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

There is a strange feminine form flitting through the trees. I
can hear her laughter, enchanting and alluring. The woods call
to me, pulling me in further. I know I shouldn't, but I can't
resist. I must go deeper into the emerald shadows.
---Theranin, Journal of a Sage
Powerful fey will sometimes bind lesser fey spirits to trees,
transforming them into dryads. This is sometimes done as a
punishment when the fey spirit falls in love with a mortal and
that love is forbidden.

All dryad are magically bound to their own tree. These trees
serve as the dryad’s life force. A dryad can emerge from the
tree and travel the lands around it, but the tree remains their
home and roots them to the world. They will fight to the death
to protect their bonded tree, as, should the tree be cut down or
destroyed, the dryad will die soon afterward. Also, they cannot
stray too far from their bonded tree, for if they are too far from
the tree's vicinity, for too long, they will die from this as well.

Dryads prefer to live away from civilization, delighting in the
savage wilderness away from those that would seek to cut
their trees. They live with respect to nature and will accept the
company of those that do so as well.
A dryad struck by the beauty of a stranger might investigate
more closely, perhaps even try to lure the individual away to
charm them.
Acting as guardians of their woodland demesnes. Shy and
reclusive, they watch interlopers from the trees, They work
with other sylvan creatures to defend their forests. Unicorns,
treants, and satyrs live alongside them, in addition to druids
that share the dryads devotion to the woods they call home.

Dryads can speak with plants and animals. They are also
natural born spell casters. Almost all dryad become druids or
at least learn druid magic at some point in their long lives.
Those that live in forests near common threats often become
rangers to help defend and protect their homes. Less
commonly you may find a dryad devote themselves to a god of
nature and become clerics. On rare occasions a dryad may
make a pact with more powerful fey in hopes of gaining power
or being freed from their tree "prisons" as a warlock.

It is a very rare occurrence for a dryad to leave their home
forest. With their bound trees being the link that keeps them
alive and well, they don't often travel far enough for them not
to be able to defend it. There are times however, that dryad to
venture out into the world.
In order for a dryad to leave, they may have to get
permission from the druid or fey counsel they reside under.
The reason for this, is that it requires a very powerful druid or
fey to rebind their spirit to a new tree for them to move to
another location. Often the only reasons this is granted are in
times of great need for the dryad to relocate and help out
another forest that is in grave danger, if their forest is over
populated, or if they are exiled from their home forest.
The only other way a dryad may leave is if a dryad
spellcaster casts acorn of far travel on an acorn harvested
from their bonded oak tree, they are considered to be in
contact with their tree at all times, regardless of the actual
distance between them, thus being able to travel great
distances without growing sick.
Reasons a dryad may choose to leave their home usually
involve extreme levels of curiosity and a thirst for knowledge.
Some may want to go help the people of the world find their
way back to nature or teach them they ways of the wild, while
others may go out to improve their skills to be able to better
protect and defend their homes. There are a few outliers that
fall for an attractive nature loving traveler and be drawn out of
the forest to pursue them if they show no desire to stay there
in the forest.
Dryad Adventurers
d6 Reasons for Adventuring
1 Outcast for a crime against the counsel
2 Following a love interest
3 Embarked on a personal quest
4 Sent out on a mission by the counsel
5 Fled your home due to impending demise
6 Teach the outsiders about the natural world

Dryad names originate from the Sylvan language, and closely
resemble female elven names. They are usually soft and
ethereal sounding. Most dryads only possess one name,
although if pressed may refer to their last name as that of the
forest they come from.
Names: Aloria, Casaraine, Ethissia, Lathesae, Nadasei,
Satharia, Theralin, Yalasee

Your Dryad character has the following racial traits.
Ability Score Increase. Your Wisdom score increases by 2
and your Dexterity increases by 1.
Age. As long as the tree you are bound to remains healthy and
unharmed, you stay forever youthful and alluring. If the tree is
harmed, you suffer. If the tree is ever destroyed, you descend
into madness.
Alignment. Dryads tend to be lawful and are rarely evil,
following and protecting the "law" of the forest.
Size. Growing much like trees, in various shapes and sizes, a
Dryad can be anywhere between 4 and 8 feet tall and weigh
between 90 and 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30ft.
Oaken Step. You are so attuned to nature that you can use it
as a way of passage. As a bonus action, you can magically step
into one living tree within 5 feet of you and emerge from a
second living tree within 30 feet of the first, appearing in an
unoccupied space within 5 feet of the second tree. Both trees
must be Large or larger.
Dryad Magic. You know the druidcraft cantrip. You can also
cast find familiar once per day at 1st level using this trait.
When you use this version of find familiar, you can choose any
animal size small or tiny with a challenge rating of 1/8 or
lower.
Fey Ancestry. You have advantage on saving throws against
being charmed, and magic can't put you to sleep.
Natural Armor. You have thick, bark like skin that covers you
from head to toe. When you aren't wearing armor, your AC is
14. You can use your natural armor to determine your AC if
the armor you wear would leave you with a lower AC. A
shield's benefits apply as normal while you use your natural
armor.
Speech of The Wild. You have the ability to communicate
with beasts and plants through words, gestures, and sounds
as though you shared a language. Their ability to understand
your meaning is limited to the creatures intelligence. They
most commonly communicate simple ideas based on instinct
and short term memory.
Language. You can speak, read, and write Common and
Elvish.

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