Either from their Fae ancestry or through countless generations of attunement to nature, Wood Elves have the ability to perceive into a natural environment, at a cost.
A Wood Elf may enter a Wild Echo with the natural environment, in which you'll experience a dream-like communion with the flora and fauna, gaining impressions left by living beings.
"Close your eyes, Ydrawel. Feel the moss between your fingers, and breathe. Beyond Sylvanus' grace, beyond the veil; let go. Imagine our own decay into to leaf and toadstool and worm. The spirits are already here, waiting, and we must but only ask, and contribute, as we are but mere parts of the whole."
The target must be soil, roots, bark, plant vegetation, fallen leaves or an animal (recently deceased or otherwise), upon which your hand must be placed.
A Wild Echo happens in a place of nature that is not urban or sterile for at least 30 feet in each direction; Wood Elven shrines, rituals, tranquility and other assistance will increase the ability of the Wood Elf gain from the Echo.
Decaying, dying or disturbed animals and plants will also respond, and will allow you to exchange their life for a favour from the natural environment.
If the target is an animal - and is unwilling - they must be unconscious or restrained and must fail a DC15 Charisma Save; on a save they'll forcibly leave the Wild Echo.
A Wood Elf that has entered a Wild Echo may spend 12 seconds (2 turns) to ask an exchange from nature.
- Messenger: Ask a bird or other animal to carry a small object to a nearby location, or deliver a message to another Wood Elf, or fey related creature.
- Witness: Ask a tree or fallen leaves about the passage of creatures through the area during the previous 24 hours.
- Warning: Ask the soil, vines or vegetation to reveal whether a nearby passage has been disturbed, or if there is a secret route used by prior inhabitants or animals.
- Guide: Ask a nearby creature to lead them toward a stream, shelter, or safe clearing.
- Signal: Ask flowers to bloom in a distinctive pattern to communicate with an ally, or indicate if a creature nearby is following or watching.
- Last Gift: Ask a dying plant, or recently deceased animal, for one final favour, such as giving up their remaining life to provide some healing, or revealing a fleeting impression of something it witnessed.
- Audience: Ask nature for an audience with nearby Nature Spirits, Fey creatures or even divine beings.
(Or any similarly justifiable request).
The exchange, however, comes at a cost. The more substantial the request, the higher the cost. Wood Elves have reverence for the forest, and as such will respectfully provide something in return:
- Natural spring water, or elemental water, a seed planted in suitable soil, food a weak animal, removal of a curse, a promise to protect a grove or area, a non-enemy corpse to nourish the forest, or another similar gesture. (The DM will determine if this offering is suitable).
- An offering of their own blood, reducing hit points equal to your level.
Failure to provide an adequate offering will result in the closing-off of the forest, biome or area until next dawn, and a minor hex placed on you (such as -1 Constitution until next long rest). Attempting another Wild Echo in this location will be met with silence. Additionally, cursed, undead, fiendish or aberrant surroundings may cause you to forcibly leave the Wild Echo, giving you a point of exhaustion.
A Wood Elf may use the ability to Wild Echo once per day, and you regain one use every dawn.
Half-Elves
Half-Wood Elves receive instead Faint Echoes. Instead of 12 seconds (2 turns), the Faint Echo must happen through an undisturbed meditative state for 1 minute, in a state similar to an Elf's trance.
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