Sylvari, Variant 2 (5e Race)

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Sylvari[edit]

"Sylvari are not born. They awaken beneath the Pale Tree with knowledge gleaned in their pre-life Dream. These noble beings travel, seeking adventure and pursuing quests. They struggle to balance curiosity with duty, eagerness with chivalry, and warfare with honor. Magic and mystery entwine to shape the future of this race that has so recently appeared."

Physical Description[edit]

The many, diverse appearances of the sylvari

The sylvari are omnivorous humanoid plants. Some Sylvari closely resemble humans but with a fey cast to their features such as tilted eyes and pointed ear tips; most display plantlike features such as hard wood for bone structure, have foliage and petals for hair, and bark acting as flesh. They glow during the night. Sylvari don't have hearts; golden sap moves through their veins instead of blood and pollen falls off of them as they move. They are much more slender than the average human and about a head shorter. Sylvari utilise photosynthesis as a "meditative supplement", but most of their nutrition comes from food just like any other race. They have fully functioning digestive systems and their excrement is something like mulch. Sylvari have thermoreceptors, and find the cold uncomfortable.

Sylvari emerge fully formed from golden or cyan fruit pods which grow on the branches of the Pale Tree. While many scholars now speculate on the Sylvari's humanoid appearance, the original explanation was that the Pale Tree based it on her knowledge of Ronan, creating an abstract image of human biology. Sylvari gender is selected by the Pale Tree prior to each individual's emergence, and is distinguished by the same general features as human genders, and although they can mate they cannot reproduce. It is unknown if the Sylvari die of old age, as so far they have only died through violence, poison, or disease and show no signs of aging. Wounded Sylvari can regrow parts of themselves, though never to the strength of the original part. Whether this applies to limbs or just petals, is uncertain. They heal at the same general rate as humans; and Sylvari who suffer extensive wounds may scar forever. All sylvari have luminescent cells in their skin, causing them to glow in the dark. Due to being composed wholly of plant matter, they tend to be notably lighter than humans of comparable size and build.

History[edit]

The story of the sylvari began with a human soldier named Ronan whom, when separated from his patrol, discovered a cavern filled with strange seed-pods. This cavern was protected by terrible plant creatures, so he fled, clinging to a single seed to show his daughter when he returned home from war. But, upon his arrival, Ronan discovered the mursaat had destroyed his village and murdered his family, leaving only ruined houses and mass graves. In agony, he planted the seed on their graves and swore never to return to battle.

Ronan was joined by an ageing centaur named Ventari, who had also begun to lose hope in peace. The human and the centaur, against all odds, formed a friendship that surpassed the bounds of race. Together, they decided to begin their lives anew and create a refuge for human and centaur alike. They built their safe haven near the ocean and the budding tree for all those who sought peace and the shelter of friendship.

The pale oak grew under the watchful and gentle eye of Ventari, becoming strong and healthy, and giving the old centaur great joy. Yet with this bliss came sorrow. The centaur tribes of the north and west, crushed and driven out by Krytans fleeing from their flooding coastline, grew more and more savage and brutal. As more tribes joined the war, fewer were willing to listen to Ventari's words, and his new outpost became smaller and smaller.

At last, old and grey, Ventari carved his life's lessons upon a marble tablet, which he placed at the base of the pale tree so that future travelers might read it and, perhaps, learn the ways of peace and harmony. Then, many years after his human companion had passed on, Ventari laid down beside the tree Ronan had planted, and died. The year was 1165 AE.

The tree, white and sparkling, continued to grow. Over a hundred years later, small cocoons appeared among its branches. These cocoons spun out, shifting and eventually ripping open, birthing a new race of people into the world—fully grown, as if they had awakened from some magical dream. They called themselves the sylvari, and these "firstborn" were only the beginning of a widespread emergence, all born from the same massive tree.

