Homebrew Hjuldra Species Details

A long history within secluded forests are behind the hjuldra of Gaila. Beautiful humanoids with ram-like horns and animalistic ears are the key defining features of a hjuldra. They are known for their love of nature, soothing voices, and bright personalities. Their most notable physical traits are wooden plates that cover their backs and a long, cow-like tail. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

Hjuldra skin coloration encompasses the normal human range but they mostly are on the darker side of said range. They can have hair of white, black, red, or pink, and eyes like pools of liquid gold or silver. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry. Hjuldra are naturally self-conscious about the tree-like wooden plates along their back, and try to hide them with clothing, capes, or cloaks.

Hjuldra Traits

your hjuldra character has the following traits:

Ability Score Alteration

Your Wisdom and Charisma scores increases by 1, and the maximum for your Dexterity score is 22.

Age

Hjuldra reach maturity in their mid to late 20's and live a bit over a century, typically between 125 and 140 years.

Alignment

Hjuldra are mostly chaotic, as they let their interests guide them, and very few of them are evil.

Size

Hjuldra are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet and weigh from 100 to 145 pounds. Your size is medium.

Speed

Hjuldra are an exceptionally nimble people. Your base walking speed is 40 feet.

Nimble

Whenever you take the disengage action, your movement speed doubles.

Tallemaja

You know the druidcraft cantrip. Additionally, you can cause the xyloid plates on your back to spread and cover you in wood. You can cast the barkskin spell on yourself once with this trait and regain the ability to do so when you finish a long rest. You do not need to concentrate on the spell when you cast it this way.

When you reach 5th level, you can cast the plant growth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Charisma is your spellcasting ability for these spells.

Allure

As an action, you can attempt to charm a creature that you can see within 30 feet of you. The creature must succeed a Wisdom saving throw (DC= 8 + charisma modifier + proficiency bonus) and does so with advantage if you or your companions are fighting it or it it has seen your tail. If it fails the saving throw, it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When this effect  ends, the creature knows it was charmed by you. You can use this ability once per long rest.

Nature Spirit

Your creature type is Fey, instead of humanoid. You have proficiency with the Nature and Persuasion skills and are immune to the charmed condition.

Languages

You can speak, read, and write Common and one other language of your choice.

Comments

Posts Quoted:
Reply
Clear All Quotes