Hello Adventurers. I have long wanted to see a true Tiny race. I recently got inspired by the idea of a Sprite as a D&D character. I'm hoping that you would be willing to review my race. I am very concerned that it is too strong for a race. Feel free to give me your thoughts or even steal it if you want.
Here it is.
Shimmerkin
Shimmerkin are Tiny Fey born when wild magic gathers around living plants such as blooming flowers, dew‑laden leaves, glowing mushrooms, or moonlit reeds. Each Shimmerkin begins as a spark of living enchantment that takes on a humanoid form, shaped by the natural magic surrounding its birth.
All Shimmerkin share a delicate, ethereal appearance: small, graceful bodies; expressive features; and wings or fins that reflect the magic of their origin. Their skin ranges across many tones, sometimes touched with faint luminescence or subtle patterns reminiscent of leaves, petals, stars, bark, or water ripples. Though their forms differ, all Shimmerkin move with a lightness that seems half‑born of air and half‑born of magic.
Shimmerkin are deeply tied to the environments that nurture them. Over time, the magic of those places shapes their bodies and instincts, giving rise to distinct lineages. Pixies emerge from vibrant meadows and blooming groves, Sprites from ancient forests and guarded wildlands, Nixies from rivers and still waters, and Shadowkin from moonlit woods, deep caverns, or other dim and quiet places. Despite their differences, all Shimmerkin share an innate connection to nature, a spark of fey magic, and a curiosity that often leads them far beyond the place where they first took shape.
Shimmerkin Traits
Creature Type. You are a Fey.
Size. You are Tiny (≈1 feet tall).
Weight. 0.45 lb. to 0.88 lb.
Speed. Your walking speed is 25 feet.
As a Shimmerkin, you have the following traits.
Flight. Because of your wings, you have a flying speed equal to your walking speed and can hover up to 10 feet above the ground. You can’t use this flying speed if you’re wearing medium or heavy armor or if you exceed your carrying capacity (including grappled creatures).
Cloak of the Feywilds. Nature shields you from perception. You always have the Invisibility spell prepared. Starting at 3rd level, 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 this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (you choose which when you choose this race).
Slight Build. Your size grants you certain advantages and disadvantages. You can travel through the space of a Medium or larger creature treating that space as Difficult terrain. Creatures, objects, and equipment not sized for Tiny creatures count as weighing eight times as much for you when determining Carrying Capacity and your Push/Drag/Lift.
Fitted Objects. You cannot wield, wear, or use objects designed for creatures larger than Small. Additionally, you have disadvantage on d20 Tests made using objects, tools, or weapons not designed for Tiny creatures unless they have been specially made or resized for you.
The damage of your attacks with Tiny-sized weapons and your Unarmed Strikes is reduced by 2 (minimum 0 damage).
Subspecies
There are four primary subspecies of Shimmerkin: Pixies, Sprites, Shadowkin, and Nixies. You choose one when you select this race.
Pixie
Pixies embody the vibrant joy of the Feywild. Their skin comes in normal tones like that of sprites, but their hair and eyes can shimmer in any shade of the rainbow. Bright, colorful butterfly wings beat behind them, and flowers often bloom naturally in their hair. Pixies are curious, energetic, and mischievous, delighting in harmless pranks and the beauty of blooming things.
As a pixie you have the following additional traits.
Fey Spells. You know the Druidcraft and Dancing Lights cantrips.
Starting at 3rd level, whenever you finish a Long Rest you can replace the Dancing Lights cantrip with a different cantrip from the Druid spell list. Additionally at 3rd level, you always have the Faerie Fire 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 this spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies).
Fey Warding. If you take damage from a spell or magical effect, you may use your reaction to grant you resistance to that damage type until the start of your next turn. You can use this reaction once per Long Rest.
Additionally you have advantage on saving throws to avoid or end the Charmed condition.
Sprite
Sprites are the stern protectors of the wilds. Their skin, eyes, and hair appear in colors not unlike humans. Their sharp, translucent dragonfly wings hum with precision, and small leafy plants or tiny branches sometimes sprout from their hair. Serious, disciplined, and militaristic, Sprites stand as vigilant guardians of forests and glades.
As a Sprite you have the following additional traits.
Spellbound Attacks. Once per Long Rest, when you attempt to hit a creature with a weapon attack or Unarmed Strike you can add your proficiency bonus to the attack roll, even if you are adding it already. On a hit the creature has the Charmed condition until the start of your next turn.
