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Mottled, green tinge, clawed
White, delatic, vaguely desterbing legs
The origins of the Quricklings is unknown. The oldest records are of the tribes in the material plane's jungles and the feywilds forests. When and why some settled in feywild is also unknown, but its been so long that the two groups only share the most basic physical simalarites
A race of tiny folk living in a world of giants.
Ability Score Increase. Your Wisdom score increases by 1.
Age. Small folk reach adulthood at 14 years old and rarely live beyond 70
Alignment. Most creatures would see Quricklings fast paced life as chaotic but Quricklings consider themselves lawfull, following their group's rules and traditions.
Size. Quricklings vary significantly in height but not so much build, normally they are between 2 feet to 2 1/4 feet tall, but it is not too rare for one to be between 1 1/2-3 feet. Your size is tiny. The effects of being tiny are explained below
Speed. Your base walking speed is 20 feet.
Limited darkvision. Accustomed to acting in the twilit hours of dawn and dusk, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Light fall. Due to their low weight, fall damage deals d4’s instead of d6’s and maxes at 10d4.
Being tiny. You have half the normal carrying capacity,
You have difficulty using normal weapons, refer to the Tiny Player Characters (5e Variant Rule),
You can move through medium sized creatures space
You can ride small and medium sized creatures
You need a quarter of the food and water that medium creatures need and
You can squeeze through gaps as small as 1 1/4 feet wide
You find it easy to gain cover and concealment
The reduce spell can make you really small and fit through 8 inch gaps
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. The two subraces of the quricklings, the morns and the feyn, while at the core are the same, have adapted to their environments in completely different ways.
The most commonly seen qurickling in the material plane. Morns have traditionally lived in dense forests and jungles, where being large is a hindrance and their small size makes it easier to climb. Since they have met other races they have spread often finding niches where their small size gives them an advantage or at least doesn't penalize them
Ability Score Increase. Your Dexterity score increases by 2
Expert Climber. Grants climb speed equal to normal speed and you have advantage on checks related to climbing.
Slippery. You have advantage against restrain and grapple condition,
You can move through any creatures space if they are a different size than you and
Any creature 3 or more sizes different to you do not count as difficult terrain. (so large and bigger normally)
Slow Fall. When you are falling next to something climbable you can reduce fall damage by 1d4 per 5ft
Poison Sacs. You produce doses of a unique type of basic poison equal to twice your proficiency bonus. Once per turn, you can apply it to your weapon or ammunition as part of an attack or use it how you like as a bonus action.
It is unique as it is also an ingestion poison, although it has a noticeable bitter taste and when it is applied through an injury the creature gets no save against the damage. You are immune against this unique poison but not to other types.
These are the descendants of the quircklings that found themselves in the feywild.
Ability Score Increase. Your Wisdom score increases by an additional 1 and your Charisma score increases by 1
Levitate. You can hover up to 5ft above the ground and move as if you are on the ground. This does not interact with liquids.
Vanish. As an action, you gain the effects of lesser invisibility until the end of your next turn, at level 5 you also turn ethereal while you are invisible with this feature. You can take this action a number of times equal to your proficiency bonus, regaining use after compleating a long rest.
Slow Fall. Due to levitation the first 30 feet of a fall does not cause fall damage.
Physic Deterrent. When touching someone or as a reaction to being touched you can deal 1 physic damage (no save), you also deal the damage when you make a melee attack (regardless of the attack’s outcome). The damage can still be dealt through equipment that you or they are holding or carrying.
Levitate notes. Levitate means that they don’t make noise or leave tracks when moving and if you can lift something you can levitate with it.
Random Height and Weight
|2′ 1″||+2d4 inches||8 lb.||× 1 lb.|
*Height = base height + height modifier