but not always, and always have at least some common sense.

Physical Description[edit]

Willowins are small and thin, looking much like the tree that they are named after. They have four arms that split at the ends to form four to six thin, finger-like branches. Their legs are as thin as the rest of their bodies, with the bottoms slightly wider and flat, with roots . At night, these roots burrow into the ground to take in sugars and water.(The Willowin becomes immobile, but not asleep.) They tend to be around four feet tall, and generally weigh 53 lbs , with females a bit shorter and slimmer then males. Their skin ranges from white to gray, with a supple, but woody texture. Their eyes are colored black, with the rare variation to either brown or green. Willowins have hairlike leaves that capture sunlight on their heads. They have soft and graceful features, often to the point of being fragile. Other than these variations, Human and Willowin external anatomy appear and function similarly.

Relations[edit]

Willowins are very social, and enjoy the company of all races. Though many live in forest glades, many more live among the other races. If they do live among the other races, however, they tend to gravitate towards each other, forming a loose, perhaps even open ended community amongst themselves. Societies often welcome Willowin members because of their socialization and helpful bents.

Alignment[edit]

Willowins can be unpredictable and rash, but they tend to be that way with the best of intentions. Though they respect the laws of a community, they will often break those laws to help anyone that they think needs it. They do tend, however, to maintain cooperation and an unwritten code (albeit a loose one). Evil Willowins still wish to help, but are much more drastic in their means of doing so.

Lands[edit]

Willowins have no lands of their own, but many live in forests, often accompanying feys or elves. Others inhabit cities or towns, sinking easily and deeply into the society there, as well.

Religion[edit]

Willowins mostly worship Ehlonna. They may take up the religion of the society they live in, but they do not do this often. This leaves many to believe that Willowins where created by Ehlonna, and this view is often supported by the fact that the names Willowins give themselves are similar to hers, But Willowins neither confirm or deny this speculation, either because they do not understand or find the information trivial.

Language[edit]

Willowins generally don't need to communicate within their societies, most of them do what needs done without being asked and without stipulations. However, they enjoy communicating with others, and will often take up another language just to be able to speak with other races.

Names[edit]

Willowins name themselves. The name they select can be influenced by others, but it is usually original. Male names begin and end with a consonant, while female names begin and end with a vowel. The names they are given at birth are variations of the names of the place of their birth. These names begin and end with a consonant and a vowel.

Example of Male names: Masear, Tender, Woad Examples of Female names: Aluna, Oliva, Aresadi Example of Birth names: Farecha, Aten, Glendesa

Racial Traits[edit]

  • +2 Dexterity, −4 Constitution, −2 Intelligence, +2 Wisdom, +2 Charisma: Willowins are well attuned to the world and it's creatures, giving them bonuses to Wisdom and Charisma. They also have supple, almost elastic bodies that grant them a higher dexterity. However well they are attuned to the world, they are not precisely intelligent or strong, so they take a minus two penalty on intelligence, as well as a minus four penalty to constitution.
  • Humanoid (Plant): Willowins are different in that their bodies have plant features, but still retain a humanoid form.
  • Small: As a small creature, Willowins gain +1 racial bonus on attack rolls, +1 racial on Armor class, and +4 racial bonus on hide checks, but they use smaller weapons than humans use, and their carrying capacity is three quarters that of a human.
  • Willowin base land speed is 30 ft
  • Low-light vision: Willowin can see twice as far as humans in starlight, moonlight, torchlight, and similar low light conditions. The Willowin retains ability to distinguish color and detail under the conditions.
  • Root: A Willowin does not need to (but may) actively drink water. A Willowin may either actively drink water as normal or take root and draw the water from the ground. If they cannot do this, they suffer thirst effects. It takes a move action to root, but two consecutive full round actions to unroot.
  • Photosynthesis: A Willowin does not need to (but may)eat to nourish its body. Instead, the Willowin may draw in solar energy through its leafy hair and use it to fuel its body. In absence of sunlight, the Willowin may choose to eat, but it looses its Sunbeam Ability. If a Willowin can do neither of these, it suffers starvation effects.
  • Natural Armor +2: Willowin have naturally tough, woody skin, granting them extra defense. This armor bonus is ineffective against Fire dammage or the increase thereof.
  • Willowin do not sleep, though Willowin spell casters and manifesters tend to enter a meditative state instead.
  • Rootkin: For all effects related to creature type, a Willowin is a plant.
  • Spell-Like Ability: Sun Beam: If a Willowin has spent at least one hour in natural sunlight that day, he/she may use this ability a number of times equal to their Wisdom modifier +1d3. If not, he/she may not use this ability. The willowin may choose to cast one Sunburst for every two sunbeams he/she could cast instead, as long as he/she has spent a total of three hours in natural Sunlight that day. — Caster level is 9. The save DC is Wisdom-based.
  • Fire Vulnerability: Willowin are extremely susceptible to fire, and take an extra 1d4 of damage from fire effects (accept Sun spells). They also take an additional 1d2 of damage over 1d8 rounds unless they make a successful fortitude save against 10+ 1/2 hit dice + total damage (or Spell save DC+ 1/2 damage, whichever is higher).
  • Longbow Proficiency: All Willowin receive Longbow proficiency as a bonus feat.
  • Assist: Willowen give an extra +2 modifier when helping with any skill check in addition to the normal modifier.
  • Willowin receive an additionally two skill points per level advancement. They receive six extra points at their first class level. This represents a Willowins competence and willingness to help others with any task they can, and their versatility at the things they do.
  • Willowin receive a +2 racial bonus on Sense Motive, Diplomacy, and gather information checks, and a +4 racial bonus on profession checks.
  • Willowin receive a −2 penalty to intelligence based skills.
  • All knowledge other than Knowledge: Nature is always considered a cross class skill for willowin, regardless of actual class.
  • Racial Skills: Survival, diplomacy, Knowledge: Nature, and Heal are always considered class skills, regardless of actual class.
  • Automatic Languages: One language of choice + Common. Bonus Languages: Aquan, Auran, Terran, Elven.
  • Favored Class: Any.
  • Level Adjustment: +1

Vital Statistics[edit]

Table: Willowin Random Starting Ages
Adulthood Simple Moderate Complex
10 years +1d4 +3d4 +5d4
Table: Willowin Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
25 years 45 years 70 years +3d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Willowin Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3' 5" +1d10 20 lb. (× 1d4) +1d10 lb.
Female 3' 1" +1d8 18 lb. (× 1d4) +1d10 lb.



Back to Main Page3.5e HomebrewRaces

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors