Homebrew Dryadrin (2.0) Species Details

"It was then I laid my eyes upon her: A woman of seemingly elvish origin, blessed with the spirit of the forest. Her eyes, mature, with centuries of life behind them. The feeling of reverence and wisdom enveloped me, as I stood there frozen." -  Half-Elven Researcher 

Dryadrins are the fey children of Dryad Nymphs and Eladrin. Originating from the Feywild, they're rarely seen outside the realm, drawing their magic from the land and forest.

Woodland Societies

Dryadrin society is often dependent on which parent they take after more, causing strong deviation from person to person. But there's still common ground over most members of the race. Dryadrins tend to be introverted beings, preferring to live in a small group or community, rather than a city. Even if they do, they're particularly dedicated to the natural and artistic side of the place, being the ones to maintain and protect it from anything inside and out.

Dryadrin Names

Dryadrin names are typically a combination of traditional Elvish/Eladric names and natural flora and fauna, creating elegant, yet wild sounding names.

Dyradrin Names: Venus Cerridwen, Hemlock Chrysalis, Carrion Thornweaver, Florence Pudica 

Dryadrin (2.0) Traits

As a Dryadrin, you gain the following traits.

Ability Score Increase

Due to your lineages' experience with the wilds, your Wisdom score increases by 2, and your Constitution score increases by 1.

Creature Type

You are a Fey.

Alignment

Dryadrins inherit an Eladrin's changing temperament and a Dryad's sense of duty. With this, their alightments tend to lean more neutral overall, but with strong personal codes.

Age

Dryadrin have a blend of an Elf's naturally long life, and a Dyrad's plant based vitality (though the Dryadrin's connection to their grandtree is only partially). While theoretically they can live much longer, most tend to live up to 8½ centuries.

Size

Dryadrin have a long-legged, more slender stature. Their size ranges from 6-7 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 ft. 

Darkvision

Being used to weaving through heavy forests, 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 discern colors in that darkness only as shades of gray and green.

Fey Ancestry

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Photosynthesis

You bask in the sun for nourishment. You don't need to eat or drink as long as you've spent as least 4 hours in the sun.

Fey Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):

  • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.

Speech of Flora/Fauna

Due to your fae parentage, you have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Woodland Trance

Being partially connected to the land itself, you don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can change your season, and you can magically gain two tool proficiencies until your next Long Rest.

Keen Senses

Magic flows through your soul, enhancing your senses. You have proficiency in the Perception and Nature skills.

Sow The Earth

You call upon nature to assist you. At Character level 6, you gain 30 feet of Tremorsense.

As a Bonus Action, you cause a vine to sprout from the ground within 30 feet of you, for which you can use to attack a creature of your choice within range. The targets must make a Dexterity saving throw (DC 14 if you lack a spell save). On a failed save, they take 3d6 Piercing damage and are pulled 10 feet towards you, while on a successful save they only take half damage and are unaffected. You can use this attack a number of times equal to your proficiency bonus.

This damage increases by 1d6 at level 8 (4d6), and at level 14 (5d6). 

(Ignore any Tremorsense before Level 6.)

Languages

Your character can read, speak, and write Common, Elvish, and Sylvan.

Previous Versions

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