Sprites

Fittingly, your Sprite character gains neat little features.

Ability Score Increase. Your Dexterity increases by 2, but your Strength decreases by 2.

Age. You age at twice the normal rate, reaching maturity by age 10, and rarely living past 45

Alignment. Sprites tend to be neutral good

Size. Sprites average about 1 foot tall, and weigh about

half a pound. Your size is Tiny.

Speed. Your base walking speed is 10 feet.

Fey Flight. You have a special flying speed of 30

feet. If you end your movement in midair on a turn where you used this special flying speed, you fall to the ground.

When your walking speed increases, you increase the special flying speed you gain from this feature by the same amount.

Languages. You can speak, read and write Common and Sylvan

Tiny Size. You have disadvantage on all Strength checks and Strength saving throws, and you have advantage on all Dexterity saving throws. Weapons of your size weigh half as much, and if you wield a weapon that normally deals Bludgeoning damage, its tiny size means that it deals Piercing damage instead.

Subrace. You gain additional features from your subrace.

Pixie

Pixies gain the following features from their subrace.

Ability Score Increase. Your Charisma increases by 2.

Magic Resistance. You have advantage on Intelligence, Wisdom and Charisma saving throws against spells and other magical effects.

Fey Legacy. You know the Druidcraft cantrip. Once you reach 3rd level, you may cast the Speak with Animals spell once per day. Once you reach 5th level, you may cast the Sleep spell once per day. You regain any expended uses of this feature at the end of a long rest. Charisma is your spellcasting ability for these spells.

Common Sprite

Common Sprites gain these features from their subrace.

Ability Score Increase: Your Intelligence increases by 2.

Bonus Language. You can speak, read and write Elvish.

Poisoner. You have proficiency with the Poisoner’s kit.

Heart Sight: As an action you can touch a creature to magically learn the creature's current emotional state. Additionally, you can force the target to make a Charisma saving throw. On a failed save, you also learn the creature's alignment. The DC for this effect is 8 + your Proficiency bonus + your Charisma modifier.

Invisibility: As an action you can turn invisible until the end of your next turn or until you attack, cast a spell, or until your concentration ends (as if concentrating on a spell). Your equipment is invisible with you. Once you use this feature, you can't use it again until you finish a long rest.

Starting at 5th level, this invisibility lasts for 1 minute.

Wood Sprite

Ability Score Increase. Your Constitution increases by 2.

Medic. You have proficiency with the Herbalist’s kit.

Sleep Dart. When you deal lethal damage using a Ranged weapon, you may choose to have the creature fall asleep for 1 day instead of dying. When the creature awakens, it has 1 Hit Point remaining.

Poultice. Over the course of a long rest, you may brew a cheap, simple, and somewhat pungent poultice by making a successful Intelligence check with a Herbalist's kit against a DC of 10. The poultice spoils after 1 day or when you next finish a long rest.

You may choose what type of poultice you make each time you use this feature. At 1st level you may brew a poultice that mimics the effects of a vial of antitoxin. Once you reach 3rd level, you may choose to brew a poultice that mimics the effects of a vial of acid. Once you reach 5th level, you may choose to brew a poultice that mimics the effects of a vial of simple poison.