Training of the Wilds. You gain proficiency in the Longbow and the Insight skill. Additionally you can ignore the damage reductions from the Fitted Objects feature.
Shadowkin
Shadowkin are nocturnal Shimmerkin shaped by darkness and quiet places. Their skin is pale, sometimes faintly glowing under moonlight, and their hair ranges from black, silver, and white to cool, eerie hues like violet, blue, or green. Soft, dusted moth wings carry them silently, and delicate mushrooms or underdark fungi may grow in their hair. Though many Shadowkin dwell in the Underdark, just as many live in dense, dimly lit forests, caves, or simply hide away until nightfall. Quiet, solitary, and mysterious, they move through darkness with ease and carry its magic wherever they go.
As a Shadowkin, you have the following additional traits.
Umbral Sight. Your eyes are well adapted for darkness. You have Darkvision with a range of 120ft.
However, bright light is harsh to your eyes. Areas of direct sunlight or light of similar or greater intensity are Lightly Obscured for you. While in direct sunlight or light of similar or greater intensity, you have disadvantage on all d20 tests that rely on sight.
Shadow Walker. You have Advantage on Dexterity (Stealth) checks while in dim light or darkness while hovering or walking.
Additionally, you can use the Cloak of the Feywilds’ once per Long Rest feature at level 1 instead of at level 3.
Mist and Shadow. You know the Minor Illusion cantrip.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies).
Poison Resistance. You have advantage on saving throws to avoid or end the poisoned condition.
Nixie
Nixies are fluid and adaptable, shaped by rivers, lakes, and the quiet depths of the Feywild. Their skin, paler than that of Sprites and Pixies, is tinged with cool blues and greens, and their dark hair flows in earthy and aquatic tones, often threaded with living riverweed, lilypads, or other water plants that grow naturally from it. A long, flowing fishlike dorsal fin rises from their back in place of wings, and their bodies are always damp to the touch. Easygoing and serene, Nixies drift with the current until they choose to push against it with surprising strength.
As a Nixie you have the following additional traits.
Amphibious. You can breathe air and water.
Fins. Instead of insect wings you have webbed hands and feet and dorsal fins reminiscent of a fish. Ignore the Flight feature. You have a swimming speed 5 feet greater than your walking speed. At level 5 this speed increases to 10 plus your walking speed.
Aquatic Grace. While swimming, you can travel through the space of a Medium or larger creature without treating that space as Difficult terrain.
When you reach the surface of the water, you can use your movement to leap into the air. You can make a standing long jump or standing high jump from the water’s surface as if it were solid ground. If you used the Dash action to increase your swimming speed this turn, you can instead make a normal long jump or high jump, following the usual rules for jumping.
Aquatic Spells. You know the Shape Water cantrip.
Starting at 3rd level, you always have the Fog Cloud 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 this spell using any spell slots you have of the appropriate level.
Additionally at 5th level, you always have the Misty Step 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 this spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies).
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Hello Adventurers. I have long wanted to see a true Tiny race. I recently got inspired by the idea of a Sprite as a D&D character. I'm hoping that you would be willing to review my race. I am very concerned that it is too strong for a race. Feel free to give me your thoughts or even steal it if you want.
Here it is.
Shimmerkin
Shimmerkin are Tiny Fey born when wild magic gathers around living plants such as blooming flowers, dew‑laden leaves, glowing mushrooms, or moonlit reeds. Each Shimmerkin begins as a spark of living enchantment that takes on a humanoid form, shaped by the natural magic surrounding its birth.
All Shimmerkin share a delicate, ethereal appearance: small, graceful bodies; expressive features; and wings or fins that reflect the magic of their origin. Their skin ranges across many tones, sometimes touched with faint luminescence or subtle patterns reminiscent of leaves, petals, stars, bark, or water ripples. Though their forms differ, all Shimmerkin move with a lightness that seems half‑born of air and half‑born of magic.
Shimmerkin are deeply tied to the environments that nurture them. Over time, the magic of those places shapes their bodies and instincts, giving rise to distinct lineages. Pixies emerge from vibrant meadows and blooming groves, Sprites from ancient forests and guarded wildlands, Nixies from rivers and still waters, and Shadowkin from moonlit woods, deep caverns, or other dim and quiet places. Despite their differences, all Shimmerkin share an innate connection to nature, a spark of fey magic, and a curiosity that often leads them far beyond the place where they first took shape.
