← Back to races

Sub-race · Fae

Sylph

Sylph is a specialized Fae lineage.

Record
Sub-race
Primary race
Fae
Size
Medium
Traits
3

Rules reference

Character creation

Sylph uses the core creation benefits of Fae; its unique traits are listed in full below.

Inherited from Fae

Attributes

You gain +1 in Agility and +1 in Cunning.

Inherited from Fae

Proficiencies

You can speak, read and write Sylvan, as well as Common.

Inherited from Fae

Skills

You gain +5 skill points in either Magic, Medicine, Negotiation, Intimidation, Insight.

Identity & lore

Lineage overview

The Sylph are a subrace of Fae that are particularly blessed by the Wind. Said to have been born of the breeze that danced through the branches and leaves of Yggdrasil herself, there are no beings on Lyr that are more attuned to the wind than a Sylph. To the Sylph, the sky and the wind are their natural companions and hold all the joys and secrets of the world.

Sylph villages and cities are built high in the treetops of Easter, wrapping naturally around the massive ancient trees and they rarely have any way of accessing them without flight. These villages can be uncomfortable for visitors as they sway and flex naturally with the trees they’re a part of. The hovering farms are one of the many spectacles of their villages, unique vertical farmland suspended high above the forest floor and are the only place Starlight Berries can be grown, one of the most coveted fruits in Easter.

With their close connection to the sky, Sylph’s first developed the method to pluck stars from above as Starcallers, although they rarely used these skills for harm. Sylph Starcallers are the centerpiece for all manner of celebrations in Easter, providing a spectacle of falling starlight that not even the most elaborate fireworks displays of Kirara can rival.

Sylph adventurers tend to be free spirits, enamored with exploration and discovering all the ways the wind can rush over the stones or twist through distant forests. They have long traditions of archery and agile swordsmanship and they often scoff at the proclaimed control aeromancers boast over the wind and delight in watching their supposed master of the winds fail in the face of the Blessing of Wind.

Sylph companions can be trusted to be skilled and focused in their chosen profession although they can sometimes be distracted by an interesting curl of wind through the leaves.

Sylph

Lineage features

Abilities unlocked

Complete rules for every ability granted by this sub-race.

Ability

Fly

1 AP2 MP
Range
Touch

You or the creature you touch gains Fly, which gives them controlled Flight, Hover and their movement speed is doubled while flying until the end of the encounter. If they take damage while flying higher than 5ft above the ground, their altitude drops by 20ft. If this would reduce their altitude to the point where they touch the ground, they become rooted and cannot fly again until the end of their next turn. If the attack that reduced your HP came from an flying creature other than yourself, you do not lose altitude.

Requirements

-
1 RP
Range
Self
Keywords
Rapid

You gain Consume Wind, which gives you Damage Reduction 100 Wind for the triggering damage. If you reduce damage in any way from this ability and the cause of this damage is not you or from an effect caused by you, you gain Wind Boost. Wind Boost gives you an increase to your movement speed for the next turn equal to the damage reduced by this ability, rounded down to the nearest multiple of 5.

Any on hit effects from the damage do not apply if you took 0 damage from it because of your DR.

Requirements

You are about to take Wind damage.