Homebrew Wiggler Species Details

The Wigglers are a confusing race - no one knows from where exactly they came from or how they came to be, yet here they are. Impulsive and proud in nature, they’re often quick to engage in combat or mischief as they run wild throughout any lands they find themselves in.

Wiggler Features 

  • Ability Score Increase. Your Strength and Charisma scores increase by 2, but your Intelligence score decreases by 1.
  • Age. Wiggler lifespans and developmental stages are roughly equivalent to that of humans, with the exception of reaching childhood at around 3 years of age (as opposed to 6-8).
  • Alignment. Wigglers have strong chaotic tendencies - whether this is based on genetics, culture, magical means or other factors is unknown. Wigglers can be anywhere on the Good to Evil spectrum, but they tend to be strongly evident of whatever alignment they fall under - it’s usually pretty easy to determine their alignment by a short viewing of their behavior. Although most Wigglers are Chaotic, the few Lawful ones are extremely as such - following their codes of conduct to the finest print and most intricate detail, often in obsessive manners.
  • Size. Wigglers have bulkier bodies than most humanoids. Without including their necks, they can reach proportional sizes of 6 feet or greater. With their long necks put into account, Wigglers tend to be between 8 and 9 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.

    Common Bloodlines

    Draconic Ancestry. You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.

Dragon Color

Damage Type

Breath Weapon

Black

Acid

5' by 30' line to travel, 5’ sphere from landing point (DEX save)

Blue

Lightning

15’ sphere from user (CON Save)

Brass

Fire

5' by 30' line to travel, 5’ sphere from landing point (DEX save)

Bronze

Lightning

5' by 30' line to travel, 5’ sphere from landing point (DEX save)

Copper

Acid

5' by 30' line to travel, 5’ sphere from landing point (DEX save)

Gold

Fire

5' by 30' line to travel, 5’ sphere from landing point (DEX save)

Green

Poison

15’ sphere from user (CON Save)

Red

Fire

15’ sphere from user (DEX Save)

Silver

Cold

5' by 30' line to travel, 5’ sphere from landing point (DEX save)

White

Cold

15’ sphere from user (CON Save)

Uncommon Bloodlines

Uncommon Colorations/Ancestries: Not all Wigglers trace back their heritage to ancient dragons. A rare handful of other bloodlines also exist. Is this by magic? By strange history?Sheer biology? No one knows the origins - yet here they are.

Color

Damage Type

Breath/Special Weapon

Suspected Origins

Purple

Necrotic

5’ by 30’ line to travel, 5’ sphere from landing point (DEX Save)

Necromancy / Limbo / The Abyss

Pink

Psychic

All targets of choice within 5' sphere of a chosen point (max range 30ft) (WIS Save)
(must know targets' locations) 

Mind Flayer Experiments / Limbo / Fey

Orange

Fire

15’ sphere from user (DEX Save)

Nine Hells / Carceri / Fey

Gray

Necrotic

15’ sphere from user (CON Save)

Necromancy / Underdark

Brown

Poison

5’ by 30’ line to hit, 5’ cube from landing point (DEX Save)

Fey / Arborea

Yellow

Thunder

15’ sphere from user (CON Save)

Arborea / Limbo / Acheron / Fey

 

  • Breath Weapon. You can use your action to exhume destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. 

  • Damage Resistance. You have resistance to the damage type associated with your ancestry.
  • Languages. You can read, speak, and write Common, Draconic, and Wiggler.
  • Minor Psionics. Wigglers do not need to move their mouths to speak, instead communicating via telepathy. This ranges and acts identical to a normal speaking voice, with the exception of no facial movement occuring or vibrations being emitted.
  • Costume-like Carapace. Everything from a Wiggler’s neck and upwards looks like some kind of fabric - ranging from leather to cotton, to satin to silk. Texture also matches whatever cloth seems to be present. Their unblinking eyes tend to resemble large versions of buttons commonly used in clothesmaking, and the strings that appear to stitch thier mouths shut actually stretch and remain present even when the mouth is open. Although all of these materials seem physically identical to their cloth counterparts, Wigglers can still fully feel through the material like any other type of skin. These parts also do not tear or burn like normal fabric - Wigglers do not have vulnerabilities to slashing or fire damage due to a slight magical presence in that part of their bodies.

Magical Draw

  • Magical Draw. All spellcaster Wigglers know the spell ‘Fireball’ (or at least one variant) as part of their roster. This does not need to be recorded in any form, but it does count towards the number of spells the Wiggler Spellcaster knows. This also defies class boundaries - any Wiggler that learns spells is under this effect.

Wiggler Spellcasters that cannot use third level spells instead know ‘Emburst’, a milder variant of the stronger Fireball known almost exclusively by Wigglers. Once the Wiggler player reaches the proper level, they can choose to replace Emburst from their list of known spells. Higher level Wigglers can also choose to replace Fireball with Delayed Blast Fireball - or even the special Pyroballista, a stronger variant of Fireball honed by the Wigglers. Regardless of the spellcaster or their level, at least one of these four spells must be present in their knowledge. Is this due to a curse? Ancestry? Magical forces? No one knows, it’s just the way of the Wiggler.

Emburst

1st level evocation

  • Casting Time: 1 action
  • Range: 80 feet
  • Components: V S M (A tiny ball of bat guano and sulfur)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Bard, Warlock
  • A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an eruption of embers. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
  • At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Pyroballista

6th level evocation

  • Casting Time: 1 action
  • Range: 200 feet
  • Components: V S M (A tiny ball of bat guano and sulfur)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Bard, Warlock
  • A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a thunderous roar into an explosion of flame. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 20d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
  • At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 5d6 for each slot level above 6th.

 

Wiggler Traits

Your heritage manifests in traits shared with other Wigglers of the same type.

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