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Dryad, Unbound

Dryads are protectors of nature. Normally tied to a specific tree, player character dryads are unbound and can roam the world freely. Dryad are humanoid in appearance but have bark-like skin. Their hair is made from leaves or vines.

Tree Bound

The essence of a dryad is normally bound to a specific tree, which they defend with their life. If the tree is destroyed, the dryad becomes vulnerable and might die from the shock.

However, you are unbound. An unbound dryad is rare and has been tasked with traveling the world to learn as much as they can before returning home to share information with their fellow dryads.

Some dryads make short trips, returning home frequently, while others might travel for years at a time.

Woodborn Secrets

Dryads find woodborn disconcerting upon first meeting, as they are walking trees. Elder dryads believe that woodborn might have been created out of the trees of dryads, using the dryad’s life energy to become the woodborn’s soul.

On the flip side, woodborn often feel comfortable and at ease around dryads. Ultimately no one can prove that woodborn used to be dryads, and once they get over that initial discomfort, there is no mistrust.

A Convention of Dryads

Dryads are usually isolated and independent creatures, preferring to live by themselves. They have annual meetings with other dryads called conventions, which last a few days. Conventions are a big party for dryads and are a chance to meet new people and greet old friends.

Dryad conventions are celebrated in remote locations to prevent too many outsiders from coming. Outsiders are still allowed to attend; anyone able to find the place has earned the right to enter.

Defender of Nature

Dryads take on the role of protectors of nature. They claim a wide area of forest around their tree, and protect it from outside influence. Some dryads enforce strict rules in their territory, while others take a more aggressive approach by attacking travelers they don’t recognize.

Unbound dryads are expected to protect nature on their travels, especially in areas where there are no other dryads to do so.

Dryad Names

A dryad’s name typically incorporates nature, seasonal, or tree elements.

Example Names: Freyja, Winterberry, Pine.

Dryad Traits

You gain the following traits as a dryad.

  • Ability Score Increase. You gain a +2 and +1 bonus to two different ability scores of your choice, or +1 to three different ones.
  • Age. Unbound dryads don’t live as long as bound dryads, which can live as long as their tree. They do have long lifespans, however, and can reach up to 200 years old.
  • Size. Dryads have about the same size variation as humans. A dryad’s size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Tree Stride (Major Feature). As an action, you can teleport between trees. Both trees must be Large or bigger, and they must be within 100 feet of each other. At 5th level you can cast tree stride once using this ability and regain the ability to cast it again after a long rest.
  • Languages. You can speak, read, and write Common and Sylvan.

Major Features

Choose one of the following major features. You can exchange this major feature for two minor features. You can only have one option with the (magic) tag.

  • Fey Charm Magic (Magic). You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. You don’t require material components for these spells. Charisma is your spellcasting ability for these spells.
  • Overgrowth. Using your nature connection, you can quickly grow a tree. As an action, choose an unoccupied space within your reach. A tree sapling immediately begins growing, starting as a Small tree. At the start of each of your turns, the tree grows one size larger, up to a maximum of Large. If there is not enough room for the tree to continue growing, it immediately stops growing. Once you use this ability, you can’t use it again until you finish a long rest.
  • Tree Magic (Magic). You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the barkskin spell once with this trait and regain the ability to do so when you finish a long rest. You don’t require material components for these spells. Wisdom is your spellcasting ability for these spells.

Minor Features

Choose two of the following minor features, or four if you didn’t choose a major feature.

  • 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. You can’t discern color in darkness, only shades of gray.
  • Fluent. You can speak, read, and write two additional languages of your choice.
  • Nature Magic. You know the druidcraft cantrip. Charisma is your spellcasting ability for this spell.
  • Nature Talk. Due to your innate connection to plants, you can communicate with and understand simple ideas from trees and plants.
  • Nature Training. You have proficiency in the Nature skill.
  • Nature’s Step. You are not slowed by difficult terrain from trees or plants.
  • Trained Tools. You have proficiency in two tools of your choice.
  • Tree Skin. Your skin is tough and hard like bark. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. 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.
Section 15: Copyright Notice

Ancestry Awakened: Copyright 2021, Pirate Gonzalez Games: Author Timothy Gonzalez