The marble tablet still bears Ventari's last words, and the sylvari who emerged from the tree found themselves strangely guided by these ancient lessons. Whether the tree, tended by Ventari, somehow became imprinted with the noble centaur's morals and ethics, or whether it absorbed both the remains of the centaur's flesh as well as his compassionate soul upon his death, no one knows for certain. But it is certain that his influence over the sylvari is strong, even so many decades after his death. Their race venerates Ventari's Tablet as their most sacred artifact and testament.

Now, 21 years later, an entire society of these plant-kin have sprouted from the branches of the Pale Tree. Most of them remain under her boughs, but a few have chosen to abandon their link and become the Soundless hermits, or else shed decency altogether and join the Nightmare Court, which believes that the teachings of Ventari perverted the Pale Tree from her original purpose, and seek to corrupt the Dream of Dreams by inflicting suffering on their fellow sylvari.

Society[edit]

Prior to emergence they share a bond through the Pale Tree which they call the Dream of Dreams. In this dream, a growing Sylvari is exposed to the consciousness of the Pale Tree and the vast pool of knowledge accumulated by all previous Sylvari. When a new one emerges, a portion of this knowledge remains with them, including basic wisdom and understanding from the Pale Tree and a small fraction of what other sylvari have seen and experienced, though this rarely includes specific memories. After emergence, the bond with the Pale Tree is weaker but it links all sylvari and, to an extent, other plants. On rare occasions, twins can emerge from the same pod and they exhibit a greater empathy toward one another.

Sylvari are usually honest, direct and focused, taking most things at face value. With the dream ensuring there is so much in common with the other sylvari, experience is cherished for creating uniqueness between them. They are eager to learn, experience and understand.

Sylvari morality and ethics are based on those of the Pale Tree. These were formed by following the lives of Ronan and Ventari, during the early growth of the Pale Tree and later written on Ventari's Tablet situated at the base of the tree. After emergence a sylvari is guided by older sylvari to understand what they have dreamed and ensure they have a clear understanding of the tablet, their history and the world.

Despite the kick start of knowledge from the dream they still seem naive as there are some matters which seem beyond their comprehension. Emotions and tact, in particular, are difficult for them to grasp, so often a Sylvari will state out loud something which would normally be politely avoided by other races. Death too is not fully understood but viewed as something to be embraced and, as with many things in a Sylvari's life, is viewed with a great degree of curiosity. These views serve to form an acceptance of and fascination with death that other races may find disturbing.

As they are all born from the Pale Tree they could be considered all of the same family; however, their family bond is not as strong as most families, with many Sylvari considering others more like distant relatives with few exceptions, such as twins born from the same pod or those who shared dreams, though the latter may also result in lovers. Romance is practiced among the Sylvari, disregarding gender between those involved. To a Sylvari, love is spiritual and eternal, regardless of physical form and contact, and sexuality is simply a natural part of life. So long as it is entered into with good will and joy, the gender doesn't make a difference.

Sylvari craft their armor and weapons from organic material, such as roots, leaves or leather, and sometimes grow their armor out of their own bodies in the form of leafy padding, spines or bark.

Sylvari names, as well as place names in their home region, the Caledon Forest, are generally inspired by Celtic (Irish, Scots Gaelic and Welsh) names. Sylvari do not have surnames, as they're all part of the same "family," though to each other they are more like distant relatives except in special cases. Sylvari do not "choose" their names nor are they outright given by the Pale Tree or other sylvari. Instead, the sylvari simply 'know' their names upon awakening, though why is never explored and the sylvari do not question why this is.

