> [!infobox|right wikipedia]-
> # Sinding
> ![[Metal Elf.jpg]]
> ###### Biological Information
> | | |
> | ---- | ---- |
> | **Type** | Humanoid |
> | **5e Species Basis** | [Elf](https://www.dndbeyond.com/species/1751437-elf) |
> | **Size** | Medium |
> | **Speed** | 30 feet |
> | **Vision** | Darkvision 60 ft. |
> | **Abilities** | <ul><li>Sinding Lineage<li>Mfindan Ancestry<li>Keen Senses<li>Trance</ul> |
> ###### Physical Characteristics
> | | |
> | ---- | ---- |
> | **Height** | 5-6 feet |
> | **Lifespan** | ~100 years |
> ###### Sociocultural Information
> | | |
> | ---- | ---- |
> | **Mobian Class** | Vogue |
> | **Primary Locations** | <ul><li>[[Hebra]]<li>[[Yetchem]]</ul> |
> | **Environments** | <ul><li>Urban<li>Forest</ul> |
> | **Languages** | <ul><li>item1<li>item2</ul> |
> | **Notable Members** | <ul><li>item1<li>item2</ul>|
The Sinding (SIN-ding) are a species of slender, pointy-eared humanoids who descend from the nature spirits which inhabit the transitory forest plane of [[Mfinda]]. The Sinding have split off from their nature spirit cousins and have all since departed [[Mfinda]] and spread throughout the [[Mobius System]]. They are generally considered the "rebel children" of [[Araujo]], the goddess of law and order who created [[Mfinda]]. Some, like the Dark and Metal Sinding, completely reject the tenants and aesthetics of their ancestry, opting to venerate completely different principles like darkness and melancholy or brash anti-establishmentism. Others, like the High Sinding, view themselves as following the "true" teachings of [[Araujo]] and their nature spirit ancestors, specifically by venerating and cultivating the mind-opening substances produced by nature.
> [!Table of Contents]+
> 1. [[#Appearance]]
> 2. [[#Traits and Abilities]]
> 3. [[#History]]
> 4. [[#Society]]
# Appearance
Sinding have pointed ears and usually lack facial and body hair. They tend to be slender and shorter than some other humanoids, ranging from 5 to 6 feet on average. Aside from those similarities, Sinding encompass a wide range of skin, hair, and eye colors. A Sinding's appearance tends to be more heavily determined by their lineage within the Sinding species.
Dark Sinding tend to have either black or stark white hair and greyish skin of many hues. They generally dress in a dark, romantic style characterized by black, antique, and often macabre or morbid elements, incorporating materials like lace, velvet, and leather, and accessories such as corsets, chokers, and silver jewelry.
Metal Sinding typically sport long, often teased, and voluminous hair in a wide array of colors. They often dress in an aggressive and dark aesthetic rooted in leather and featuring sleeveless tops, leather jackets, studded accessories, and large boots.
High Sinding have a preference for longer, natural-looking hair, often involving simply letting the hair grow out, as it is low-effort and has a laid-back vibe. This can result in shaggy or naturally long, loose locks. High Sinding clothing style is a diverse aesthetic that prioritizes comfort, personalization, and a laid-back, creative spirit, usually featuring natural fabrics, loose silhouettes, and muted or earthy tones with pops of color.
# Traits and Abilities
**Sinding Lineage**. You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Sinding Lineages table. You gain the level 1 benefit of that lineage.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).
| Lineage | Level 1 | Level 3 | Level 5 |
| ------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------- | ------------------------------------------------------------- |
| Dark | The range of your Darkvision increases to 120 feet. You also know the [Douse Light](https://www.dndbeyond.com/spells/2515160-douse-light) cantrip. | [Gloaming](https://www.dndbeyond.com/spells/1731091-gloaming) | [Darkness](https://www.dndbeyond.com/spells/2619080-darkness) |
| Metal | Your Speed increases to 35 feet. You also know the [Thunderclap](https://www.dndbeyond.com/spells/2619179-thunderclap) cantrip. | [Thunderwave](https://www.dndbeyond.com/spells/2619184-thunderwave) | [Shatter](https://www.dndbeyond.com/spells/2619017-shatter) |
| "High" | You have Resistance to Poison damage caused by or derived from plants. You also know the [Mend Plants](https://www.dndbeyond.com/spells/2796991-mend-plants) cantrip. | [Sprout Foliage](https://www.dndbeyond.com/spells/2857546-sprout-foliage) | [Hangover](https://www.dndbeyond.com/spells/2872692-hangover) |
**Mfindan Ancestry**. You have Advantage on saving throws you make to avoid or end the Charmed condition.
**Keen Senses**. You have proficiency in the Insight, Perception, or Survival skill.
**Trance**. You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
# History
# Society