Sylvari (5e Race)
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Sylvari are people born from plants, made entirely of strange, moving vegetation. They tend to live in ancient forests, and their newness to the world shows in their curiosity and innocence, marked by wanderlust and the wish to experience the world. Sylvari have a natural connection to nature which makes them excellent druids and rangers, though many explore more martial skills or the wonders of arcane magic.
Deep Roots, New Leaves
Born from the Pale Tree, the sylvari look similar to human, yet with a fey cast to their features; however, their most striking difference is that they are made entirely of plant material, with fleshy bark for skin, hard wood for bones, and fronds, leaves, or flowers for hair. They are usually a head shorter than humans, and more slender, the lines of their body creaking at times as a tree does under wind.
Sylvari are usually green in color, though there are variations including blue, purple, red, or yellow, depending on what plant they look appear similar to in color. They tend to favor plant-based fabrics, and often use ironwood for armor though nothing stops those who are more martial in demeanor from wearing metal.
Leaving the Dream
Fully-formed upon birth by the Pale Tree, sylvari spend time gestating within the Dream of Dreams, or simply, "the Dream" for short, a collective mindscape formed from the memories, hopes, and fears of all sylvari. Even after leaving the Dream, Sylvari will have visions which can lead them towards their Wyld Hunt, a personal quest that is individual to each sylvari.
However, there is a darker side to the Dream; the Nightmare, a place where the most painful of memories gather. Dwelling in this place for long within the mindscape that makes up the Dream can twist a sylvari, perverting the good inherent in them and leading them down a darker path, as shown by many adherents of the Nightmare Court.
The Sacred Tablet
Where the Pale Tree was first planted as but a seedling, the planter also wrote a tablet within which he inscribed the morals that the majority of sylvari follow. These seven teachings form the basis for sylvari morality:
- Live life well and fully, and waste nothing.
- Do not fear difficulty. Hard ground makes stronger roots.
- The only lasting peace is the peace within your own soul.
- All things have a right to grow. The blossom is brother to the weed.
- Never leave a wrong to ripen into evil or sorrow.
- Act with wisdom, but act.
- From the smallest blade of grass to the largest mountain, where life goes—so, too, should you.
The sylvari often have metaphors that express these morals, though they are not readily apparent to others without digging deeper into sylvari culture.
Some sylvari, twisted by the Nightmare within the Dream of Dreams, have created the Nightmare Court. This organization is filled with malice, and its final purpose is to corrupt the Pale Tree herself in an attempt to replace the teachings of the Sacred Tablet with a morality that is uniquely sylvari in nature.
While they do not consider themselves to be "perverse" or "evil", converts of the Nightmare Court are forced to commit acts that symbolize the wholesale destruction of the teachings of the Sacred Tablet. Only in this way does the Nightmare Court believe that they can divorce themselves from the teachings forced upon them, and find the true way for sylvari to be free.
However, the Nightmare Court is not the only organization that has split off from the guidance of the Pale Tree. There are also the Soundless, a group of sylvari who try to cut themselves off the Dream and its auguries as a way to escape the pressure that they feel their Wyld Hunts place upon them. However, sylvari can never entirely cut themselves off from the Dream, though their practices and meditations minimize that connection, muting the whisper of the Dream to an inaudible murmur.
Abloris, Bercilak, Dagdar, Ebrox, Eladus, Gavin, Glyndowr, Kahedins, Malomedies
Aife, Aine, Caillech, Caithe, Dilys, Glain, Morcades, Niamh, Sariel
- Ability Score Increase. One ability score of your choice increases by one. Wisdom +1
- Age. As most of the sylvari have not existed long within the world, it is currently unknown how long they live, though they enter the world fully formed after leaving the Dream.
- Alignment. While most sylvari tend towards good, some are captivated by the Nightmare Court, turning virtually irreconcilably towards evil; however, they run the gamut of lawful to chaos, and no clear tendency appears on this axis.
- Size. The sylvari tend towards being a little shorter and lighter than most humans, their gold sap-like blood and the bark and hard wood that replaces their flesh being less dense than the normal muscles and sinews of humans. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Bioluminescence. In a similar manner to some plants, you can emit bright light from your body up to a range of 20 feet, and dim light for another 20 feet beyond. You can use a bonus action to expand or reduce the radius of bright light by 5 feet each, down to a minimum of 0 feet each.
