Homebrew Drydon (HB) Species Details

A variation of Dryads, this race sentient tree race is inexorably connected to the forces of nature. Considered a monstrous race of treefolk, they are a fairly secluded people. Many are druids and consider themselves defenders of nature. Occasionally seen among woodland and fey-decended communities within forests. 

Drydon (HB) Traits

Your Dryon character has a variety of abilities.

Ability Score Increase

Your Wisdom and Constitution scores are increases by 2, and your Strength score increased by 1.

Age

A Drydon typically claims adulthood around the age of 80 and can live to be 800 years old.

Alignment

The Drydon are very neutral, caring only about the wellbeing of their environment. They tend to lean toward chaos and individualism, and many have the perspective that things will work themselves out as long as the setting is conducive. I.e. as long as nature is protected it will continue to be strong and nurture all the living. 

Size

Drydon range from 4 to 8 feet tall and have slender builds. Your size is Medium.

Innate Magic

Due to your Fey ancestry and connection to nature you are able to cast a few spells innately. Using Wisdom as Spellcasting modifier you know the Shillelagh cantrip, When you reach third level you can cast Entangle once a day, and Pass Without Trace once a day beginning at fifth level.

Speed

Your base walking speed is 30 feet.

Darkvision

Accustomed to twilit forests and the night sky, 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.

Wooden Exterior

You are vulnerable to fire damage. While unarmored your Armor Class is 10 + Dexterity modifier + Constitution Modifier. You are resistant to non-magical bludgeoning damage.

Plant

Your creature type is plant as well as humanoid.

Languages

You can speak, read, and write Common and Primordial. This allows you to communicate to any creature who speaks one of primordial’s dialects, including Auran, Aquan, Ignan, and Terran. In addition, you can communicate generally to nonmagical plants, and they can communicate simple ideas and emotions to you if they choose. 

Take Root

Drydon do not sleep and magic cannot put them to sleep. They must put down roots each night and enter a semi-conscious dormant state similar to an elf's trance for at least 6 hours. They can take root in sand, dirt, mud, loose gravel or similar material; but not worked stone or bare rock. While rooted, a your speed becomes 0, and they become immune to both the prone condition and any form of forced movement, but have disadvantage on Dexterity saving throws. Drydon may root or uproot themselves as an action. 

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