“Ah, dryads… Beautiful creatures, them, but I learned the hard way that it’s better to just treat them with respect and move on. They’re prone to changing from friendly as can be to stringing you up from a tree by your beard in the span of a few seconds!“
Beautiful fey-maidens, dryads have long been known as the guardians of trees and forests. Some dryads, however, are uncontent simply guarding a few trees in a single forest, and seek to go out and make a life for themselves. This has resulted in acorns of far travel being something many dryads seek out from a young age, just in case the call of the world draws them.
Dryads usually take the form of attractive female figures appearing to be made of wood, though more androgynous or even somewhat masculine dryads are not unheard of. Their delicate features shift seamlessly through the wood of their faces, which matches the wood of the tree they are bonded to. Their hair appears to be made of leaves, and changes colour as the seasons cycle. Their hair is a lush green during the spring and summer, but it turns red and eventually a dry brown as the season changes to autumn and winter.
Dryad homes are usually far from civilization, deep in the forests. Dryads live in harmony with nature, treating it with the utmost respect and cherishing the company of any who do the same.
However, if one were to mean harm towards a dryad’s natural home, they get only the courtesy of warnings. If these warnings went unheeded, the dryad would unleash their wrath upon the intruder.
All dryads are permanently and magically bound to a tree. This tree is the dryad’s home and, more importantly, the dryad’s life force. If their tree was cut down or otherwise destroyed, the dryad would soon die as well.
In addition, if a dryad were to stray too far from their home, they would begin to grow very sick before withering and dying all the same. The only way around this is to use an acorn of far travel, which would be cast on an acorn, pinecone, or other seed from the dryad’s bonded tree. Having this acorn on their person would allow the dryad to travel wherever they wished without growing sick.
Dryads have true names, which they are born with, but they often prefer to take on names when interacting with other races. To be told a dryad’s true name is a great honour and sign of trust.
True Names: Anillee, Cassinone, Hesitor, Lorrari, Melanippe, Namremey, Winhise, Yentides
Chosen Names: Bramble, Breeze, Chrysanthe, Hawley, Oak, Rose, Rustle, Sapling, Yew
Born of the natural magic surrounding their trees, dryads have several innate abilities.
Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1.
Age. Dryads can claim maturity at nearly any point in their lives, but most tie it to the age of their home tree. Once a tree begins to bear seeds, most dryads consider themselves adults. Dryads will not die of old age, instead surviving as long as their tree does.
Alignment. Dryads, being fey, have an extremely different idea of morality and law than most races, but do not tend towards any extreme. Most dryads are neutral.
Size. Dryads stand at similar heights to elves, ranging from under 5 feet to 6 feet in height, and weigh surprisingly little considering their seemingly wooden bodies. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Fey. Your creature type is fey, rather than humanoid.
Magic Resistance. You have advantage on Saving Throws against Spells and other magical Effects.
Speak with Beasts and Plants. You can communicate with Beasts and Plants as if you shared a language.
Tree Stride. Once on your turn, you can use 10 ft. of your Movement to step magically into one living tree within reach, emerging in an unoccupied space within 5 feet of another living tree within 60 feet of the first. Both trees must be large or bigger to use this feature. You can use this trait a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.
Innate Magic. You know the Druidcraft cantrip. When you reach 3rd level, you can cast the Charm Person and Goodberry spells once per day. When you reach 5th level, you can also cast the Barkskin spell once per day. Charisma is your spellcasting ability for these spells, which require no material components.
Tree Dependent. If you stray more than 900 feet from your home tree or it is destroyed, you will begin to grow sick. Every 1d4 hours, you must succeed a DC 15 Constitution saving throw or take 1 level of exhaustion. Taking a long rest will remove two levels of exhaustion gained in this way, but only once you return to your home tree, or you enter the radius of effect for your Acorn of Far Travel.
Acorn of Far Travel. You possess an enchanted acorn, pine cone, or other seed from your home tree. So long as this item is within 500 ft. of you, you can avoid the effects of your Tree Dependent trait, unless your home tree is destroyed. This item can only be replaced with another seed from your home tree.
Languages. You can speak, read, and write Common and Sylvan.