Homebrew Dryad Species Details
History
Dryad are formed one of two ways the first is that living thing died near or on a tree marking it for other dryads to claim the soul to be a new guardian for the forest (or other place). Or forces of nature or powerful magic to form a humanoid vestige to care for the place in witch they are bound. These are the dryads. They are normally accountable in the tress they inhabit by way of their Spirit form. Some dryads will even die if their home does. There are also Myths of dryads born through the affinity of nature gods, created to be attendants. In rare cases Dryad have been know to breed with other races so they can spread to other locations or too have a alley unbound to do bidding elsewhere, these offspring are know as Half- Dryads.
Society
As most dryads are bound to their forest, tree or plant, they live in the forests their whole lives, particularly for their tree's sake. The usurping nature of modern civilization is something they do not want to effect their lives. Usually, Within these woods, there are travellers seemingly drawn to the place some hermits are know to be able to live peacefully with the Dryads, but most are either turned away or a attacked. Though Dryads are know to be a intermediate for other creature such as Fey are a know to Host events for neutral grounded needs between all races. They otherwise live very simple lives, merely subsisting off the nature around them. Even the dryads who adventure, having been able to leave their forest, live sparsely. They feel uncomfortable in cities and will rarely indulge in excess.
Relationships
Dryads are on good relations with most races that are considered 'animal-like', such as Crovics, Lizardfolk, and Vincuin. They are on very good terms with plant-based races, They have a fierce dislike, or even hatred, towards those who reject nature, such as the dead coming back to life (e.g. fontbones, will-o-the-wisp) or treat nature badly.
Dryad Traits
Humanoid Spirits of Wood. Watches of the Forest. Nature incarnate.Ability Score Increase
Your Wisdom scores is increase by 2 and your Charisma or Intelligence is increase by 1
Creature Type
You are Fey.
Age.
You Age with your plant you are bound to along as the life cycle of that plant continues you will age with it and its offspring living anywhere from a few hundred years to a few thousand.
Not Much is know about Dryads ageing but none have been know to die they just stop being seen.
Alignment
Dryads more often than not stay on the side of the natural world, and do not take ant care in other laws they consider manmade. They are typically Neutral most likely true Neutral, and almost never Lawful.
Size
You are Medium in Size (though some Male dryads are know to be Large)
Damage vulnerability
You are vulnerable to both Cold and Fire damage.
Speed
You have a walking speed of 30 feet.
Languages
You can speak, read, and write Common and Sylvan. You can also read but not write Druidic.
Speak with Beasts and Plants.
You can speak with animals and plants, as if you shared a language.
Plant stride
Once per turn , you can use 10 feet of your movement to step magically into one Plant within your reach and emerge from a second or the same Plant within 60 feet of the first , appearing in an unoccupied space within 5 feet of the second Plant or higher up on the same plant. At 10th level, you can use this twice per turn. At 20th level, you can use this thrice per turn.
Photosynthesis
Being a plant-based life form, you create your food through photosynthesis. At the end of every hour you spend in bright sunlight, you regain hit points equal to your proficiency bonus.
Likewise, if you don't spend a number of hours equals to your proficiency bonus - half your Constitution modifier rounded down in sunlight or near plants that are absorbing sunlight a day, you will start to decay, taking one level exhaustion at the end of each day you do not get enough sun. You cannot recover these levels of exhaustion by long resting you spend the necessary number of hours in sunlight to remove them.
Bonded
As a Dryad you a Bonded to a Plant and thus must carry a living part of your bonded plant with you at all times, if the plant dies or if you are more than 200 feet way from it you will slowly decay while in decay you have disadvantage on attack rolls and ability checks and you will lose 1D20 Hit Points a day until you die and become a tree, unless you preform a bonding ritual on another plant.
You have the following traits while bonded.
- you do not need to eat you only require water.
- you can finish a long rest in 4 hours of inactivity if you have spent four hours or more in sunlight during the day.
Depend what plant you are Bonded to you will gain different traits.
- Flower: You always smell like fresh flowers(your choice what kind) and you have advantage on persuasion checks.
- Tree: Your skin is rough and hard like bark you get +1 to your AC when wearing light Armor.
- Vines: Your hair and fingers are grippy you have advantage on grappling on creatures equal size or smaller than you.
- Moss: You have a layer of soft moss cover all over you filtering out the out side world, you have resistance to poison damage and can cast lesser reservation one perday.
- Cactus: You are covered in small spikes your unarmed blows deal 1D4 damage. you need half the water for a creature your size.
- Shrub: You produce small pink berry from your short "hair" that grow back each day, these act as Goodberrys with the following benefit.
Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours.
As part of a long rest you can Bind yourself to a new plant you need a plant that is willing to be bonded to, (most will be) find a place in full sunlight and spend 8 hours or more with the plant to complete the bonding.
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