- Connection to the Dream. Your connection to the dream allows you to get glimpses of the past and future and to help guide you on your journey, though these are often muddled. You can cast the augury spell; you must finish a long rest in order to cast the spell again using this trait.
- Photosynthesis. While you can eat both plant and animal matter, you do not have to as long as you spend a long enough time in the sun. Spending at least 8 hours in the sun provides enough nourishment to sustain you for one day without food.
- Languages. You can speak, read, and write Tyrian, and one extra language of your choice..
Sylvari who have awakened at dawn tend to be the best diplomats, with an easy-going demeanor and good humor, able to make quick friends from most folk.
- Ability Score Increase: Charisma +1
- Diplomatic Gifts. You know the friends cantrip. Once you reach 3rd level, you can cast the comprehend languages spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the enhance ability spell; you must finish a long rest in order to cast the spell again using this trait. You may choose to use Wisdom or Charisma as your spellcasting ability for these spells.
Noonborn sylvari are often warriors, protectors, and hunters, tackling problems head-on and taking risks to accomplish their tasks.
- Ability Score Increase: Strength +1
- Warrior's Craft. You know the thorn whip cantrip. Once you reach 3rd level, you can cast the compelled duel spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the ray of enfeeblement spell; you must finish a long rest in order to cast the spell again using this trait. You may choose to use Wisdom or Charisma as your spellcasting ability for these spells.
The duskborn among the sylvari tend towards thoughtfulness, learning, and curiosity. This penchant often leads them towards the knowledge contained within books, and a deeper connection to the natural world when compared to other sylvari.
- Ability Score Increase: Intelligence +1
- Nature's Lore. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the spike growth spell; you must finish a long rest in order to cast the spell again using this trait. You may choose to use Wisdom or Charisma as your spellcasting ability for these spells.
Nightborn of the sylvari tend to keep secrets, and rely on more covert tactics. They are most comfortable in the dead of night when darkness masks their appearance.
- Ability Score Increase: Dexterity +1
- Cloaked in Darkness. You know the minor illusion cantrip. Once you reach 3rd level, you can cast the fog cloud spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the shadow blade spell; you must finish a long rest in order to cast the spell again using this trait. You may choose to use Wisdom or Charisma as your spellcasting ability for these spells.
Racial Feat: Nature's Defense
Nature's Defense (Feat)
You are able to call upon your connection with nature to defend you from harm. You gain the following benefits:
- Increase your Wisdom or Charisma score by 1, to a maximum of 20.
- You may summon a Medium-sized plant turret in an unoccupied space adjacent to you as an action. When you summon it, and on subsequent turns as a bonus action, you may have the plant turret attack. It disappears if it is reduced to 0 hit points or after 1 minute. You can dismiss it early as an action. Once you create the plant turret, you cannot do so again until you finish a long rest.
|Medium plant, neutral|
|Armor Class: 18 (natural armor)|
|Hit Points: Equal to your level x 3 (Hit dice equal to your level)|
|Speed: 0 feet|
|Senses: Darkvision 120 feet, passive Perception +0|
|Challenge: 0 (0 xp)|
Pod Attack. Ranged Spell Attack: Your spell attack bonus using either Wisdom or Charisma for the spellcasting ability, range 120 ft., one target you can see. Hit: 1d8 magical piercing damage. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
|Ability Mods||One ability score of your choice increases by one. + and Wis +1 +|
|Challenge Rating||0 +|
|Experience Points||0 +|
|Features||Age +, Alignment +, Size +, Speed +, Bioluminescence +, Connection to the Dream +, Photosynthesis +, Languages +, Diplomatic Gifts +, Warrior's Craft +, Nature's Lore + and Cloaked in Darkness +|
|Hit Dice||Hit dice equal to your level +|
|Hit Points||Equal to your level x 3 +|
|Identifier||5e Race +|
|Is Feat||true +|
|Is Race||true +|
|Subrace Ability Mods||Cha +1 +, Str +1 +, Int +1 + and Dex +1 +|
|Subrace Features||Diplomatic Gifts +, Warrior's Craft +, Nature's Lore + and Cloaked in Darkness +|
|Summary||Graceful plant-people new-born to the world. + and You are able to call upon your connection with nature to defend you from harm. +|