Chwinga, Variant (5e Race)

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Chwinga[edit]

Physical Description[edit]

While they almost all have slightly curved oval white masks with individualized circular or angular patterns atop generally lean humanoid bodies, the rest of a Chwinga vary wildly and represent what they consider their home environment. Those from deserts might look to be made of a small sand storm, those in the arctic seem to be ice statuettes, forest Chwingas will be formed from rolled up grasses, and some in dark jungles are just inky black little people. Many look to be wearing reed-crafted robes, armor, or dresses, but these re actually parts of their bodies grown in emulation of the mortals they like watching. Chwingas usually have hair like tendrils growing out behind their masks or have their tops covered in tied up reeds. Chwingas are usually only about 6 inches tall, but you are unusually large example. You only barely scrape into small size though. Chwingas have no biological sex.

History[edit]

The Chwinga are strange, reclusive, sometimes helpful but always mischievous little nature spirits that like to live in wild environments or on edges of more civilized areas. Many an adventurer and peasant alike have stories of strange pranks or bizarre rituals, often in the form of games, that occur when mortals interact with these odd beings. Not that many even realize the presence of the tiny elementals so adept at hiding in the wild. While usually avoidant of combat with a variety of magical tricks, a few Chwinga more curious than most are willing to leave their hidey holes and set out for ever more quirky experiences among the big folk.

Society[edit]

Chwingas have nothing in the way of formal society amongst themselves, but where one can be found others are often hiding not far away. Individual Chwingas are free to join, leave, or participate with each other however they like without even needing a greeting or farewell between them. When interacting with mortals, they tend to latch onto the most interesting people they can find in an area for a brief time before finding the next most interesting person. If they are sufficiently entertained, they might leave some form of minor supernatural gift behind. Sometime Chwingas do get attached to particular long-lived beings that reside in areas for long times such as dragons or fey.

Chwinga Names[edit]

Chwinga don’t have names, but since you’ll be interacting with mortals more than most you had best find some suitably whimsical moniker to be identified with. Probably something nature themed.

Examples: Breeze, Leaf, Rock, Snowball, Wave

Chwinga Traits[edit]

Small, shy nature spirits that enjoy playing around with both mortals and their environment.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age. You are immortal.
Alignment. Chwingas tend towards a chaotic neutral alignment, with more helpful examples leaning towards good and more mischievous ones towards evil.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Senses. Chwingas have normal vision.
Environmental Affinity. When you choose this race, choose one type of attuned terrain: arctic, coast, desert, forest, grassland, mountain, swamp, Underdark, or Wildspace. While in this attuned terrain, you have advantage on Perception and Stealth ability checks.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Nature Charms. You know the druidcraft cantrip. Starting at 3rd level, you can cast the gift of alacrity spell with this trait. Starting at 5th level, you can also cast the pass without trace spell with this trait, without requiring a material component. Once you cast gift of alacrity or pass without trace with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.
Silent Spirits. You are physically incapable of speaking, forcing you to communicate through writing, sign language, pantomime, telepathy, or druidcraft’s sensory effect. You can ignore verbal components for all spells and cantrips.
Surprise Present. As an action, you may target a creature you can touch other than yourself. The target gains a supernatural charm. Roll a d10 to see what charm they receive in the table below. The charm expires 24 hours after you use this trait. Once you impart a supernatural charm with this trait, you can’t use it again until you finish a long rest. All normal rules regarding charms apply.
Unusual Nature. You don’t need to eat, drink or breathe. When you die, your corpse turns 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). You can be restored to life only by means of a true resurrection or a wish spell.
Languages. You can read, write, and understand Common and Druidic.

d10 Charm Charm Effect
1 Charm of Bounty This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the create food and water spell, requiring no components. Once all its charges have been expended, this charm vanishes from you.
2 Charm of Feather Falling When you fall, you descend 60 feet per round and take no damage from falling.
3 Charm of Heroism For 1 hour after using this charm as an action, you gain 10 temporary hit points that last for 1 hour and are under the effect of the bless spell (no concentration required).
4 Charm of Restoration This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges).
5 Charm of Snowball Strike This charm has 5 charges. As a bonus action, you can expend 1 of the charm's charges to create a magical snowball in your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient. It has a normal range of 20 feet and a long range of 60 feet, it deals 1d4 cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is blinded until the end of its next turn. The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don't throw it.
6 Charm of the Mirage This charm allows you to cast the hallucinatory terrain spell (save DC 15) once as an action.
7 Charm of the Swollen Hag This charm has 3 charges. As an action, you can expend 1 of the charm's charges to spit up a frog as an action. The frog understands you and obeys your commands.
8 Charm of the Traveler's Haven This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the leomund's tiny hut spell, no components required.
9 Charm of the Water Bearer This charm has 3 charges. As an action, you can expend 1 of the charm's charges to create up to 1 gallon of fresh water, which fills one or more empty containers in your possession.
10 Charm of Vitality As an action, you can remove any exhaustion you are suffering and cure any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. You can only use this action once.

Random Height and Weight[edit]

Table: Chwinga Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
1′0″ +1d4 5 lbs. × 1d2 lb.


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