Shimmerkin Traits
Creature Type. You are a Fey.
Size. You are Tiny (≈1 feet tall).
Weight. 0.45 lb. to 0.88 lb.
Speed. Your walking speed is 25 feet.
As a Shimmerkin, you have the following traits.
Flight. Because of your wings, you have a flying speed equal to your walking speed and can hover up to 10 feet above the ground. You can’t use this flying speed if you’re wearing medium or heavy armor or if you exceed your carrying capacity (including grappled creatures).
Cloak of the Feywilds. Nature shields you from perception. You always have the Invisibility spell prepared. Starting at 3rd level, 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 this spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (you choose which when you choose this race).
Slight Build. Your size grants you certain advantages and disadvantages. You can travel through the space of a Medium or larger creature treating that space as Difficult terrain. Creatures, objects, and equipment not sized for Tiny creatures count as weighing eight times as much for you when determining Carrying Capacity and your Push/Drag/Lift.
Fitted Objects. You cannot wield, wear, or use objects designed for creatures larger than Small. Additionally, you have disadvantage on d20 Tests made using objects, tools, or weapons not designed for Tiny creatures unless they have been specially made or resized for you.
The damage of your attacks with Tiny-sized weapons and your Unarmed Strikes is reduced by 2 (minimum 0 damage).
Subspecies
There are four primary subspecies of Shimmerkin: Pixies, Sprites, Shadowkin, and Nixies. You choose one when you select this race.
Pixie
Pixies embody the vibrant joy of the Feywild. Their skin comes in normal tones like that of sprites, but their hair and eyes can shimmer in any shade of the rainbow. Bright, colorful butterfly wings beat behind them, and flowers often bloom naturally in their hair. Pixies are curious, energetic, and mischievous, delighting in harmless pranks and the beauty of blooming things.
As a pixie you have the following additional traits.
Starting at 3rd level, whenever you finish a Long Rest you can replace the Dancing Lights cantrip with a different cantrip from the Druid spell list. Additionally at 3rd level, you always have the Faerie Fire 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 this spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies).
Additionally you have advantage on saving throws to avoid or end the Charmed condition.
Sprite
Sprites are the stern protectors of the wilds. Their skin, eyes, and hair appear in colors not unlike humans. Their sharp, translucent dragonfly wings hum with precision, and small leafy plants or tiny branches sometimes sprout from their hair. Serious, disciplined, and militaristic, Sprites stand as vigilant guardians of forests and glades.
As a Sprite you have the following additional traits.
Shadowkin
Shadowkin are nocturnal Shimmerkin shaped by darkness and quiet places. Their skin is pale, sometimes faintly glowing under moonlight, and their hair ranges from black, silver, and white to cool, eerie hues like violet, blue, or green. Soft, dusted moth wings carry them silently, and delicate mushrooms or underdark fungi may grow in their hair. Though many Shadowkin dwell in the Underdark, just as many live in dense, dimly lit forests, caves, or simply hide away until nightfall. Quiet, solitary, and mysterious, they move through darkness with ease and carry its magic wherever they go.
As a Shadowkin, you have the following additional traits.
However, bright light is harsh to your eyes. Areas of direct sunlight or light of similar or greater intensity are Lightly Obscured for you. While in direct sunlight or light of similar or greater intensity, you have disadvantage on all d20 tests that rely on sight.
Additionally, you can use the Cloak of the Feywilds’ once per Long Rest feature at level 1 instead of at level 3.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies).
Nixie
Nixies are fluid and adaptable, shaped by rivers, lakes, and the quiet depths of the Feywild. Their skin, paler than that of Sprites and Pixies, is tinged with cool blues and greens, and their dark hair flows in earthy and aquatic tones, often threaded with living riverweed, lilypads, or other water plants that grow naturally from it. A long, flowing fishlike dorsal fin rises from their back in place of wings, and their bodies are always damp to the touch. Easygoing and serene, Nixies drift with the current until they choose to push against it with surprising strength.
As a Nixie you have the following additional traits.
When you reach the surface of the water, you can use your movement to leap into the air. You can make a standing long jump or standing high jump from the water’s surface as if it were solid ground. If you used the Dash action to increase your swimming speed this turn, you can instead make a normal long jump or high jump, following the usual rules for jumping.
Starting at 3rd level, you always have the Fog Cloud 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 this spell using any spell slots you have of the appropriate level.
Additionally at 5th level, you always have the Misty Step 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 this spell using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subspecies).