Heretic of The Seventh Circle
The more Magic worlds we get, the more I wish 5e had a Dryad race. Anyone have a favorite 3pp Dryad or a favorite homebrew take?
And it is free!There's a nymph race with dryad as a subrace in the player's guide to Odyssey of the Dragonlords. It's free:
Odyssey of the Dragonlords: Player's Guide - Modiphius | Free Products | RPG Quickstarts | Odyssey of the Dragonlords | DriveThruRPG.comOdyssey of the Dragonlords: Player's Guide - Odyssey of the Dragonlords is an epic fantasy campaign for the fifth edition of the world’s greatest roleplaying game.www.drivethrurpg.com
My wife allowed me to play a dryad sorcerer for her Feywild D&D campaign earlier this year. She started with the Eladrin (elf subrace) and made the following changes:
It's not perfect, but it's pretty close and a lot of fun to play.
- The dryad's Magic Resistance ability replaced the elf's Fey Ancestry ability.
- The elf's Keen Senses and Trance abilities were removed.
- The elf's Languages were reworded: "Dryads speak Elvish and Sylvan. In addition, dryads can communicate with beasts and plants as if they shared a language."
- The dryad's Tree Stride ability replaced the eladrin's Fey Step ability.
- The spells on the dryad's Innate Spellcasting list were reworded, to be more in line with other elf subraces: "You know the druidcraft and shillelagh cantrips. When you reach 3rd Level, you can cast the entangle spell and the goodberry spell once (each) 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 and the pass without trace spell once (each) with this trait and regain the ability to do so when you finish a Long Rest. Wisdom is your Spellcasting Ability for these Spells, and casting them requires no material components."
- The dryad's Fey Charm ability was restricted to once per long rest.
yeah could give them 13+Dex natural armor or something.I wouldn't make the AC increase temporary; I'd make it permanent ala the Warforged or the Dragonborn. If the character wants/needs to temporarily increase their AC, they should use class features (instead of racial) to handle that. Otherwise you are going to have a problem with bounded accuracy.
I definitely don’t see it as necessary that such an ability be super useful. It wouldn’t be a huge part of the power equation. Not a ribbon, but not a major ability.The year-and-a-day regeneration for dryads in their tree is great for storytelling and would be great for NPCs, but it might be a bit too slow to be useful for players. Also, death becomes less likely at higher levels thanks to access to resurrection magic, so shortening that reform period as level increases won't really help. I'd probably just drop this, or maybe borrow from the Revenant in UA.
I’m not sure they need a cantrip, the balance template is definitely that progression. Druidcraft is cool and all, but if ditching it allows them to have treestride and plant growth and the ability to speak fully with plants and animals, it may be worth it.For any spellcasting abilities, I'd use the High Elf or the Drow as a template. "You know the X cantrip. At 3rd level, you can cast Y once per day. At 5th level, you can cast Z once per day." Anything more than that pushes the limits of game balance...a character's race isn't intended to replace their class, and vice versa.
It’s appreciated!Anyhoo, that's my advice. I'm not a game designer, so take it with a grain of salt.
I mean...kinda. It’s a good take. I might settle for it, but if I gotta input all the data into ddb anyway, why not work out a version that does exactly what I want?Honestly Odyssey of The Dragonlords has you covered.
Yeah I don’t like bark skin as a free spell because it’s just a bad spell, but otherwise a lot of these look good.
I think I’d go with the AC calculation, but I honestly prefer it as a thing you activate, so I gotta think on that.
Could work.So, in terms of Barkskin, I've found a solution I think I might like.
Remove Concentration from it.
Your AC from wearing armor cannot be lower than 16, shields still add +2 to your AC.
It essentially makes it like Mage Armor only with a big boost to AC and a shorter time limit, and would give the Druid an equivalent to an 18 AC. Which they could get anyways if they have a decent dex score, so it isn't too powerful by a long shot
NahOr just remove Barkskin from the druid list of spells, and replace it with Mage Armor?