


The syldain are living embodiments of the forest's will, their forms shaped by the ancient groves and sacred places they protect. With leafy, bark-like skin they move with the grace of the wind through the trees. Often, they are silent observers, attuned to the rhythms of nature's cycles, watching over the groves, grottoes, and forests with unwavering patience. Syldain prefer to keep their faces hidden under simple wooden masks, carved from sacred trees.
Though the syldain are inherently tied to the balance of nature, they remain ever-curious about the world beyond their woodland realms. They approach the encroaching presence of civilization with caution, neither outright rejecting it nor fully embracing it. Instead, they seek to understand its place within the greater harmony they defend. As wardens and stewards, they are driven by a deep sense of duty—to protect not just the trees and streams, but the delicate balance that sustains all life.
The syldain are beings of nature, yet their origins remain shrouded in mystery, even to themselves. While they possess an intrinsic bond to the natural world, the question of their creation lingers like a half-remembered dream. The Verdant Sages, the wisest among them, have long accepted the uncertainty of their beginnings, choosing to embrace the enigma rather than seek answers. For the syldain, existence itself is enough, with no need to unravel the threads of their past.

Syldain Traits
Elder Knowledge. You add double your proficiency bonus to checks to recall knowledge about plants and natural terrain.
Guise of the Forest. You add double your proficiency on Dexterity (Stealth) checks while attempting to hide in dense vegetation.
Berry Bounty. You can cast the goodberry spell once with this trait and regain the ability to do so after finishing a long rest.
Nature's Legacy. You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell. When you reach 5th level, you can cast the healing spirit spell, requiring no material component. You can cast these spells once per day with this trait and regain the ability to cast them when you finish a long rest.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Whispers of the Woodland. You can communicate in a limited manner with creatures of the Plant creature type. They can understand the meaning of your words, and you can understand them through simple emotions. You have advantage on all Charisma checks you make to influence them if they are not hostile towards you.



