Sylvan
Nurtured by the magic of the fey realms, Sylvan bridge the boundary between humanoid intellect and the primal instincts of beasts. They resemble anthropomorphic beasts from the material realms, with some having thick fur or sleek feathers, while others have protective shells or digitigrade legs. Wildflowers and river-silt scent their presence. Sylvan have a curious, playful temperament coupled with a fierce protectiveness of companions.
Each Sylvan embodies a specific beast: Bear, Bird, Cat, Deer, Hare, Turtle, or Wolf.
Traits
Bestial Aspect
Your body bears the shape of the beast your kin echoes:
- Bear
- Your claws are natural weapons dealing 1d6 physical damage. While not wearing armor, your thick hide counts as hide armor (AC 5, medium).
- Bird
- You have wings. While not wearing medium or heavy armor, when you use the Move technique you can mark 1 fatigue to fly up to your walking speed; you must land at the end of the technique or fall. When falling, you can spread your wings to glide, reducing the fall damage by half.
- Cat
- Your retractable claws are natural weapons with the agile property, dealing 1d6 physical damage. You have a climb speed equal to your walking speed, and when you fall you instinctively right yourself, taking only half damage.
- Deer
- You’re a swift and graceful runner. Your walking speed increases by 10 feet, your jump distance is doubled, and you take no damage from falls of 20 feet or less.
- Hare
- Your walking speed increases by 10 feet. You can long-jump your walking speed and high-jump half your walking speed without a running start. Luck favors you: once per rest, you can reroll one die you just rolled, and must use the new result.
- Turtle
- Your shell counts as heavy armor (AC 5) that you cannot remove. You cannot wear other armor over your shell, though you can benefit from a shield. By spending 2 AP, you withdraw into your shell: you gain the Protected condition, your Speed is 0, and you cannot take actions or reactions other than spending 1 AP to emerge.
- Wolf
- Your jaws snap with crushing force: your bite is a natural weapon with the agile property and +1 piercing, dealing 1d6 physical damage. You can spend 2 AP and mark 1-fatigue to attack with a takedown: on a hit, the target is knocked Prone, and on a strong hit, you can mark 1-fatigue to clamp down, applying Restrained.
Feywild Kin
You have darkvision. You can speak with and understand beasts of your kind, as described in the Speak with Animals charm.
Wild Instinct
Your instincts run with the beast your kin echoes:
- Bear (Bear’s Wrath)
- By spending 1 AP and marking 2-fatigue, you unleash a thunderous roar. Each enemy within 30 feet who can hear you must make a Power save, DC +POWER; on a miss, they become Frightened of you until the start of your next turn. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations. While below half your maximum HP, your melee strikes deal an additional 1d6 damage.
- Bird (Predator’s Eye)
- Your eyes catch fine detail at distances that would leave others squinting — up to a mile in clear conditions. You ignore disadvantage on ranged attack rolls caused by long range. By studying a creature you can see for 1 minute, you learn one of: a damage type it is vulnerable to, a condition it is immune to, or its current HP range (full, wounded, or bloodied). You can study a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations.
- Cat (Hunter’s Senses)
- You have advantage on checks to spot, listen for, or track a creature.
- Deer (Vigilant Senses)
- You have advantage on checks to spot hidden threats or listen for danger. As a reaction to a creature moving within 10 feet of you, you can use the Move technique; this movement does not provoke opportunity attacks. You can do this a number of times equal to your Prowess, and you recover all spent uses as part of your daily preparations.
- Hare (Quick Bound)
- When a creature within 5 feet of you misses you with a melee attack, you can react by bounding up to 10 feet in any direction — this movement does not provoke opportunity attacks. You also have advantage on saving throws against being Restrained.
- Turtle (Patient Soul)
- You have advantage on saving throws against being frightened. You age slowly, and you can hold your breath for up to an hour.
- Wolf (Pack Tactics)
- You hunt as part of a pack. When you flank a creature, flanking grants you advantage instead of +2 ongoing. You can also spend 1 AP and mark 2-fatigue to let out a piercing howl: each ally within 30 feet who can hear you becomes Prepared for their next attack roll.