“They died, all, to make it pure, while the world was torn around them. Knowing they would die, they charged me to guard it against the need to come. It was not what I was made for, but all was breaking apart, and they were alone, and I was all they had. It was not what I was made for, but I have kept the faith." He looked down at Moiraine, nodding to himself. "I have kept faith, until it was needed. And now it ends."
—Robert Jordan, The Eye of the World
Wilden were born from the threat of aberrance across the Feywild as a means to protect it. Since then, their sphere of influence has expanded into the Prime Material plane however they are still rarely encountered. Despite being curious of all creatures, wilden harbor no mercy for those that destroy the woods.
A wilden’s bones are made of hard wood while their skin is either a bark or leaf like in texture. Their colouring matches the seasons going from various greens when young to symbolize spring, changing colours as they reach adulthood and beyond turning to reds and oranges later in life. Finally as a wilden reaches old age, their leaves fall. Their hair is made of various plant materials in almost a reflection of their elven neighbors.
Culture among the wilden is very communal with the focus usually being on the betterment of their people. Their self identity reflects that by their preference of the word “we” instead of “I”. Very rarely does a wilden set out on an adventure but when they do, the end goal is usually to help the people they are leaving.
Wilden believe they are all part of the same family, relying on a single name that describes themselves.
Male Names: Burringar, Fiddendas, Harrundin, Kinmannor, Lonlammir, Marradgar, Roddarras, Torsorran, Turruskin, Vunnardun
Female Names: Dissimbel, Ennelbis, Linnoris, Lorranai, Minnakei, Nissorda, Shennatish, Tazinna, Tinissa, Tirrerla
Your wilden character has a number of traits, based on their connection with nature.
Ability Score Increase. Your wisdom score increases by 2.
Age. Wilden reach adulthood when 10 years old but live to be over 100.
Alignment. As a protector of nature, wilden tend to lean towards neutral to neutral good.
Size. Wilden are shorter than humans, ranging from under 5 feet to just under 6 foot tall Your size is medium.
Speed. Your base walking speed is 30 feet.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Chlorophyll. Wilden don't need to sleep or eat normal food. Instead, spending 4 hours rooted in soil grants them the same benefit as an 8 hour rest and takes care of hunger. It takes 1 minute for a wilden to spread their roots.
Tremorsense. Being attuned to nature, you can feel vibrations of nearby footsteps when connected to the ground. When using the Chlorophyll feature, you have a tremorsense of 30 feet.
One With Nature. You know the druidcraft cantrip. Once you reach 3rd level, you can cast Goodberry once per day. Once you reach 5th level, you can cast a spell based on your subrace. Wisdom is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Sylvan.
Subrace. Two main subraces of wilden populate the worlds of D&D: iron Oak and ivy. Choose one of these subraces.
Iron Oak wilden are grown in harsh conditions and their skin reflects that. Heartier than their other kin, they have learned to further withstand against a storm.
Ability Score Increase. Your constitution score increases by 1.
Tough fiber. Your One With Nature ability allows you at 5th level to cast barkskin once per day.
The ivy wilden learned to have strength through flexibility. Bending where others may break is both a defence and an offence.
Ability Score Increase. Your dexterity score increases by 1.
Creeping Vines. Your One With Nature ability allows you at 5th level to cast grasping vine once per day.