Homebrew Wilden Species Details
The wilden are another very young race, having only begun to appear from the Feywild within the last twenty years or so. Ancient records kept by the longer-lived races, however, suggest that a similar race appeared in the Feywild almost 1,100 years ago. Since this coincides with the last great incursion into the Prime Material Plane by the Far Ralm, it’s possible that this race has slumbered during the intervening years, waiting for a time when they would be needed once again.
In appearance, wilden are humanoids with a strong plant-like influence. They can be fierce warriors, but they can also be wise or mercurial. Some believe they take on aspects of the Primal Spirits in their roles as lorekeepers, destroyers, or protectors. Some other races, even elves, find them a bit shocking, as their aspects seem to shift from day to day. A kind and gentle friend one day can be a fierce warrior the next day. Even with their changeable natures, however, all wilden agree that the the Far Realm is an infection, and they are the cure.
Wilden Traits
The abilities of the Wilden stem from their ties to the Feywild, their natural affinities, and the aspects they have chosen to embody.Age
Wilden age at a similar rate to humans. As they age, they seem to move through a cycle similar to the seasons. Young Wilden are light green, their limbs smooth and vital. As they age, this color darkens and deepens. At middle-age, they begin a profound change, their skin growing gnarled and knobby, their coloration growing into vibrant reds, oranges, and yellow. AS winter takes them, they wither and diminish, losing their foliage altogether. Wilden typically live for more than a century.
Alignment.
Because of their changing nature, many Wilden tends towards chaotic alignment. Because they embody nature so closely, however, most stay neutral.
Size
Wilden tend to be close to human averages for height, but willowy of build, rarely weighing more than 170 lbs. Your size is Medium.
Speed.
Your 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.
Wisdom of the Feywild
Because of your instinctive understanding of nature, you are proficient in the Nature and Survival skills.
Fey.
Your creature type is fey rather than humanoid.
Nature's Aspect
The changing nature of Wilden allows you to take on one of three primal aspects. Each time you complete a long rest, you may choose a different aspect to embody, chosen from the below.
Aspect of the Ancients: You take on the role of a steward of the land, preserving it against any who would dare to defile it. When you hit an enemy with an attack or spell, you can teleport half your speed. You and one ally that you can see have advantage against the creature that you hit until the end of your next turn.
Aspect of the Destroyer: You become nature's fury incarnate, wielding the destructive force of the hurricane, the tornado, and the lightning. When an enemy attacks either you or an ally adjacent to you, you can use your Reaction to make an attack against that enemy. You can move up to your speed in a straight line towards the enemy before you make the attack. If you hit, the enemy is stunned until the end of your next turn.
Aspect of the Hunter: You become a relentless seeker of aberrations, finding and eradicating the corruption of the Far Realm wherever it takes root. When an enemy within 10 feet of you moves, you may take your Reaction to move up to half your Speed. Until the end of your next turn, your attacks against the triggering enemy ignore cover and deal an extra 1d6 damage of the same type of damage the attack would normally do. If the target is an Aberration, you also have advantage on any attacks you make until this power ends.
Once you use this trait, You can't use it again until you take a short or long rest.
Previous Versions
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