Homebrew Grig Species Details
Grigs are typically shy around strangers and cautious, but ultimately trusting and overall good-natured and friendly.They are content to pass their time frolicking in idyllic meadows.
They are also lighthearted and loved to engage in mischief and pranks, especially against larger creatures—from their perspective, just about everybody. Classic "pranks" included thieving food and items, causing tents to collapse, making items appear to talk with their ventriloquism, gluing swords into their scabbards, scribbling rude images in the margins of spellbooks, rearranging furniture and even attaching it to the walls or ceilings, daubing sticky sap on things, putting holes in flagons, and chirping like true crickets to stir people trying to sleep. They usually loiter nearby to observe the outcome and have a good laugh. These were not intended to be cruel, however. To a grig, mischief was life. Opposing them would only amuse them and drive them to greater efforts. The only effective way of dealing with a grig was to be patient and not give it the reactions it was looking for, so it would quickly grow bored and go elsewhere. Otherwise, once they'd had their fill of fun or if they'd gone too far and caused genuine offense or grief, the grig would make amends with a small gift: a valuable jar of fresh honey or a gem or trinket, possibly originating from feywild.
With no desire for violence, they avoid fights at all costs, even apologizing if they must. Despite this, they would defend themselves if forced, against wicked creatures and those who attack grigs. They are fierce fighters who were afraid of no-one, no matter how big.
Among all the sprites, grigs are the most energetic, being constantly on the move in search of activity and adventure and never resting. They sleep for but a few seconds at a time, usually when feywine got the better of them. They played their music through the night to entertain and to annoy others.
Creating Your Character
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Sylvan Common.The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. Fairies and harengons, however, have a life span of about a century.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Grig Traits
As a grig, you have the following racial traits.Natural Fiddler
Like a male cricket, grigs could emit chirps by rubbing a ridged vein on their forewings against the hardened underside of their top wings, similar to the bow of a fiddle against its string. Grig's are able to use their knowledge of chirping to masterfully play the fiddle.
Standing Leap
You are always considered to have a running start when jumping thanks to your cricket lower half.
Irresistible Dance
At lvl 3 you gain the ability to cast Irresistible Dance (using Charisma as your spellcasting ability). You can do this once per day and need to complete a long rest before you can do it again. (as it is a 6th level spell and, based off Wizards, there is only one 6th level spell slot available until you reach 19th level)
Creature Type
You are a Fey.
Size
Halved Carrying/Lifting Capacity, Disadvantage of Shove/Grapple on creatures larger than Small, Limited to Light Weapons (as you are tiny)
Speed
Your walking speed is 30 feet.
Flight
Your flying speed is 30 feet.
Sprite's Invisibility
As a bonus action, you can magically turn invisible for one round. This effect ends at the beginning of your next turn (unless you spend another use), until you attack, cast a spell, or lose concentration. Any equipment you are wearing or carrying also turns invisible with you.
You may use this feature a number of times equal to your proficiency bonus. After using this ability, you can't use it again until you complete a short of long rest.
Fey get advantage in perception checks against Sprite's Invisibility
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