AC
15
Initiative
+4 (14)
HP
10
(4d4)
Speed
10 ft., fly 40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 3 | -4 | -4 |
| DEX | 18 | +4 | +4 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 13 | +1 | +1 |
| CHA | 11 | +0 | +0 |
Skills
Perception +3, Stealth +8
Senses
Passive Perception 13
Languages
Common, Elvish, Sylvan
CR
1/4 (XP 50; PB +2)
Actions
Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target’s emotions and alignment.
Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.







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Posted Dec 29, 2025Weird idea, for your consideration:
As the only Pact of the Chain Familiar that uses weapons, this could potentially utilize your Pact of the Blade abilities.
(Yes, I know RAW, only "you" can use your Pact Weapon. But hey, if you can have a Dancing Sword as your Pact Weapon, why not this Flying Dagger? Seems perfectly reasonable that your Patron would want you to combine the abilities they gave you. Especially the Archfey, who is all about making yourself a nuisance while your allies atack.)
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Posted Jan 9, 2026Fun fact: When a familiar is dismissed or otherwise disappears, they drop any equipment they're holding. The needle sword isn't useful, as it's functionally just a dagger with fewer features. Who would spend 10 gold or a spell slot for a dagger? Now, the Enchanting Bow, on the other hand...