Sylph
Source: The Gods Are Bastards - Web Serial
Type: Air Fae Entity
Sentience: Yes
Physical Description
Sylphs are graceful, ethereal beings associated with the wind and sky. They appear as humanoid figures with an airy, insubstantial quality—often seeming to be made of wind, mist, or air itself. Their forms are fluid and may shift with air currents. They may have wings made of air or appear to float without visible support.
Sylphs are often depicted as beautiful, graceful beings with features that seem to blur at the edges, as if they are partially transparent or made of flowing air. Their presence is often accompanied by gentle breezes, and they may leave trails of wind or mist as they move.
Personality
Sylphs are elusive, graceful, and free-spirited. They value freedom above all else and are often difficult to pin down or form lasting relationships with. They are curious about the world below but may become bored quickly, leading them to drift away from commitments.
They are generally benevolent but can be capricious, changing direction as easily as the wind. Sylphs appreciate those who respect the sky and air, and may become frustrated with those who pollute the air or disrespect the natural flow of wind.
Location
Sylphs are found in high places such as mountain peaks, tall cliffs, cloud-touching towers, or anywhere the sky is close. They are also encountered in areas with strong wind currents, during storms, or in places where the barrier between the material plane and the elemental plane of air is thin.
They are more common at high altitudes and may be rarely encountered at sea level or in enclosed spaces.
Bond Tiers and Rewards
As a Druid's bond with a Sylph strengthens, they gain cumulative abilities and spells. Sylphs grant powers of air, wind, and flight.
Tier 1: Initial Bond (Minimum Level 5)
Special Ability: Wind Walker You take no damage from falling and can glide horizontally up to 5 feet for every 1 foot you fall.
Granted Spells: Feather Fall, Jump
Tier 2: Growing Bond
Special Ability: Gust Control Once per short rest, you can create a powerful gust of wind as an action. Creatures in a 30-foot line must make a STR save (DC = 8 + proficiency + WIS) or be pushed 15 feet.
Granted Spells: Gust of Wind, Levitate
Tier 3: Strong Bond
Special Ability: Air Walk You gain a flying speed of 40 feet. You can hover.
Granted Spells: Fly, Wind Wall
Tier 4: Deep Bond
Special Ability: Storm Caller You can cast Call Lightning or Wind Wall once per day without expending a spell slot. You have resistance to lightning damage.
Granted Spells: Freedom of Movement, Wind Walk
Spell Slot Bonuses
In addition to granted spells and special abilities, your Sylph patron grants bonus spell slots based on bond strength:
- Tier 1: No bonus (baseline)
- Tier 2: +1 spell slot at highest available level
- Tier 3: +2 spell slots distributed across levels
- Tier 4: +3 spell slots distributed across levels
Related: Magical Patrons/Fae/Fae Beings | Mechanics/Classes/Druid | Fae Magic Overview