To most, Willows look like ghosts. They are not ghosts, however. Their bodies have a unique trait; they are not completely solid, but not completely liquid, not completely transparent, but also not completely opaque. Rather, their bodies are translucent colloids, like jello. As such, they are very malleable, but they prefer to keep a consistent appearance, typically mirroring the look of a certain race or person. They are technically hermaphrodites, being able to both sire and bear children. However, they have very strong gender identities and will change their bodies to reflect their preferred gender. They view themselves as either male or female, and once they decide, they almost never switch.

Willows are creatures made of pure, condensed magic. Despite them having no 'body' they are still very much physical beings that can be touched and held. Such a phenomenon has baffled researchers since their discovery. They aren't inherently dangerous, or evil, but they are very curious, and oftentimes, this leads to mayhem and shenanigans.

‘Every day I spend with you, this journey becomes more and more unbearable. You know that?’

‘Sucks to be you, then. I thought I told you to put that down.’

'If you don’t want me going through your stuff, then buy me a spell book.’

‘I never wanted you in the first place, why would I letyou sift through my stuff?’

‘I said put. It. Down. Now.’ ‘You’re boring. Why won’t you let me read?’

Place in the World

Willows are wanderers. They manifest near high concentrations of magic, often being said high concentration of magic. They rarely stay in the same place for very long, and have an extreme fascination with everything and everyone, particularly those with some kind of magical prowess. As such, they almost never travel alone, and rarely travel in a group that doesn’t have a spell caster. They make themselves known to their chosen group as soon as they can, favoring the spell caster(s) more than the rest of said group.





Willow Society

Willows, surprisingly, have a very defined society. They have cities all over the world, sustained almost entirely with magic. There are never just Willows with a permanent residence in such cities; scholars from all around the world have taken up residence here. These cities have a major focus on various types of magic, and study, with a large focus on libraries, tinkerer’s workshops, temples to various gods and/or extraplanar beings, or even magic ‘batteries’; large towers containing crystallized magic in large quantities.

Relations with other races Willows judge others by how well they can cast spells. The better you can cast, the more they respect you. Humans. "Humans are weird. They’re perfectly capable of casting, but very few of them do! What the heck!?" Elves. "Elves are super magical! I can’t think of a single elf that can’t cast at least one spell!" Dwarves. "Boring. They’re too busy being boring that they never take the time to learn to cast. Take a break! Exercise your mind!"









Willows as Adventurers

Willows are often motivated by all kinds of magic; magic items, magic places, magic people, you get the idea. They almost never travel alone, preferring to form groups of mostly spellcasters, with a few bulkier members to back them up.





Willow Names

Willows don't have very many original names. They name themselves after whatever is their favorite thing at the moment. They can be people, places, spells, foods, you get the idea. They often change their name as their interests change, and are sure to notify others when this happens.

Name Examples Goodberry, Thunderwave, Cannons, Artifacts, History, Dragons, Gadgets, Berries

Willow Traits

Your Willow character has the following traits:

Ability Score Increase. Your Dexterity and Intelligence ability scores increase by 1 each.

Age. As a being of colloidal magic, your age is very abstract. You don't seem to be affected by old age, and it's also very difficult to tell how old you are, given your magical nature.

Alignment. You are, by nature, very curious, aiming to learn as much as you can. Your alignment typically tends to lean more toward neutrality or law.

Size. It takes a lot of magic to make a Willow, as such, your size is medium. You're height caps at 7’ and is rarely shorter than 5’. You are extremely light, having a mainly hollow, purely magical body. Your weight ranges from 50-90 lbs.

Humanoid on the Outside Although you look humanoid, you are actually not, instead, you are an Aberration.

Speed. Your base walking speed is 25ft.

Intellegence-based Magic. Being made of magic, and being a creature of knowledge, you have a few spells naturally at your disposal. At first level, you can cast the Detect Magic spell at will. At third level, you can cast one 2nd level spell from the Wizard spell list 1/long rest. For both of these, Intelligence is your Spellcasting ability.

Malleable Body. Your body is hollow, lightweight, and malleable. Any damage you would take from getting flung around (thunderwave, telekinesis, falling) is reduced by 1d6.

Made of Pure Magic Your body is made of nothing but magic, as such, you can still be dispelled and harmed by various anti-magic spells. If you are targeted directly by a Dispel Magic spell, you must make a Constitution saving throw. On a failed save, you take 2d6 necrotic damage, or half that on a success. If said Dispel Magic spell is upcasted, the damage dealt increases by 1d6 every level above 1st. If you are caught up in an Anti-magic field, you must make a Constitution saving throw at the start and end of each turn that you remain inside it. On a failed save, you take 4d6 necrotic damage, or half that on a success. If you reach 0 Hit Points in either manner, you are completely dispelled, and cannot be revived. Anti-magic fields count as difficult terrain for you, as well.

Hover. You can enter brief moments of levitation where you move so lightly that your footsteps literally tread on air. When you move on your turn, you can choose to activate this ability. Until the end of the current turn, you are immune to difficult terrain and other effects that specifically affect grounded creatures. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Languages. You can speak, read, and write Common, and Wispish. Wispish is a very airy-sounding mashup of several languages. It changes constantly, but somehow, anyone who speaks it always seems to subconsciously know any and all changes that are made.

Subraces. Depending on the type of magic that formed them, different subraces of Willow are produced. These include: Wildfey, Darkfey, Divinefey, Sorfey, and Pactfey.