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Dryad

C
ome child, let us walk together through this
forest, let us find a new kind of flower and nurish
it so that it can grow. Be careful with what you Playing a Dryad
encounter, Beats and Fey are fine, but beware of Think about a reason why you character would be
the vicious invaders who might call you friend traveling with other people. Is she looking for
only to crush you like autumn leaves. And something in particular? Did she receive a quest
remember, this forest is full of allies, you only from her matriarch? Maybe she just has a
need to call for them. particularly curious nature.
Decide whether or not your dryad left its
Restriction: Female Only community in good terms. Think whether she
would be welcomed back or if she is now treated
Dryads only exist in female form. In Aranna, they live within a as an exile.
matriarchal society and have a general distrust against other Finally, imagine how long has your character
humanoid males, especially the ones who seem attracted to spent outside from its community. She might have
them. Some Dryads are known to be curious and will often adopted other humanoid customs or she might
closely observe a humanoid male behavior, but most of them still behave herself like she did back home. What
keep their distance. kind of dryad would you like to play?

Secluded Guadians
In Aranna, dryads live in secluded communities far from the
eyes of possible intruders. Throughout the ages, they have not
participated or interfered with the affairs of others, disgusted
by the wars brought upon by other races. They are usually
keepers and protectors of ancient lore and primal nature, and
might even accept an outsider in their communities if he
demonstrates a truthful interest for the knowledge they
possess.
Protectors of nature and living beings, dryads have a deep
connection and understanding of nature, and some
adventurers claim to have seen them vanish without a trace
in the forest. While fundamentally peaceful, dryads will
fiercely defend their homes and the living beings within it,
usually allied with beasts and magical creatures of the forest.
Their gentle aspect can quickly become fearsome if angered,
or if you accidentally step on the wrong twig.
Few dryads leave the communities they are born into, but
some have been known to travel the continent in search for
adventure, knowledge or other curiosities. Some of them are
exiles, while others are on a quest, a handful were just too
curious to live in seclusion and decided to run away.

Names
Dryads receive their name when they reach adulthood
through a ritual that requires deep communion with the
nature around. Dryad names are gentle in sound and unique
amongst the rest of the community. Some dryad names are:
Aconis, Alenaria, Astelle, Duscellis, Eludora, Elunore,
Euptellea, Liberi, Melaniphi, Nettelia, Nyssa, Pendula and
Tiarella.

Credit: Wizards of the Coast, "Dryad"-


Dryad Traits
Your dryad character has the following racial traits.
Ability score Increase. Your Wisdom score increases by 2,
and your Dexterity score increases by 1.
Age Although dryads reach physical maturity at about the
same age as humans, dryadic seclusion and an intimate
connection with nature allows them to live near to a
thousand years.
Alignment Dryads love freedom, growth and creation,
leaning towards a gentle aspect of chaos, they have
historically withheld from the affairs of humans and tend to
be neutral.
Size Dryads range from under 5 to over 6 feet tall and have
slender builds. Your size is Medium.
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 dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You cant
discern color in darkness, only shades of gray.
Fey Ancestry You have advantage on saving throws against
being charmed, and magic cant put you to sleep.
Meld with Nature Once during your turn, you can use 10
feet of your movement to step magically into one living tree
within your reach. At any point, you can use an additional
10 feet of movement to emerge from the same tree,
appearing in an unoccupied space of your choice within 5
feet of it. The tree must be big enough to encompass your
form and while in it, you cannot be targeted by any attack
or ability that requires you to be seen or touched. The tree
you are melded with can, however, be targeted and
damaged as a normal tree would. If at any point the tree
you are melded with is destroyed, you are violently expelled
from its form in a random unoccupied space within 5 feet
of it.
Commune As an action you can touch a tree, flower or
similar plant life and commune with it. While doing so, you
understand the basic feelings that the plant wants to
communicate with you such as happiness from good
nourishment or fear due to an unknown beast that has
been roaming the forest. Doing so requires concentration
as if you were casting a spell.
Innate Spellcasting You know the druidcraft cantrip. You
can cast the entangle spell once per day. Once you reach
3rd level, you can cast the barkskin spell once per day.
Once you reach 5th level you can cast the plant growth
spell once per day. Wisdom is you spellcasting ability for
these spells.
Languages You can speak, read and write common, elvish
and sylvan.

Race design by Ryonoha.


Created online using Homebrewery
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