Sylvari Names[edit]

Male: Abhean, Cadeyrn, Dagonet, Diarmad, Itheann, Lachaidh, Kahedins, Malomedies, Melydiod, Pellan, Trahearne

Female: Aife, Alainn, Amaryl, Benerla, Brigh, Brigit, Caithe, Cinea, Faolain, Geileis, Killeen, Meme, Morwyn, Muireall, Niamh, Noxia, Padra, Rhyn, Saeraquel, Vanus, Vella, Wisteri

Sylvari Traits[edit]

Humanoids formed in the style of various plants, endlessly curious and all sprouted from the towering Pale Tree.
Ability Score Increase. Add two to one ability score and one to another ability score, or one to three ability scores.
Age. Sylvari emerge from their fruits fully mature, and show no signs of natural aging. You are immune to magical aging effects.
Alignment. Sylvari can be of any alignment, but due to the pervasiveness of Ventari’s teachings in their culture, they tend towards neutral and chaotic good. Those with evil in their hearts tend to flee to the Nightmare Court.
Size. Sylvari are Medium creatures.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Unlike with most Darkvision, you can see in full colour.
Photosynthesis. By meditating in the open sunlight, you can go without sustenance for much longer than most. If you can spend an uninterrupted hour meditating in the sun, you do not need to eat that day. Additionally, water you drink needn’t be clean (though if it is poisoned its effects will still harm you).
Racial Spells. Sylvari start out with the druidcraft cantrip. At 3rd level they may cast entangle once per day. At 5th level they may cast 5e SRD:Plant Growth\''plant growth'' or entangle once per day, and gain speak with plants which they may use at will. You choose between intelligence, wisdom or charisma as the modifier for these spells.
Plant-Based. Sylvari are immune to effects such as vampirism, lycanthropy, or other magical or non-magical effects which would change their creature type to something other than Plant. When polymorphed or otherwise shapechanged, they are still considered Plants in addition to whatever creature type they transformed into. A sylvari can never be risen as an undead by any means.
Bioluminescent. When in areas of dim light or darkness, the bioluminescent properties of the Sylvari will be revealed as their skin and eyes begin to glow with soft light. In total darkness they shed dim light out to five feet. As a result, a Sylvari may never become obscured by any non-magical darkness, as even their eyes, pinpricks of light, will give them away.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Sylvari are defined by what time of day they awakened in. This is divided up between the Dawnborn, the Dayborn, the Duskborn, and the Nightborn.

Cycle of Dawn[edit]

The Cycle of Dawn refers to those born during the morning. These Sylvari, called Dawnborn, are typically diplomatic and friendly, and are naturals when it comes to planning and conversing with others.

Well-Traveled. You learn an additional language and an additional tool proficiency.
Natural Conversationalist. You have proficiency with the Persuasion or Insight skill.
Charmed Life. You have advantage on all saving throws against being charmed.

Cycle of Noon[edit]

The Cycle of Noon refers to those born in the middle of the day. Those born at this time are called Dayborn and they are fighters, skilled combatants who prefer actions over words. They prefer to experience things firsthand and attack problems head-on.

Born Athlete. You have proficiency with the Athletics or Acrobatics skill.
Natural Warrior. You have proficiency with martial weapons.
Courageous and Headstrong. You have advantage on all saving throws against being frightened.

Cycle of Dusk[edit]

The Cycle of Dusk refers to those born in the evening. The Duskborn are usually intelligent and philosophical, and enjoy studies and puzzles over physical pursuits.

Keen Minded. You have proficiency in one of your choice of Arcana, History or Nature.
Meticulous. You have proficiency with the Investigation or Perception skill.
Puzzler. You have advantage on all saving throws or checks to recognise an illusion.

Cycle of Night[edit]

The Cycle of Night refers to those born in the dead of night. These Nightborn sylvari are inclined to be secretive and self-contained, preferring to travel alone.

Secretive. You gain proficiency in the Deception or Stealth skill.
Natural Liar. No magical ability may force or compel you to tell the truth. Such effects will appear to work on you even though they do not.
Born to the Dark. You may choose to suppress your Bioluminescence feature at will.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 6'' +2d6" 60 lb. × (+(2d4)x10lbs.) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

0.00
(0 votes)

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