Homebrew Blur Species Details
Physical Discription:
Like many Fae, they have colored skin and hair, although the color variation a Blur might have depends on when they were born. In the spring a Blur will take on a purple coloration and a green coloration for the summer. In the fall they will take on a red or orange coloration versus that of the winter Blurs who have a blue coloration. A Blur, like many Fae, are tiny creatures and thus will only stand at about a foot in height and weigh about 20-30 pounds in total.
Personality Discription:
Blur tend to be very chaotic, they may be born in the Faewild but very few actually stay there. Blur tend to leave the Faewild to find ways to sew mischief in the prime-material plane. In order to form this mischief they tend to work from the shadows, moving or breaking things quickly as someone looks away for a second. If a Blur finds a group that they find truly amusing they might choose to choose to show themselves and follow the group for a while. If they ever grow bored of the group they will often leave in search for more mischief, it takes a very significant event for a Blur to form a bond with anyone outside of the Faewild, but if this happens they would die for those people.
Names:
Gender among the Fae tends to be a fairly ambiguous subject and thus all Blur names could be for any gender. Names for Blur tend to be relevant to nature such as meadow, melody, sapling, oak leaf, etc...
Blur Traits
Ability Score Improvement, Fae Ancestry, Trance, Darkvision, Blurred Movement, Leap of Faith, Physical Distribution, TinyAbility Score Improvement
Due to your incredible speed you have a plus 2 to your dexterity, but, due to your size, you have a minus 2 to strength.
Fae Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
Fae don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
With that, you are able to see 10 feet around you in magical darkness letting you dodge enemies as you run past them.
Blurred Movement
Blurs are able to move incredibly fast, but only if they focus on running and nothing else. If you use your action to dash, then you can also use your bonus action to dash as well.
Leap of Faith
When you use your Blurred Movement ability, rather than running the last 40ft you can take that movement as a horizontal jump instead.
Physical Distribution
With how small and fast you are, others have disadvantage on hitting you with melee attacks because you are never standing still. If a bludgeoning weapon does manage to hit you, the weapons size versus yours is extra damaging to you.
Tiny
Weapons
Tiny player races have special rules for weapons with the following properties:
- Tiny races do not benefit from the Light property, so these weapons cannot be used in the off-hand when two-weapon fighting.
- Versatile weapons must be wielded in two hands, and deal their basic damage rather than their versatile damage
- Tiny creatures have disadvantage on attack rolls with Two-handed weapons.
- Heavy weapons cannot be wielded by a Tiny races at all
- All other one-handed weapons must be wielded in two hands
- Tiny races do not benefit from the Finesse property, unless the weapon is also light
Spacing and Movement
Although they cannot deal as much damage with weapons, Tiny creatures enjoy some benefits due to their size. As a Tiny race, you can:
- Squeeze into smaller spaces – as small as 15 inches
- Make better use of cover – in general, where another PC would gain half cover or three-quarters cover, you gain three-quarters cover and total cover respectively. You can also gain half cover from objects that would otherwise be considered incidental, such as rocks or tree saplings
- Occupy the same space as another Tiny or larger creature.
Encumberence
Per PHB p.176, note that a Tiny creature's carrying and lifting capacity is half the normal for their Strength.
Age
Like any fae in the Faewild, time means little to them and they can live on forever so long as they stay in their realm, but since Blurs often spend most of their time outside of the Faewild they tend to live shorter lives than most fae. A Blur will often expire after about 1000 years in the Prime Material Plane. Although, any time that they spend in the Faewild does not count against their years that they will live, it is almost as if time stops and they look like they are in their prime once more.
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