Vexling (5e Race)

From D&D Wiki
Jump to navigation Jump to search

Vexling[edit]

"In the blink of an eye, the creature appeared, swiped his coin pouch with a laugh, and vanished before he could even catch a glimpse of its face. We tried to track it down, but when we got up, the bugger had tied our boot-laces together." — Tales of the Hidden Wild

Physical Description[edit]

The Vexling is a small, lithe creature that stands at around 3 to 4 feet tall. Their bodies are covered in short fur, which is primarily dark brown with tinges of green, allowing them to blend seamlessly into forested environments. This fur is not static—Vexlings have the ability to change its color at will, aiding in stealth and camouflage, and also serving to relay emotions, much like a chameleon. The fur is most prominent along their forearms and shins. Their clawed feet and hands are built for agility and precision, ideal for climbing and gripping, while their tail is the key feature of their offensive and defensive capabilities.

The Vexling has three prehensile tails sprouting from their lower back. Each tail is tipped with a sharp, venomous stinger, which delivers a different kind of poison upon contact. One tail's poison causes numbness and slight paralysis, another inflicts a searing, burning sensation, and the third induces vivid hallucinations. These tails are incredibly versatile; they can twist and coil around objects or enemies, providing extra support for climbing or allowing the Vexling to grapple foes with ease. When the situation calls for it, the Vexling can combine all three tails into a single, more powerful tail. This consolidated tail sacrifices the flexibility and reach of the individual tails but makes up for it with increased strength and force.

History[edit]

The Vexlings are a race that originates from the untamed, whimsical landscapes of the Feywild—a realm of magic, chaos, and trickery. Born from the primal forces of the Feywild, they embody the unpredictable nature of that plane, carrying with them a mischievous and curious spirit that has defined their history and interaction with the Material Plane.

In the Feywild, Vexlings are known to be playful and energetic, often seen darting between the trees or making mischief in the midst of more serious or regal fey beings. They thrive in the chaotic magic of the Feywild, their affinity for the wild energy there amplifying their natural magical abilities and giving them the power to shape-shift, become invisible, and manipulate magical forces. The vibrant and unpredictable nature of the Feywild resonates with them deeply, and they are often seen as both tricksters and minor agents of fate—leaving behind the occasional illusory clone or a seemingly unexplained magical mishap. While some fey creatures admire the Vexlings’ cleverness, others see them as nuisances or even potential threats, especially due to their ability to disrupt magic.

The Vexlings’ decision to venture into the Material Plane was driven by their insatiable curiosity. Their boundless energy and love for adventure made the idea of exploring new worlds too enticing to resist. They wanted to experience everything the world had to offer—particularly the stories and mysteries woven into the magic of other realms. However, upon arrival, the Vexlings found themselves quickly misunderstood and shunned by the denizens of the Material Plane.

In the Material Plane, their disruptive abilities became a source of both suspicion and fear. Their innate talent for disrupting magic and their habit of turning invisible made them prime targets for paranoia. Where Vexlings dwelled, magical effects became unstable, spells flickered and failed, and illusions became unreliable. To those who encountered them, the Vexlings were seen as bad omens—harbingers of misfortune or corruption to the magic they touched. Many believed they were responsible for bizarre magical accidents, and the erratic nature of their appearances only fueled this belief.

Their penchant for shapeshifting did little to ease this distrust. With the ability to change into creatures like weasels, lizards, and hawks, or to vanish entirely from sight, Vexlings left those nearby constantly on edge. To villagers, travelers, and even adventurers, the presence of a Vexling could spark feelings of paranoia—"Is that creature really a hawk, or is it a Vexling watching me?" This unease, however, amused the Vexlings greatly. They reveled in the chaos they could sow simply by existing, enjoying the disruption of others’ peace of mind as they pulled harmless pranks and caused people to second-guess their surroundings.

Vexlings are particularly common in places rich with magic, where their disruptive influence can be felt most strongly. Magic-rich forests, hidden groves, and ancient ruins are often their preferred domains, and these areas serve as playgrounds for the curious, restless Vexlings. While they don’t intentionally harm the magic in these places, their mere presence can cause magical phenomena to behave unpredictably. Despite this, some fey creatures from their homeland, knowing the nature of Vexlings, often welcome them into places where their particular brand of mischief is tolerated or even embraced.

Though they are often shunned, the Vexlings are not entirely isolated. Some have formed unlikely alliances with spellcasters who are drawn to their natural ability to disrupt magic, seeking their aid to cancel out unwanted magical effects or sabotage other casters. Other Vexlings are simply travelers, bouncing from one place to another, trying to find excitement or unravel the mysteries of the Material Plane. Their energy is boundless, and their need for adventure knows no bounds. As such, they are always seeking new challenges and puzzles, driven by their unyielding curiosity and an insatiable desire to experience the world in all its glory.

For the Vexlings, the Material Plane is not a land of threats and danger— it's an endless opportunity for fun, exploration, and the occasional well-timed trick. And while they are often seen as miscreants or even omens of doom, in their eyes, they are simply making the world more interesting...

