Homebrew Chwinga Species Details
A chwinga (pronounced cheh-WING-ah) is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Painfully shy, chwingas prefer to move about unseen.
If two or more chwinga live in the same area, each one will take shelter in a different plant, rock, or body of fresh water. Though no two chwinga look exactly alike, they resemble 6-inch-tall animated dolls with strange masks, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by cool breezes, the sweet smell of flowers, and dancing fireflies. Their mere presence makes a natural setting more lush and vibrant.
Chwingas shun most other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it shadows those creatures for a short time to observe them. If it takes a liking to a particular humanoid, a chwinga might use its cantrips to aid it, or might bestow a magical gift before departing. The features that attract a chwinga to a particular humanoid can vary. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food.
Chwinga Traits
All chwinga have elemental roots and ties to the natural world, and as such benefit from various exotic traits unique to their species.Ability Score Increase
Your Dexterity score increases by 2 and Wisdom score increases by 1.
Age
Chwinga do not appear to age, and are immune to the effects of both natural and magical aging.
Alignment
Due to their firm ties in nature, most chwinga tend to lean towards neutrality by default. On rare occasions some do fluctuate across the alignment spectrum, usually due to changes in their environment.
Size
Chwinga are naturally doll sized, roughly 3-6 inches tall. Your size is tiny.
Speed
You have a walking, climbing, & swimming speed of 20 feet.
Blindsight & Telepathy
Chwinga have Blindsight and Telepathy to a range of 60 ft, though this specific form of Telepathy must be in a known language and does not grant the reciever the ability to respond back mentally. Also the language must be known by the recipient in order for them to understand its meaning.
All chwinga lack both eyes and a mouth, and instead rely on their uncanny magic and near sixth-sense to interact with the world. For all intents and purposes you are blind and unresponsive beyond 60 ft without external aid.
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 can magically take shelter inside a rock, a living plant, or a natural source of fresh water nearby you. While sheltered this way 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 a cantrip passed onto you from your chwinga heritage, either Resistance, Guidance, or Druidcraft.
You also learn the Pass Without Trace spell at level 3, and can cast it once per long rest with this ability.
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, can only have one active at a time, 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 from the list below:
- 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 the druidcraft cantrip for 24 hours.
- The charm gives the user the effects of the bless spell for one minute, 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 read, write, & "speak" Common and Primordial.
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