Wilden
Physical Qualities
Wilden are plant-like fey creatures. Their bones are hardwood, and their supple, bark-like skin trails into tiny tendrils and a cloak of leaves. Within each Wilden lies nature's spirit and all can manifest this spirit in different aspects. Each aspect triggers a transformation, reflecting the purpose for which the Wilden were created. A Wilden in the aspect of the ancients has eyes and leaves of white. When a Wilden is in the aspect of the destroyer, jagged spurs break through the skin and their eyes darken to black. The hunter's aspect camouflages a Wilden's body with green and brown patterns, while the eyes take on an emerald color. As Wilden age, their bodies move through the seasons. Young Wilden are like trees in spring, filled with life and vigor. Their bodies are a green hue. In the Summer phase, a Widen's body is brown or tan, while the cloak of leaves remain vibrant green. Wilden in the autumn phase undergo a profound change, their skin darkening as their leaves turn color to reds, yellows, and oranges. Finally, the winter phase heralds the end of a Wilden's life, as the body grows thinner and the wilden's leaves wither and fall.
Playing a Wilden
Central to Wilden existence are nature's three aspects: the keeper of ancient secrets, the destroyer, and the hunter. As keepers of ancient secrets, wilden act as stewards, preserving the land against any who would defile it. The destroyer aspect is nature's fury incarnate--the destruction embodied by hurricanes, tornados, and lightning strikes. The aspect of the hunter seeks out and eradicates aberrant corruption. Individuality has no place in a Wilden's life. Males and females display difference in personality and appearance, but all Wilden regard themselves as parts of a greater whole. When speaking of themselves, wilden use the plural, saying "We" instead of "I." As a new people, Wilden lack grudges toward other races. Most Wilden are eager to learn about other societies, beliefs, and cultures, and they might adopt the values of other races as their own.
Wilden can experience shifts in personality when they assume their aspects. They become thoughtful and cautious when in the aspect of the ancients, aggressive in the aspect of the destroyer, and secretive and withdrawn in the aspect of the hunter.
Even as Wilden shape their beliefs through exposure to other cultures, they maintain that their purpose is to secure the Feywild and the natural world from harm. Wilden who worship gods venerate deities who cherish nature, such as Corellon, Melora, and Sehanine. Wilden also honor the primal spirits.
Wilden have no kingdoms or cities, but they regard all of nature as their home. When they gather, they do so in communities where the borders between the Feywild and the natural world are thinnest. Wilden live in harmony with nature, so even in these settlements, it is difficult to distinguish where the wilderness leaves off and the community begins.

Wilden Traits
As a Wilden, you have the following racial traits:
Ability Score Increase Your Wisdom increases by 2 and your Dexterity increases by 1.
Age A typical Wilden lives more than a century.
Alignment Wilden vary widley on the alignment spectrum. Just remember that whatever they do, they do it for nature.
Size Wilden stand at about 5'6 to 5'9. Your size is medium.
Speed Your base walking speed is 30.
Darkvision Thanks to your fey blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only Shades of Gray.
Nature's Will You have advantage on saving throws against the Frightened status condition.
Laungages You can speak, read, and write Common and Sylvan.
Nature's Aspect Whenever you complete a long rest, choose one of the following aspects of nature to manifest.
Aspect of the Ancients
You become the personification of the never ending flow of nature.
Skill Proficiency In the same way that your mannerisms change, you are more open to the influence of nature to help guide you. You are proficient in the Wisdom (Nature) skill. If you already have proficiency in this, you gain expertise.
Voyage of the Ancients You know the Misty step spell and can cast it without expending a spell slot once per long rest.
Aspect of the Destroyer
You become the personification of the ruthless prosecutors of nature
Skill Proficiency In the same way that your mannerisms change, you are more open to the influence of nature to help guide you. You are proficient in the Strength (Athletics) skill. If you already have proficiency in this, you gain expertise.
Wrath of the Destroyer After landing a critical hit or rolling maximum damage on an attack, you may spend a bonus action to make an additional attack with advantage. After using this feature, you must complete a long rest before you can do so again.
Aspect of the Hunter
You become the personification of the ever vigilant hunters of nature.
Skill Proficiency In the same way that your mannerisms change, you are more open to the influence of nature to help guide you. You are proficient in the Dexterity (Stealth) skill. If you already have proficiency in this, you gain expertise.
Pursuit of the Hunter When a creature moves within 5 feet of you, you may use your reaction to attack the creature. This attack ignores damage resistance. Once you use this trait, you may not do so again until after a long rest.
Homebrew 5e Race
Adapted from 4e by u/DicidueyeAssassin
First image from the Player's Handbook 3 for 4e
Second image from Anna Anna on Flickr
