Homebrew Dryad Species Details
Dryads are typically neither evil, nor good. They do not harm without cause, and generally prefer to lure their foes away with their mystic, fey magic rather than confront them directly, but neither will they help someone in trouble if it's natural phenomenon harming them. They are the protectors of the natural world, and that world has a dark side. The wolf must eat, the storm must blow. The dryad, for all its grace and endless serenity, understands the savage truth of nature.
They are guardians of forests, and often work alongside satyr, druids and other forest folk. Good and neutral fey are often fond of dryads, with the mischievous pixies finding much in common with them. It is said among the fey folk that a ring of red toadstools marks the place where dryads and pixies come to dance and frolic beneath a full moon, and that any mortal who should stumble upon them will be granted a great boon.
A dryad is bound to a tree, but can roam the area surrounding it. Certain dryad are free to roam as far as their heart desires, but know in the depths of those hearts that the tree is their home, intrinsically linked. If a tree suffers, the dryad suffers. If the tree dies, the dryad goes mad. Only a difficult ritual conducted by a powerful fey, or archdruid, can save the wilting dryad and bind it to a new tree, healing it in the process.
Occasionally these dryads leave their forests, if only temporarily, and with heavy hearts. This is mostly to find some external threat to their woodland home, or else repay a debt to someone who once aided them.
Dryad Traits
tree spiritDarkvision
Accustomed to life under the shadow of verdant boughs, you have superior vision in dark and dim conditions. 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.
Commune with Nature
You can communicate with beasts and plants as if you shared a language.
Woodland Magic
You know the druidcraft cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the barkskin spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Forest Step
Once on your turn, you can use 15 feet of your movement to step magically into one living tree within reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. You can use this trait once, and regain it after a short or long rest.
Treebound Armour
Your spirit is magically bound to a tree, imbuing you with several tree-like aspects, including their durability. 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.
Language
You can speak, read, and write Common, Elvish and Sylvan.
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