Sylvari (5e Race)
From D&D Wiki
The sylvari are omnivorous humanoid plants. Some sylvari closely resemble humans but with a fey cast to their features such as tilted eyes and pointed ear tips; most display plantlike features such as hard wood for bone structure, have foliage and petals for hair, and bark acting as flesh. They glow feintly during the night. Golden sap moves through their veins instead of blood and pollen falls off of them as they move. They are much more slender than the average human and about a head shorter. While sylvari can seemingly absorb sunlight and become rejuvenated, they still must eat and drink to survive.
The origin of the sylvari is still unclear. What is known is that the Pale Tree was born of a fist-sized seed from a cave which Ronan, a human soldier, found. This cave was said to have been guarded by monstrous plant-creatures, though any details on them or the location of the tree is unknown, even to modern sylvari who have been looking for this cave since their race's birth from the Pale Tree.
Sylvari are usually honest, direct and focused, taking most things at face value. With the dream ensuring there is so much in common with the other sylvari, experience is cherished for creating uniqueness between them. They are eager to learn, experience and understand. Despite the kick start of knowledge from the dream they still seem naive as there are some matters which seem beyond their comprehension. Emotions and tact, in particular, are difficult for them to grasp, so often a sylvari will state out loud something which would normally be politely avoided by other races. Death too is not fully understood but viewed as something to be embraced and, as with many things in a sylvari's life, is viewed with a great degree of curiosity. These views serve to form an acceptance of and fascination with death that other races may find disturbing.
As they are all born from the Pale Tree they could be considered all of the same family; however, their family bond is not as strong as most families, with many sylvari considering others more like distant relatives with few exceptions, such as twins born from the same pod or those who shared dreams, though the latter may also result in lovers. Romance is practiced among the sylvari, disregarding gender between those involved. To a sylvari, love is spiritual and eternal, regardless of physical form and contact, and sexuality is simply a natural part of life. So long as it is entered into with good will and joy, the gender doesn't make a difference. Sylvari can reproduce with other humanoid races as well.
Male: Abhean, Cadeyrn, Dagonet, Diarmad, Itheann, Lachaidh, Kahedins, Malomedies, Melydiod, Pellan, Trahearne
Female: Aife, Alainn, Amaryl, Benerla, Brigh, Brigit, Caithe, Cinea, Faolain, Geileis, Killeen, Meme, Morwyn, Muireall, Niamh, Noxia, Padra, Rhyn, Saeraquel, Vanus, Vella, Wisteri
Botanical humanoids with a sense of wonder and curiosity about the world.
Ability Score Increase. Your Wisdom score increase by 1.
Age. Sylvari are mature at birth but are estimated to live as long as elves.
Alignment. Sylvari can be of any alignment.
Size. Sylvari are Medium sized creatures.
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.
Flammable. You are vulnerable to fire damage.
Plant Anatomy. Not having a typical anatomy, you have resistance against poison damage.
Plant Based. You have both the humanoid and plant creature type.
Languages. You can speak, read, and write Common, Elven, and Sylvan.
Subrace. Sylvari are born in cycles and the time of day they are born in affects their personality greatly, the cycles are of Noon, Dusk, Dawn, and Night.
The Cycle of Noon refers to those born between 6 a.m. and noon. Those born at this time are heartier than most other Sylvari. They prefer to experience things firsthand and explore.
Ability Score Increase. Your Constitution score increase by 1.
Undeterred. You have advantage on saving throws against being frightened.
Fire Resistant Tissue. You are no longer vulnerable to fire damage.
The Cycle of Dusk refers to those born between noon and 6 p.m. They are usually intelligent and philosophical, and enjoy studies and puzzles over physical pursuits.
Ability Score Increase. Your Intelligence score increase by 1.
Scholar of the Pale tree. You have an innate ability to understand tricks, you may cast the silent image spell once. You regain use of this trait after you finish a long rest.
Keen mind. You gain proficiency in History.
The Cycle of Dawn refers to those born between midnight and 6 a.m. These sylvari are typically diplomatic and friendly, and are naturals when it comes to planning and conversing with others.
The Cycle of Night refers to those born between 6 p.m. and midnight. These sylvari are inclined to be secretive and self-contained, preferring to travel alone.
Ability Score Increase. Your Dexterity score increase by 1.
Hidden in Plane Sight. You believe it is best to stay hidden, and may cast disguise self spell once. You regain use of this trait after you finish a long rest.
Untrusting. You gain proficiency in Insight.
Random Height and Weight
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