Society[edit]

Vexling society is far from traditional, as they are not inherently social creatures. Rather than seeking the company of large communities or structured civilizations, Vexlings prefer smaller gatherings—often just a handful of companions, whether of their own kind or other races. This preference stems from their deeply independent and curious nature. They enjoy the company of others who can appreciate their mischievous ways, but they find large crowds overwhelming and stifling, which is why they generally avoid populous settlements or the hustle and bustle of urban life.

Vexlings primarily dwell in treetop forests, where they build sprawling villages high in the canopy. These treehouses, though often rudimentary, are ingeniously crafted, and they are connected by a network of vines, ropes, and ziplines. This aerial lifestyle suits their agile, nimble bodies and their love of heights. These treehouses are surprisingly complex, with hidden compartments, clever traps, and escape routes that only the most keen-eyed could spot. They have a deep knowledge of jungle ecosystems, able to navigate their lush environments effortlessly, and they craft their homes to blend seamlessly into the trees. Their settlements are often difficult to find for those who don't know where to look, as the Vexlings are experts at camouflage and stealth.

Beyond their homes, Vexlings are known for their skill in poison-brewing and the creation of various contraptions, from basic tools to more elaborate traps and gadgets. Their curious minds are always at work, experimenting with new ways to create, disrupt, or surprise. While they are not inherently malevolent, their creations are often designed with a playful edge—whether it's a poison dart trap, an illusory effect, or a device to make someone’s life more difficult, they have an endless fascination with invention and discovery. Some Vexlings even craft small, mechanical creatures or enchanted objects to aid them in their adventures.

Vexlings' inherent curiosity often leads them to leave their treetop villages and explore the world below, venturing far from home to experience the wonders and secrets of the Material Plane. They are natural adventurers, constantly seeking out new challenges and, often, new people to prank. Their trickster nature is never far behind, and they often delight in tormenting others—especially adventurers who they find amusing or intriguing. They have a common habit of following travelers and adventurers invisibly, playing pranks on them, or simply causing mild inconveniences, such as moving their gear, swapping items around, or leading them off course. The level of mischief can vary depending on the individual Vexling, but it is almost always harmless—though the target of their pranks may not always see it that way.

When a Vexling pranks someone, it is often out of pure curiosity. They want to see how the adventurer will react, whether they can outwit or frustrate them. If the prankee reacts with anger or confusion, the Vexling may decide to stick around a bit longer, just to see how the situation plays out. If the adventurer handles the prank with humor or grace, the Vexling might eventually reveal themselves, offering an apology or simply a laugh at their own playful nature. In either case, the Vexling rarely sticks around for too long, preferring to move on and find new targets for their tricks.

Despite their tendency to cause frustration, Vexlings are generally not malicious. Their pranks and tricks come from an innocent place, a reflection of their love for chaos and their desire to make life more unpredictable and fun. However, this tendency makes them difficult to live with in larger societies, especially in human settlements. The Vexlings’ affinity for disrupting magic, their penchant for invisibility, and their constant pranking make them highly distrusted and often shunned by more conventional societies. They are considered bad omens by some, and many view them with suspicion, believing their presence brings instability or misfortune. Vexlings, however, are unfazed by such judgments. They have little care for the opinions of those who don’t understand them, and their mischievous nature keeps them from being overly bothered by social rejection.

Vexlings get along much better with other fey creatures, who share their whimsical and unpredictable qualities. They often form friendships with other reclusive or playful fey, and often form bonds with faerie dragons due to a shared love of pranks and habits. They even sometimes keep these fey as pets, not out of dominance, but because they find the creatures amusing and enjoy their company. These relationships tend to be built on shared interests—trickery, magic, and the enjoyment of a good laugh—rather than any real need for structured society.

In their hearts, Vexlings are wanderers and explorers, driven by an innate curiosity that pushes them toward new places and experiences. Their sense of home is not tied to any one location but to the freedom of movement and the thrill of discovery. Whether in their treetop villages or on the move, they are always seeking the next adventure—and, of course, the next unsuspecting soul to prank.

Vexling Names[edit]

The Vexlings do not possess any particular naming conventions, and allow their young to name themselves most often. However, their chosen names are often short and sharp, sometimes being only one syllable.

