Wisplings (3.5e Race)
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The Wisplings, as a race created by powerful magiks, are a fairly young race. They attempt to keep peaceful ties with other races and are driven by a thirst for knowledge, doing their best to understand a world with a history of many thousands of years.
The spell that brought the Wisplings into being was originally an experiment to create new and more powerful elementals. However, after several days of channeling raw arcane energy, the Sorcerous Scholar Mateu began to see the true flow of the most pure magics and shaped the spell in the final stages of casting to a more natural form. The result was the Wisplings. They are far different from the elementals they were supposed to be, however their movements are those of a predator and their presence is unworldly. Physically they have faces like elven children and stand around 3 ft tall. The smile of a Wispling is unsettling as their small mouth contains sharp triangle shaped teeth. They have white, silver, or platinum hair and weigh on average 30 lbs. They have frail bodies but they move with grace and power despite their apparent weakness.
Most races are unsettled by the child-like Wisplings especially if they have ever seen their ferocity and grace in combat. However despite their predatory nature the Wisplings value sentient life above all else and will not permanently harm an intelligent being unless it has, and will continue to, caused sentient beings pain. This is mostly because even after a few generations of breeding under the protection of their creator, their numbers are less than five hundred. The Wisplings seek peace with the other races and though they are treated with suspicion at first the young race has shown that they are as naive as children in certain matters. They have strong allies with the elves and humans near their borders and blend with halflings fairly well. The dwarves have a deeper mistrust of them due to their social stigma against the arcane arts. While the more savage races refuse peace with The Wisplings, they have learned the threat of the Wisplings when backed into a corner during their many fights over territory.
Any, often neutral.
The Wisplings prefer forests where they can build houses in the tree branches.
Most follow Mateu as their creator though a few that knew him in life tend to worship Boccob feeling a little strange to be giving divine respects to the man they considered friend. Some worship Ehlonna as protector of their homes.
All Wisplings speak Common and Draconic. Draconic was the language of magic that created their existence and is ingrained into the minds of every Wispling at birth. Bonus languages include: the elemental languages(auran, terran, ignan, and aquian), elven, halfling, and sylvan.
Wisplings prefer human names but also borrow names from elves and halflings.
- +2 Charisma, +2 Dexterity −2 Constitution. The Wisplings child-like features and nature makes many races treat them kindly, however those that recognize the predatory nature of the creatures they were meant to be respect them as higher on the food chain. The Wisplings bodies are frail but they move with an unnatural grace.
- Small. +1 size mod to AC, -4 grapple, +4 hide.
- Wispling base land speed is 20 feet.
- Energy Flux (Su): A Wispling starts the day with Flux Points equal to ((5 + CHA mod.)x Character Level)(does not include the +2 level adjustment for being a Wispling). These may be used on any Flux powers as the Wispling sees fit to use them. When a Wispling uses all of their Flux points for the day they become fatigued.
- Glow (Su): The Wispling's skin glows as though under the effect of the Light spell. Activating this power is a standard action but can be canceled as a free action. Every minute of use costs one(1) Flux point.
- Weightless (Su): The Wispling lessens the corporeality of their flesh making them nearly weightless. Weight activated traps have a very small chance to trigger when run across (5%). They gain +4 to jump, climb, and tumble checks. They fall as though under the effect of the Feather Fall spell. When making a high jump the maximum height is doubled. When making a long jump the maximum height is doubled and the maximum distance is quadrupled. The base movement speed of a weightless Wispling is 30 ft. Wearing any armor negates these effects and instead treats the armor as one class lighter. Reduce the armor check penalty by 2 and increase max DEX bonus by 2. Activating this power is a standard action but can be canceled as a free action. Every minute of use costs ten(10) Flux points. Since a minute is 10 rounds every round of use costs one(1) Flux point.
- Incorporeality (Su): The Wispling temporarily reverts back into pure energy. They gain a flight speed of 30 ft. with perfect maneuverability and can pass through material objects as though under the effects of the Ethereal Jaunt spell. Any object they pass through takes 1d8 Force damage. When activated any non-magical gear falls off of the Wispling and if it passes through the majority of their body takes the 1d8 Force damage. Activating this power is a standard action but can be canceled as a free action. Every minute of use costs one hundred(100) Flux points. Since a minute is 10 rounds every round of use costs ten(10) Flux points.
