Homebrew Chwinga Species Details
As the hearty & Joyful Gnome walks over for a drink, the barkeep recognises a small, inky coloured creature walking by the young soul. It wore an array of cloth on its body, and had a straw farm hat rested on its head, covering a wooden mask on its tiny face.
"Sport, do ya realise what's following you?" The barkeep questioned under a hazy grumble. The Gnome looked back at the little thing, and picked it up to show to him.
"Their joining me on my adventure, they even have a little bow!"
The barkeep looked confused about what was in front of him, but even he had to have agreed that it looked cute. Then, the little creature hopped out of their friend's hands, and sprinted to the menu sign, pointing at the option for bread.
The Gnome piped up, "You don't need food right now, bud. Money is scarce at the current, and you did want some cloth for a cape, right?"
The creature looked around for a moment, then nodded, and returned to the Gnome's side.
The Chwinga is a tiny elemental creature with an absolute curiosity to humanoid life, yet are shy, and only open up to those they trust well enough. They have innate spellcasting & a penitent for mimicking actions they take interest in, so some can be entranced by the life of adventure, despite their shyness.
Environmentally Magical
Chwinga are an elemental creature, meaning that they are effected physically by climate & location. There are 8 types, each one representing the 8 elemental planes; air, ice, water, mud, earth, magma, fire, & smoke. Each one has a physical difference, as well as some minor spellcasting differences. Chwinga all have something in common, they can gift charms to people they like, for any reason really. These charms are limited but they can be pretty useful at times.
Tiny Spirits of Element
Chwinga look like people, but they're about the size of an average doll, have messy looking hair, & have an ornate mask for a face, with no two chwinga having the same one. Because of this mask-face, they have to rely on Blindsight, and can't physically show expression outside of moving their whole body. The weight of a chwinga can be around 1 kilogram (2.5 lbs), while its height is only 10 cm (around 4 inches). Their tiny size makes them quite flexible, making good swimmers & climbers, but otherwise, they are not all that fast. Chwinga who choose to wear 'clothing' only really do it for the experience, to find out why humanoids wrap cloth around them in the first place, meaning that they wear what they find; scraps of cloth, tied straw, etc. They especially enjoy setpiece clothing like large hats, scarves, capes, occasionally extra masks, and so on. Anything that makes them enjoy clothes, they'll wear. The same goes for chwinga who choose to use weaponry or magic, aesthetics & enjoyment over practicality.
Curious Answer-Seekers
Why exactly would your chwinga character choose to try and break out of their shy mould to journey? Mainly, the reason is that you built enough trust up with a humanoid to join their adventures, for the sake of their own curiosity. Chwinga gravitate to any humanoids they know well enough, but races with Elemental or Fey ancestry are much easier for them to understand. Another reason is that they are so curious in adventuring that they tried it themselves, & loved it ever since. In a more dark approach, they could not be adventuring willingly. It's easy to scare a chwinga because of their shyness, so someone could've told you to adventure for something, someone, or someplace at the cost of their life if refused or too far distracted.
Chwinga Traits
Your being as a tiny creature of innate magic gives you these abilities, depending on the climate back at your birth.Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Chwinga are adults from birth onwards, and their life expectancy is unknown.
Alignment
Chwinga are not one to really pick sides, and although they do things randomly a lot, that doesn't mean they don't care for others, in most cases, this is seen as neutral.
Size
Chwinga are naturally doll sized. Your size is tiny.
Speed
You have a walking, climbing, & swimming speed of 20 feet.
Blindsight
You don't have eyes, but rather a sense of blindsight that can span 60 feet.
Unusual Nature
You don't require air, food, or drink. When you die, you can turn into a handful of flower petals, a cloud of pollen, a stone statuette resembling your former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice).
Natural Shelter
You magically take shelter inside a rock, a living plant, or a natural source of fresh water nearby you. You can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair your blindsight. You can use your action to emerge from a shelter. If your shelter is destroyed, you are forced out and appear next to the shelter, but is otherwise unharmed.
Innate Spellcasting
You know two cantrips, one being available to all Chwinga, while the other is based on what element you're a part of.
You first choose one from druidcraft, guidance, or resistance.
Then, you choose one element, that comes with a cantrip:
- Air - Gust
- Ice - Frostbite
- Water - Shape Water
- Mud - Mold Earth
- Earth - Magic Stone
- Magma - Mending
- Fire - Produce Flame
- Smoke - Minor Illusion
Wisdom is your spellcasting ability for these spells.
Magical Gift
You can give out a magic charm to someone. You can't gift charms to yourself, and once you gift one, you have to wait 1d4 days to get the use of them back. You can choose what your charm does, such as:
- Allow the user 5 minutes of the effects of the fly spell, then the charm expires.
- Allow the user the ability to understand all languages for 1 hour, then the charm expires.
- Make the charm transform into an animal from the find familiar spell once, and have it serve the user.
- The charm dissolves into the user's hand and gives them a green touch for 3 hours, allowing them to make any plant they touch grow in minutes.
- The charm gives the user the effects of the bless spell for 5 minutes, then the charm expires.
You can also give someone a fake charm. If they try to use it, it just crumbles away, doing nothing. You can make as many fake charms as you like without a time hinderance.
Languages
You can speak, read, & write, Common and Primordial.
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