Half-Dryad (5e Race)
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"We speak for the trees. Isn't that right Mom?"
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.
Half-Dryads and Dryads are the protectors of the forest and will defend it from anyone attempting to damage or desecrate the forest
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-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.
The children of the forest fey.
Ability Score Increase. Your Intelligence score increases by 1, and your Wisdom score increases by 2.
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. Your height and weight varies as much as humans do. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
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 needing material components. When you reach 3rd level, you can cast the cure wounds spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the locate animals or plants spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Speak with Beasts and Plants. You can communicate simple messages to beasts and plants, and can understand simple concepts and feelings that they convey back to you. These responses are incredibly limited by the beast or plants intelligence and what it would be able to percieve.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Natural History. You gain proficiency in the Nature skill.
Languages. You can speak, read and write Common and Sylvan.