Volodni (5e Race)
Volodni[edit]
Physical Description[edit]
Volodni appear as humanoids with green skin that usually shades of olive and the hardness of pinewood. They generally have tall, slender proportions with wide shoulders, and striking facial features. The sclera of their eyes is black and many have dark enough irises that they blend into the darkness, but colors range in a variety of earth tones like grey, browns, blues, and greens. Volodni hair grows in winding, tangled locks dotted with scales of tree bark.
Amongst their own people, volodni wear armor made of leather or wood as everyday clothing, but also have rough textiles. Most volodni go without shoes or gloves to better interact with the wilds. They naturally smell of freshly fallen pine needles and their blood is a clear, viscous sap.
History[edit]
The volodni descend from the people of the ancient Narfell Empire, which ruled and conquered by summoning demons and binding them to their will. When Narfell clashed with the neighboring Raumathar Empire, many of these demons were freed, and wrecked havoc across Narfell, shattering the empire. To escape these wandering cataclysms, a Nar lord lead a group of refugees deep into the Rawlinswood, one of the Unapproachable East's magic-infused forests. There they made a pact, though with whom differs between tellings of the legend: either by a venerable treant, or by the Archfey Relkath, or perhaps by an aspect of the god of nature himself Silvanus. In accepting this pact, they would take the blood of the forest within themselves and become its protector, and in exchange the forest would protect them. The first lord of the volodni agreed in a heartbeat, though sacrificing his wards' humanity in exchange for their safety would weigh heavily on him for the rest of his life.
The volodni tribes now occupy a number of forests, and occasionally swamps, but usually stick to those in temperate if not sub-arctic conditions. There they still fulfill their sacred duties, though it’s not rare for individual volodni to strike out beyond the treeline to explore new lands for their people to expand to or face threats to their wildlands before they reach them.
Society[edit]
Since their early days, the volodni have split into many tribes, each usually headed by a cleric or druid of Silvanus, though sometimes they may instead pay homage to a more local nature deity or Archfey. The war leaders of the volodni tribe is usually a separate position of leadership and is usually a barbarian or ranger. The volodni will fight to slay anyone they see as a danger to their forests without ruth, but different tribes have different views on what constitutes an enemy. Most get along well with treants, fey, and wood elves. Some moderate tribes are perfectly willing to allow sustainable practices like foraging and harvesting wood as long as the people doing so leave no lasting harm behind them, but others will kill any traveler that enters their territory without express permission. All volodni will turn immediately hostile if sentient creatures in their area becomes explicitly and maliciously destructive.
Volodni Names[edit]
Volodni use a range of old human names, usually those associated with forests and nature. Surnames are typically a preferred forest locale.
Male: Andror, Glenn, Huvast, Isilvor, Leped, Leif, Normol, Rowan, Strevast, Yevgen
Female: Arlo, Atryanna, Dahlia, Hela, Kari, Lara, Naskyara, Slaela, Valerian, Zashi
Name Examples: Andror of the Deepspring, Harl of the Old Grove, Mara of the Windridge.
Volodni Traits[edit]
Pinefolk that ensure their lands remain evergreen. Ability Score Increase. Your Constitution score increases by 2 and your Wisdom score increases by 1. Age. Volodni reach maturity slightly slower than humans and can live for up to 400 years. Alignment. Volodni tend towards a chaotic neutral alignment. Size. 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. |
Evergreen. You have resistance to cold. |
Fey Ancestry. You have advantage on saving throws against being charmed and magic can’t put you to sleep. |
Poison Resilience. You have advantage on saving throws against poisoned, and you have resistance against poison damage. |
Forest Cover. You have advantage on Dexterity (Stealth) checks in forests and swamps. Whenever a tree would give you half cover, you gain three-quarters cover instead. |
Sustenance. After sleeping for 2 hours, you gain the same benefit that a human does from 8 hours of sleep, and you only need to eat a quarter pound of food each day. |
Natural Armor. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. |
Languages. You can speak, read, and write Common and Sylvan. |
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
5′ 0'' | +2d12 | 200 lb. | × (1d10) lb. |
*Height = base height + height modifier |
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