Wilden Traits
Your wilden character has a number of traits in common with all other wilden.
Ability Score Increase. Your Wisdom score increases by 1.
Age. Wilden who remain in the Feywild can live for many centuries, but those who move into the mortal realms generally mature at the age of 10, living to 150 years on average.
Alignment. Wilden are generally neutral, although their guardianship of nature and their opposition to corruption has them tending toward good alignments. However, they do not hesitate to fight and kill those who damage nature indiscriminately, which can put them at odds with loggers, hunters, or miners who are not necessarily evil.
Size. Wilden are Medium creatures, taller than dwarves but shorter than humans. Their builds depend on the type of tree they call their ancestor. Oaks and redwoods might be burly and thick, while willows and pines are generally more slender.
Speed. Your base walking speed is 30 feet.
Languages. You speak, read, and write Common, Elven, and Sylvan.
Nature’s Fortification. When an adjacent ally is reduced to 0 hit points, you gain temporary hit points equal to 5 + your character level. This trait refreshes after you complete a short or long rest.
Tough as Wood. You have advantage on Constitution saving throws.
Wilderness Adept. You gain proficiency with two of the following skills of your choice: Animal Handling, Athletics, Medicine, Nature, Perception, Stealth, or Survival.
Subrace. The wilden have three subraces covered here: oak, pine, and willow. Choose one of the subraces.
Oak Wilden
As an oak wilden, your ancestors were the great tall oaks that ruled and protected the Feywild.
Ability Score Increase. Your Strength score increases by 2.
Natural Armor. You have tough bark for skin and hardened wood for flesh. When you are not wearing armor, your AC is 12 + 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.
Pine Wilden
As a pine wilden, your ancestors were the great settlers of the Feywild, marching on the front lines against enemy intrusion into your realm.
Ability Score Increase. Your Dexterity score increases by 2.
Protective Needles. When you are struck with a melee weapon attack by an adjacent enemy, you can use a reaction to do piercing damage to that enemy. The damage is 2d10 on a failed Dexterity saving throw, or half as much on a successful one. The damage increases to 3d10 at 6th level, 4d10 at 11th level, and 5d10 at 16th level. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. After you use your protective needles, you cannot use this trait again until you complete a short or long rest.
Willow Wilden
As a willow wilden, your ancestors were the expansive willow trees and sheltered life in their long, protective branches.
Ability Score Increase. Your Constitution score increases by 2.
Leafy Concealment. As a bonus action, you can conceal yourself within your long, leafy hair. Until the start of your next turn, all attacks against you are made at disadvantage. Once you use this trait, you can’t use it again until you finish a short or long rest.
Wilden
Born in the Feywild, wilden took form as the powers of the Plane of Faerie pulled the spirits from the very trees of the forests. The powers of fey needed guardians against the corrupting powers that occasionally disturbed the natural order, and the wilden became those guardians.
The wilden proved to be everything their creator had hoped: stalwart, fearless, tireless, capable guardians of the natural order. Their inseparable link to their tree-ancestors fueled a deep devotion, regardless of the threats faced. As the new race of wood-creatures proliferated, they even moved past the veil of the Feywild and into the mortal realms.
In these more mundane planes of existence, the wilden found that in many cases the corruption of the natural world was even worse than in the Feywild. Rather than dimming their resolve, this discovery emboldened the creatures. They took to rooting out rot and driving away those that would despoil the natural world.
Wilden are made of the same stuff as trees. They have bark-like skin that covers wooden flesh. Their physical appearances are largely determined by the type of tree they can claim as their ancestor. As the seasons change, their physical appearances may change as well: changing colors in the autumn, losing some of their leaves in the winter, sprouting new growths in spring, and growing full and flush in the summer.
Wilden names tend to be long and winding, but they go by shorter versions for expediency. For example, “Byrintothsymac” would be shortened to “Byre.” Since they are a race that relies on teamwork and a deep bond with their kin and kith, they use the pronoun “we” instead of “I.”