5E D&D Race: Wildling

Wildlings are a homebrew D&D race for the 5e ruleset. Wildlings are developed specifically for our Aerwynd campaign setting still in development, but we would love any feedback you have to offer that could help flesh out this race better. We hope you consider a Wildling for your gaming table and enjoy. We have also included our play test iconic character Ellie Quick if you would like to try running her. Have fun, dice rollers!  – Allen Childers

Wildling

Wildlings are small fey of the plane of Feywild. Wildlings are similar to fauns except the lower halves of these creatures are built like squirrels, chipmunks, and other small forest creatures. They are roughly the size of Gnomes and are often mistaken for them.

Running Wild

Wildlings and Gnomes have similar gregarious attitudes, however, the bookish curiosity of Gnomes is lost on most Wildlings. They tend to view life in perpetual motion. They scurry across the trees and slip across branches at dazzling speeds.

Natural Collectors

Wildlings are great finders of lost things and hoarders. Wildlings also have a knack for getting into hard to reach places. Most Wildlings stick to their respective treetop homes but there are those whose wanderlust and curiosity for the outside world send them adventuring. Wildlings can be fierce protectors of their friends, family, and adventuring companions. Wildlings often trade with Gnomes and Halflings. Elves and Wildlings share a general love for the forest, magic, and music, but Wildlings love to dance and sing and carry on similar to most fauns. Wildlings have large families and track family trees extensively.

Wildling Names

Wildling names are given on there fifth birthday after their personalities have begun to develop. Also, their placement among their siblings is part of their name. For example: Ellie Quick, the seventh of nine by Willy and NibbleBit Quick.

Names: Ellie, Will, Vex, Lucky, Otis, Otto, Merrin, Max, Rolo, Aria, Izzy, Felix, Kit, Kat, Bo, Harold

Surnames: Tricks, Quick, Jolt, Flash, Dash

Wildling traits

Ability Score Increase – Increase your Dexterity by 2, Charisma score is increased by 1.

Age – Wildlings mature faster than humans and are considered adult at 17. They can live to be 60.

Alignment – Most Wildlings tend to be neutral and good. The Feywild is often chaotic neutral and perpetually evolving new eldritch and supernatural wonders. Lawful Wildlings tend to be guides, farmers, seekers, or tree guardians. Chaotic Wildlings are usually tricksters, traders, couriers, and talespinners.

Size – Average 3-4 feet tall – average around 40 lbs. Your size is small.

Speed – Average walking Speed is 25 feet, Scurry speed is 35 feet, Climb speed 25 feet.

Low Light Vision – You can see in half light or low light as if it is daylight.

Scurry – While holding no weapons or objects and while wearing light or no armor, you can move an additional 10 feet on all fours. You also gain advantage to acrobatic and athletic checks while you scurry.

Critter Claws – Your small claws give you a melee weapon attack. On a hit you do 1d4 piercing damage.

Chimeric Form – Your upper body is that of a small humanoid with critter-like features. Your lower body is that of an anthropomorphic squirrel, chipmunk, ferret, marten, weasel, or polecat. You typically do not wear clothing or armor unless necessary.

Fey Ancestry – You have advantage on saving throws against being charmed.

Avid Collectors – Wildlings tend to collect or procure all manner of interesting items. A Wildling usually has 1D6 Trinkets and 1d4 random adventuring gear on their person.

Natural Nimbleness – You can move through the space of any creature that is a size larger than your own.

Languages – You can speak, read, and write Sylvan, Gnomish, and Wildling. Wildling is a mix between hand gestures and the chattering noises of small beasts. Wildling is written in claw scratches on bark or dipped claws.

Subraces – Three subraces are common.

Forest Wildlings

Forest Wildlings are at home in the forested woodlands and nearly any natural environment. They scurry about the treetops or across the forest floors at blinding speeds to avoid predators. Small animals of the forest are friends to the Wildlings.

Ability Score Increase – Your Wisdom increases by 1

Communicate with Small Creatures – Wildling language is based off of small animal languages with a few added dialects and curse words.

Vanish in the Wild – You can attempt to hide even when you are lightly obscured by foliage, heavy rain, mist, snow, or other natural occurrences. You gain a proficiency bonus to all hide attempts when in wilderness.

Stray Wildlings

A Stray Wildling has grown up in cities, castles,or airships and does not know the kinship of larger families like most Wildling warrens of the woodlands. These Wildlings often rely on acrobatic prowess to gain the advantage in the cities. Stray Wildlings tend to be mangier and scruffy than their forest brethren as they are often streetwise veterans of alleyway fights with wererats or other predators.

Ability Score Increase – Your Intelligence score increases by 1.

Streetwise – The city has become your natural habitat and you’re accustomed to the comings and goings of larger folk.

Speaking with Vermin, Rodents, and other Small Creatures – Stray Wildlings can communicate with city vermin and rodents through gestures.

Other Language Changes – As they are familiar with the world of humans, they do NOT speak Sylvan but DO speak Common.

Winter Wildlings

Winter Wildlings are at home in the icy tundra. They tend to be all white or woollier than other Wildlings.

Ability Score Increase – Your constitution score increases by 1.

Cold Resistance – Winter Wildlings are naturally resistant to magical effects of Cold, Chill, or Frost.

Frostglide – Once per day, Winter Wildlings can cast Misty Step as a supernatural ability with the added effect of leaving frost crystals behind. Anyone stepping in the area previously occupied by you or moving through it for one minute afterward will need to make a Dexterity saving check or fall prone until successful or the spell effect wears off.

Introducing Ellie Quick, 7 of 9

Taking after chipmunks a little more than most Wildlings, Ellie Quick is a chirpy and inquisitive character. As an Stray Wildling, she does sport a few items of clothing, including a vest with many pockets to hold the various trinkets and food that she gathers. A Level 5 Rogue, Ellie has selected Arcane Trickster as her path.

Click the links below to see the various parts of her character sheet. Have fun!

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