- Energy Transfer (Su): When making an unarmed strike or melee touch attack, a Wispling may deal make a touch attack using the same roll(for when an unarmed strike connects but doesn't get past armor bonuses) to deal 1d8 points of Force damage. This must be declared before rolling and Flux points are expended even if the attempt fails. Costs ten (10) Flux points per attack.
- Made of Magic (Ex): Wisplings are highly affected by positive and negative energy as well as magic that disrupts the flow of other magic. Positive energy heals a Wispling an extra amount equal to the effect's spell level. Negative energy instead deals extra damage equal to the effect's spell level to the Wispling. When a Wispling caught in the area of a positive or negative energy effect that targets an amount of HD of creatures other than the Wispling (such as a cleric's turning/rebuking ability) any leftover HD not applied to the targets is converted into one point of healing or damage. If a Wispling is healed beyond their maximum HP they gain the amount above their max health as Temporary HP for an hour. A Wispling targeted by or in the area of effect for Dispel Magic, Antimagic Field, Break Enchantment, Erase, or Mordenkainen's Disjunction, makes an a will save. The result becomes the spell resistance, will save, or DC for dispel checks. Any magic that beats the original will save affects the wispling for it's entire duration or until they leave it's area of effect. The Wispling takes a negative level for each spell level and each round they spend in the area of effect. These negative levels are never permanent and can be negated when acquired by spending ten (10) Flux points.
- Automatic Languages: Common and Draconic. Bonus Languages: Elven, Halfling, Sylvan, Auran, Terran, Ignan, and Aquian.
- Favored Class: Sorcerer.
- Level Adjustment: 2
Baby Wisplings feed off of other Wisplings' Flux energy requiring 100 flux points a day to grow at a normal rate. This brings new meaning to taking a village to raise a child. If there is not enough Flux energy to feed one, the Wispling will draw power from plants, animals, and other beings within 10ft causing a negative level spread equally among targets for every 10 Flux points needed. Alternatively, positive energy effects(including cleric turning) or arcane spells fed to the Wispling child count as 10 flux per spell level(caster level for turning)(twice as much for Force, electric, or fire energy spells). When feeding a Wispling child spells or positive energy it is possible to give more Flux than 100. This decreases the amount of time it takes for the child to reach adulthood. A child cannot absorb more than 500 Flux per day. Rumors of an elderly farmer adopting an orphaned Wispling and being found dead a few days later has caused most people who find an orphaned or abandoned Wispling to either ignore it or have it brought to a nearby Wispling village or a more powerful spellcaster. Because of the havoc an orphaned Wispling can cause to an ecosystem, Druids will always attempt to feed them cure spells or bring them to a Wispling village.
1. This value is for Wisplings raised normally. Abandoned or orphaned Wisplings feeding off the energy of plants and non-intelligent animals may take upto 10 years to grow to maturity in terrains with little to feed on while Wisplings fed large amounts of positive energy or higher level arcane spells in addition to normal energy absorption can reach adulthood in as little time as a year. these changes affect age categories by an equal amount to the change in maturation.
2. Wisplings' natural affinity for magic means that any wishing to be a sorcerer may do so as soon as they reach adulthood with no additional training time.
Wisplings are a short lived race, rarely out living even half orcs. As Wisplings age their body slowly reverts back to pure energy.
|Middle Age1||Old2||Venerable3||Maximum Age|
|20 years||35 years||50 years||+1d20 years|
1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha. Using the Glow power costs half as many Flux points.
2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. The Glow power is permanent and must be activated to suppress it. The Weightless and Energy Transfer powers costs half as many Flux points.
3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha. Suppressing the Glow power costs twice as many Flux points. The Energy Transfer power is permanent and costs one(1) flux point when first grabbing/equipping an item or everytime they touch something to prevent the damage. The Incorporeality power costs half as many Flux points.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||3' 2"||+2d4||25 lb.||× 1 lb.|
|Female||3' 0"||+2d4||20 lb.||× 1 lb.|
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