Homebrew Giant Sprite Species Details
In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off.
Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites’ territory find them staunch allies in times of trouble.
Forest Protectors
Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite’s territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest.
Heart Seers
Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature’s past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite’s power to perceive the heart always shows the truth, because the heart can’t lie.
Poison Brewers
In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags.
Good-Hearted
Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it.
Exceptional Adventurers
Sprite adventurers are rarely seen, likely due to their vulnerability when alone or outside their secluded homes. Through some means, perhaps some fey magic gone wrong, a giant sprite has grown to about twice the size of a normal sprite. This drastic change results in increased physical strength but reduced magical abilities. This may result in exile, or maybe such sprites simply no longer feel that they fit in with their tiny kin. However it happens, giant sprites typically set out on their own as an adventurers.
Giant Sprite Traits
Your sprite character has the following racial traits.Ability Score Increase
Your Dexterity score increases by 2, your Intelligence or Wisdom increases by 1, and your Strength score is reduced by 2.
Age
Sprites typically reach adulthood within 10 years, and live for an unknown length of time.
Alignment
Sprites favor neither law nor chaos but are usually good, despising evil and judging the goodness of others.
Size
Sprites are normally Tiny creatures, but you are about 3 feet tall and weigh about 30 pounds. Your size is Small.
Speed
Your enlarged body has increased your base base walking speed to 25 feet, but reduced your flying speed to 15 feet. You cannot fly while wearing medium or heavy armor.
Fey
Your creature type is fey, rather than humanoid.
Spritely Subterfuge
You have proficiency in the Perception and Stealth skills, and with the Poisoner's Kit.
Heart Sight
As an action, you can touch a creature and magically know its current emotional state. If the target fails a Charisma saving throw, you also know the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. The save DC for this ability equals 8 + your proficiency bonus + your Wisdom modifier.
Invisibility
As an action, you can magically turn invisible for 1 hour, or until you attack, cast a spell, or your concentration ends (as if concentrating on a spell). Any equipment you're wearing or carrying is invisible with you. Once you use this trait, you can’t do so again until you finish a short or long rest.
Languages
You can speak, read, and write Common, Elvish, and Sylvan.
Previous Versions
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8/18/2020 10:19:25 PM
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