Sylvans are attuned the natural world--the outdoors, plants, animals, life energy, etc.
Examples:
- The fey
- Werefolk
Phenotypes
You must have at least one phenotype. You can have more than one, if they do not conflict. Phenotypes may have both advantages and disadvantages.
- Furry: You are a hybrid of human and animal, in a stable (non-shifting) form. Not compatible with Werefolk.
- Plantoid: You have green skin. You gain energy from sunlight, rather than from eating. You still need water, and occasional vitamins and minerals (about as often as a normal human would). You need at least 8 hours of sun exposure per day to feel "fed". Penalties include...whatever the fuck penalties exist for not eating enough, as if anyone even thought of that. TBI
- Werefolk: You have an animal form and a human form. Your animal form choice gives you certain abilities all the time, and (generally) more powerful abilities when shifted. You suffer an ability called Call of the Wild, which can compel you to transform and act in an animal manner in certain circumstances (e.g. predators are aroused to hunt by the scent of blood or fear). The full moon triggers your Call powerfully. Example subtypes: wolf, tiger, bear, etc.
- Underwater Native: You have a swim speed of 6, and you can breathe underwater. You can also breathe above water (because otherwise this ability would be terrible). However, you cannot stay out of the water indefinitely. You need at least 8 hours of "water time" per day. Outside of natural bodies of water, a bath or pool is ideal, but there are also conceivable magical or technological items to recirculate water over you, or even to provide a water-tight suit (sort of a reverse scuba gear) that keeps you hydrated 24/7.
- Fey: You have iron vulnerability, can be warded by effects that work on outsiders, and you can be bound by your words or by receiving gifts.
Ancestry Feats
The following feats are available to anyone with a Sylvan phenotype at any level.
All Sylvans
- Wild Step: Ignore difficult terrain penalties from natural terrain of any sort.
- Brachiation: gain a brachiation speed equal to your walking speed.
- Wild Empathy: All natural animals, plants, and creatures have +2 attitude with respect to you (hostile->unfriendly->neutral->friendly->helpful). You can communicate with all such creatures, regardless of their ability to use language, although this ability does not confer intelligence upon said creatures--they are limited to their own natural intellect. You can use Charisma-based social skills to affect such creatures.
- Scent: You gain the Scent ability. In a radius of 6 squares (12 downwind), you gain awareness of all creatures on the same plane regardless of concealment, and as an action you can pinpoint the square they occupy. You have the ability to identify and track scents as well as a bloodhound.
- Fledgling Wings: You have a pair of wings which you can use to glide and slow fall.
- Tactical Flight: Rank 2. You gain a Fly movement type equal to your movement speed, allowing brief flight, max X rounds before fatigue sets in.
- Overland Flight: Rank 3. You gain an overland flight speed.
- Hover: Rank 3. You gain the Hover movement type equal to your flight speed.
- Turbo Flight: Rank 4. Increase fly/hover speed.
- Mile-High Club: Rank 4. Increase hover/overland fly ceiling to airliner altitudes.
- Tactical Flight: Rank 2. You gain a Fly movement type equal to your movement speed, allowing brief flight, max X rounds before fatigue sets in.
- Ecovore: Choose a specific type of natural setting, such as forest, underwater , desert, arctic, etc. When in that setting, you are magically sustained, requiring no food or drink. You recover long-term damage (such as Exhaustion) 3x as fast. Your short rest healing dice are maximized. Your sleep needs are cut in half.
- Homovore: You have the capability of feeding upon the life energy of humanoids. Choose either a melee attack inflicting medium slashing or piercing damage, a touch attack inflicting medium necrotic damage, or a ranged attack inflicting light necrotic damage. You can use this ability at will. Once per long rest per proficiency bonus, you can also benefit from this ability in one of the following chosen ways:
- Heal self the damage dealt
- Gain +1d4 (d6 at rank 2, etc) to next check based on a stat you choose when taking this feat
Half-Fey
- Glamour: At-will, you can assume an enchantment that enhances your appearance in both visual and magical ways, rendering you unusually attractive and captivating. You gain advantage to any Charisma check for which this would apply (e.g. it is useful for most Persuasion checks, but not so much for Intimidate).
- Rank 2, disguise self as any humanoid of your size
- Dangerous Beauty: Rank 2, use Glamour to create more powerful effects such as fear, charm, stun, etc
- Siren Song: Your voice is magically captivating; gain advantage to Perform (vocal) checks, once per short rest gain advantage to any verbal Cha skill check. Once per long rest per prof bonus, grant inspiration to allies in the form of +1d4 (1d6 at rank 2, etc) to a chosen check.
- Rank 2, shatter
- Rank 2, Fascinate