Vexling Traits[edit]

Small, poisonous and mischievous shapeshifters with a penchant for disruption.
Ability Score Increase. Your Wisdom score increases by 2 and your Dexterity score increases by 1.
Age. Vexlings are very long-lived, akin to elves. They reach maturity at about 16, but stop visibly ageing past that point.
Alignment. Vexlings are very hyperactive and excitable creatures that lack much of a sense of morality. As such, they tend towards chaotic neutral alignments.
Size. Vexlings are small, averaging at around 3-4 feet tall. Your size is small.
Speed. Your base walking speed is 30 feet. In addition, using your tail, you gain a flying speed equal to 1.5 times your movement speed rounded down, but you may only be a number of feet from any object or willing or grappled creature capable of carrying your weight equal to double your reach.
Keen Senses. You have 60ft of darkvision, 15 ft of blindsight and advantage on perception checks that rely on sight.
Fey Trickery. . Fey Form: Being a trickster by nature, you have abilities that aid in your deceit. You can polymorph into a weasel as per the polymorph spell and back into your true form as a bonus action. If you are reduced to 0 hit points in this form, you revert back into your true form. Any additional damage you take is transferred over. At 3rd level, you can additionally choose the form of a lizard and a constrictor snake. At 5th level, you gain the additional forms of a hawk and a wolf. At 7th level, you may transform into the creature’s giant/dire counterparts. (Due to their not being a giant hawk, use statistics of giant eagle).

Misty Escape: As a bonus action, you can magically turn invisible for 1 minute or until you attack, make a damage roll, or force someone to make a saving throw. You nay use this trait a number of times equal to your proficiency bonus, and regain all uses at the end of a long rest.
Triple Tails. : Your three prehensile tails give you exceptional agility and versatility in combat, as well as the ability to manipulate objects and grapple foes. You can use your tails in the following ways: Reach: Your three tails have a reach of 10 feet, allowing you to strike or interact with creatures or objects from a distance. Manipulate Objects: Your tails can be used to manipulate small objects, such as opening doors, picking up items, or performing tasks like tying knots or setting traps. This functions like the mage hand cantrip, but it cannot carry objects weighing more than 10 pounds and cannot wield weapons unless they have the light property or cast spells. Grapple: You can use your tails to grapple creatures. When you make a Strength (Athletics) check to grapple, you can do so with your tails instead of your hands, using Dexterity instead of Strength for the check. Your tails are able to grapple creatures, but only one creature at a time can be grappled by your tails. If the target is small, you may grapple up to three of them, one for each tail, though you have disadvantage on the checks to do so. If you successfully grapple a creature, you can use your tails to restrain it until it escapes, which can be done by the creature's Strength (Athletics) or Dexterity (Acrobatics) check against your tail's Dexterity (Acrobatics) check. While an opponent is grappled, you may use a bonus action to pull/push it up to 10 feet with your tail in any direction you choose.

Poisonous Strikes: Each of your tails is tipped with a venomous stinger that delivers a unique effect upon striking with them. As such, your tail functions as a natural weapon with the reach and finesse property and does 3d4 piercing damage on a hit. When you hit with one of your tails, choose one of the following poisons to apply: Numbing Venom: The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target falls unconscious. The target can make another saving throw at the end of each of its turns to end the effect early. Burning Venom: The target takes 1d4 fire damage immediately. On each of its turns, the target must make a Constitution saving throw, taking 1d4 fire damage on a failed save, or none on a success. The burning continues for up to 1 minute, but the target can repeat the saving throw at the end of each of its turns to end the effect early. Hallucinogenic Venom: The target must make a Wisdom saving throw. On a failed save, the target suffers disadvantage on attack rolls, ability checks, and saving throws for 1 round. The effect ends early if the target takes damage or succeeds in another Wisdom saving throw at the end of its turn. Coiled Tail Strike: As a bonus action, you can coil your three tails together into a single, more powerful strike. This gives you advantage on any you make with your tail, but it also reduces the reach to 5 feet for that attack. The attack deals an additional 1d6 damage (of the same type as your chosen poison) but you cannot use the special poison effects of your tails with this strike. You may use your tail without limit, but you can only apply poison up to your proficiency bonus and regain all uses at the end of a long rest. During a long rest, you may attempt to harvest the poison. Make a wisdom(medicine) check. On a success, you bottle your poison and may apply it to a weapon of your choice, which gains the effects of the poison.
Poison Blast. In addition, you may expel poison from your mouth or tails in gaseous form, similar to the abilities of the green dragon. As an action, you may expel a blast of poison in a 15ft cone. When you use this attack, all creatures in the area must make a constitution saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 poison damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. In addition, you may choose to inflict the effects of one of the above poisons After using this attack, you cannot use it again until you complete a short or long rest.
Magic Disruption. As a reaction, when a creature you can see within 30 feet of you casts a spell, you can attempt to disrupt the spellcasting. The creature must make a Charisma saving throw with a DC of 10 + your wisdom modifier. On a failed save, the creature’s spell fails and is wasted (the spell slot is still expended). You can use this ability a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.
Fey Ancestry. Your creature type is fey, instead of humanoid. Therefore, spells that normally affect humanoids such as hold person or crown of madness won't work on you. Additionally, you are resistant to poison damage.
Magic Resistance. Due to your ability to nullify magic, you gain a limited amount of resistance to it. You have advantage on saving throws against spells and other magical effects.
Languages. You can speak, read, and write Common and Sylvian. In addition, you can communicate with small animals.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
3′ 6'' +2d4 115 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

0.00
(0 votes)

Back to Main Page5e HomebrewRaces