Homebrew Chwinga Species Details

Humanoid Fascination

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 Names

Chwinga do not names, they are instead distinguished by their masks. A chwinga’s mask typically took the form of an animal’s face, and each mask was unique to the chwinga. Other creatures may refer to the chwinga by what their mask depicts. 

Chwinga Traits

Due to your innate ties with the natural elements, your chwinga character has the following traits

Languages

You speak (via telepathy only), read, and write Common, and one additional language of your choice. This language typically has some connection to one of the areas that you live near.

Ability Score Increase

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

Age

As a spirit, you do not age. You are immune to magical aging effects.

Alignment

Chwingas are typically neutral, with some being lawful or chaotic neutral.

Size

Chwingas stand between 6 inches and 1 foot. Your size is tiny

Speed

Your base walking, climbing, and swimming speed is 20 feet.

Blindsight

Chwinga’s, lacking eyes, can perceive its surroundings without relying on sight. You have 60 ft. of blindsight

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

As an action, you can magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. 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 its shelter is destroyed, you are forced out and appears in the shelter’s space, but are otherwise unharmed. You can take shelter a number of times equal to your wisdom modifier (minimum of 1).

Elemental Magic

You know one of the following cantrips druidcraft, guidance, and resistance.

Magical Gift

At the end of a long rest, you gift a number of creatures equal to your wisdom modifier (minimum of 1) within 30 ft. of you a magical charm, this charm is one of the four following effect chosen at random:

d4 - effect
1 - Temporary HP equal to your wisdom modifier (minimum of 1) plus your level
2 - They have advantage on the first skill check, attack roll, or saving throw them make
3 - They have resistance to poison and advantage against being poisoned for 1 hour
4 - They gain 30 ft. of darkvision, if they already have darkvision it's range increases by 30 ft.

A creature can only have one magical gift at a time, and the gift is lost after 1 hour if not already used.

Telepathy

You can telepathically speak to any creature you can see within 30 feet of you. You can telepathically speak to anyone, however only those who share a language with you can understand what you say. Telepathy is the only way for you to speak.

Small Stature

You can only wield light weapons and armor. If you attempt to use a heavier weapon, you have disadvantage on all attack rolls. If you attempt to use heavier armor, your speed is halved. Your DM may allow you to get custom-made weapons and armor for your size.

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