Homebrew Wildfolk Species Details

 The untamed wilds of Therin are home to powerful natural magic that bleeds from the Feywild into the Material Plane, this magic will often coalesce into what is known as the Wildfolk, a race of fey creatures that protect and tend to these wild places. With the body of a graceful cervine beast and the torso of a human with antlers covered in various types of plants where the neck and head would be, the Wildfolk roam forest, jungles and sometimes even open tundras and plains acting as caretakers and protectors of nature.

Wildfolk adventurers are extremely rare, as they are not known to leave their homes, feeling an innate duty to care for it, but sometimes one will feel the pull to explore, eager to learn about other landscapes outside of their forests.

Solitary by Nature

 When a Wildfolk "dies" of old age, it does so by slowly turning into a tree from which a single fruit grows. This fruit rippens and falls, and from the seed within it a new Wildfolk is born, fully formed, with the knowledge of their forest already imprinted in their minds, as such they usually never meet their predecessor (although they will know the tree from which they were born) and will never have met other Wildfolk. In the extremely rare occasion where a travelling Wildfolk will meet another one, the event will be one of great joy, where both parties will exchange stories about their homes and trade small natural tokens such as flowers and berries found only in their respective forests.

Born of Natural Magics

 The unique connection of the Wildfolk with the natural world and fey magic makes them very inclined to druidic paths and magic, although it isn't unheard of for them to seek paths like the Ranger and Clerics.

 Due to this connection as well, the wild homes of this race often present certain magical properties such as; game are more elusive to hunters and poachers, plants seem to grow at an accelerated speed, the water of streams and ponds are always cristalline and clean and a higher concentration of fey creatures than normal.

Fierce Protectors of the Wilds

 Wildfolk are a naturally peaceful race, however they can become very fierce when confronted with those that would seek to destroy or pollute their homes, towns and villages that border the homes of these guardians will often have tales of poachers and woodcutters that were attacked and scared off the premises due to the lengths a Wildfolk will go to protect their home and the creatures that inhabit it.

Wildfolk Names

 Wildfolks don't feel the need for names most of the time, being solitary creatures that don't create families or communities, they only take on names when adventuring outside their forest homes and interacting with the other races, for that purpose they will often adopt as names the name of the trees and plants most common in their home forests. They also don't understand the distinction between gendered names.

Wildfolk Names: Rowan, Oak, Willow, Rose, Pine, Fern, Hedge, Redwood, Blackberry, Maple, Cherry, Moss, Aspen, Ash

Wildfolk Traits

Your wildfolk character has the following racial traits.

Ability Score Increase

Your Wisdom score increases by 2, and your Charisma score increases by 1.

Age

Wildfolk are born fully formed from the seed dropped by their predecessor, as such the idea of Age is a strange concept for them. It is known however that they can live for up to 600 years, and their "deaths" by old age occur as the body slowly turns into a tree.

Alignment

Wildfolk are inclined toward neutrality, believing that nature strives always for balance, and so must they.

Size

Wildfolk stand between 6 and 7 feet tall, with their cervine bodies reaching about 4 feet at the withers. Your size is Medium.

Speed

Your base walking speed is 40 feet.

Fey

Your creature type is fey, rather than humanoid.

Natural Magic

Due to their strong connection with nature all Wildfolk know some form of druidic magic from birth, regardless of the class path they choose. With this trait they can cast druidcraft once per short rest.

Speech of Beast and Leaf

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.

Cervine Build

You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your cervine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Languages

You can speak, read, and write Common and Sylvan.

Previous Versions

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