Homebrew Fey Imp Species Details

   Unlike their fiendish cousins, these imps come from the feywilde -a plane of unkempt nature and untamed magic. These creatures are remarkably well-suited to attritive combat as they're almost-always successful with their attacks and all-but impossible to hit.

Appearance

   Fey imps are a bit smaller than their infernal counterparts -standing at only one foot tall and almost as wide, weighing 5 lbs.

These cute little ones are a delightful caricature of disproportionate features and stretched limbs with pale skin over a rectangular frame.

Age

   An imp's lifespan has never been accurately measured and due to their nature, it's impossible to tell the rate at which they mature.

Size

   Imps are quite small standing anywhere from 1/4 to 1 1/2 feet tall, and weigh 3-7 pounds. Your size is Tiny.

Speed

   Your base walking speed is 10 feet. While slow on foot, Imps are quite adept at climbing -doing so at a speed of 15 feet.

Stats

   Your ability scores are reduced from those of other players, you roll 3d4 for each ability instead of the usual 3d6.

If you prefer, you can use these pre-generated stats: 5, 7, 8, 9,10, 12

Ability Score Increase

   Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Hit Points

   Hit Dice: 1d2 per level.

Hit Points at first level: 2 + your constitution modifier.

Hit Points at Higher Levels: 1d2 (or 1) +your constitution modifier.

Features

 You gain limited benefits from classes and backgrounds and have access to limited spells [to be determined]

Languages

   You can understand Common, Sylven and Impish; Though, you can only speak Impish -an incomprehensible language known only to imps and those they bond with.

Fey Imp Traits

Miniature whirl-a-gig of pain

Stinging Tail

You gain access to a Sting attack. You are proficient with this attack, and it counts as a finesse weapon. It has a 5 foot reach. On hit it deals 1d4 piercing damage. The target must make a con save dc (8 + Proficiency + Constitution) taking an additional 2d6 damage of your chosen type on a failed save, or half as much damage on a successful one.

Once you use this attack you cannot do so until you finish a short or long rest.

Foresight

Certain fey creatures have cognitive speeds which surpasses that of most races, you are one such creature. This ability allows you to predict enemy movements which confers +2 to your tail attack and allows you to dodge any attack from an attacker that you can see.

This ability is non-magical; Although, as it is a biological process, it is susceptible to poisons and toxins.

Translocation

You have the ability to teleport at will up to 20 feet on the same plane while carrying any one item up to 1 pound.

Also, three times per day, you can teleport to any location on any plane and back instantaneously while carrying any one item which weighs one pound or less.

These abilities have no indication as to when they're about to happen and therefore cannot be targeted by dispel magic or similar spells; However, these abilities can be negated by anti-magic zones. If such an anti-magic zone exists, your teleportation abilities are nullified and if such a zone is established while you are teleporting, then you must roll a wisdom save -the DC of which is based on the level of the zone, on a success you instantly re-materialize on the same plane and within five feet of your departure -as determined by the GM, on a failure you become trapped in a personal dimension until the start of your next turn.

Fox Fire

As your action, you can shoot L/6 projectiles which do 1d3 damage of the chosen type.

 

Impish Bond

The impish language -to stretch the word- is an amalgam of chirps and honks or cracks and growels, depending on the dialect, and cannot be understood except by other imps; However, an imp may choose one individual to share a bond with -this bond allows the sharing of vague emotional states and mental imagery between one imp and one humanoid lineage.

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