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
Wildlings are small fleet footed fey-folk. Wildlings are lighthearted social creatures that do nearly everything in a lickety-split manner. Wildlings often make decisions hastily that can get them in trouble. Wildlings rely on their innate magic and speed in combat as well.
Wildlings and gnomes are similar in personality. The bookish curiosity of gnomes and their gregarious nature is lost on most wildlings. Wildlings tend to view life in perpetual motion. They are skittish around larger folk and can evade most situations easily. They scurry across the trees and slip across branches at dazzling speeds on a whim.
Wildlings are great finders of lost things and hoarders. Wildlings also have a knack for getting into hard to reach places. Wildlings mainly stick to their respective treetop homes but there are those whose occasional 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, Halflings, and other fey folk. Elves and Wildlings have a general love for the forest, magic, and music. Wildlings love to dance and sing and carry on similar to most faun. Wildlings have large families and track family trees extensively.
Wildling Names: Elle, Will, Vex, Lucky, Otis, Otto, Merrin, Max, Rolo, Aria, Izzy, Felix, Kit, Kat, Bo, Harold, Twix
Surnames: Tricks, Quick, Jolt, Flash, Dash, Lickety-Split, Zippy
Ability Score Increase. Increase your Dexterity by 2.
Age. Wildlings mature faster than humans and considered adult at 17, They can live to be 150 years old. After fifty their fur can become more grey and silvered.
Alignment. Most Wildlings tend to be Neutral and Good. The natural law of The Feywild is often chaotic neutral and perpetually evolving supernatural wonders. Lawful Wildlings tend to be guides, farmers, seekers, or treetop guardians. Chaotic Wildlings tend to be tricksters, traders, couriers, or tale-spinners.
Size. Average 3-4 feet tall – average around 40 pounds. Your size is small.
Speed. Average walking Speed is 25 feet. Scurry speed is 50 feet.
Low Light Vision. You can see in half-light or low light as if it is daylight.
Avid Collectors. Wildlings tend to collect or procure all manner of interesting items. A Wildling has 1D6 Trinkets and 1d4 adventuring gear on their person usually.
Scurry. As a bonus action you may take the Dash Action. Additionally you may also gain Proficiency Bonus to acrobatic and athletic checks as you climb, scale or leap using the scurry ability. This ability can be used in conjunction with other class abilities.
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 small critter like features. Your lower body is that of a anthropomorphic squirrel, chipmunk, ferret, rabbits, marten, weasel, skunk or polecat. You typically do not wear clothing or armor unless necessary.
Wildling Magic. You can cast Druidcraft at will as well as one spell from the list below once a day without any material components.
Cantrips: Guidance, Resistance.
1st level: Goodberry, Animal Friendship.
Fey Ancestry .You have advantage on saving throws against being charmed.
Natural Nimbleness. You can move through the space of any creature that is a size larger than yours.
Languages. You can speak, read, and write sylvan, and wildling. Wildling is a mix between hand gestures and chattering noises of the small beasts. Wildling is written in claw scratches on bark or berry ink dipped claws.
Subraces. Three subraces are common in Aerwynd.
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 and the tiny fey-folk 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 proficiency bonus to all hide attempts when in wilderness.
Thornglide. Forest Wildlings can cast Misty Step as a supernatural ability with the added effect of leaving a thicket of thorny briars. Anyone stepping in or through the 5 foot area for 1 minute will move at half speed as if in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance. Additionally they will need to make a dexterity saving check or become grappled until the successful check is made or ability wears off. This ability is recharged after a long rest.
Stray Wildlings have grown up in cities, castles, or aboard skyships. They do not know the kinship of larger families like most wildling warrens of the woodlands. Stray Wildlings often rely on acrobatic prowess to gain the advantage in tight spaces.
Stray Wildlings tend to be mangier and scruffy. Streetwise veterans of several alleyway fights with wererats or other predators.
Ability Score Increase. Your Intelligence score increased by 1
Streetwise. The city has become your natural urban habitat and you’re accustomed to the comings and goings of larger folk. You gain the ability to speak common.
Gloomglide. You can cast Misty Step as a supernatural ability with the added effect of leaving a dark murky haze behind. Anyone trying to look through the murky haze sees as if through dim light. Anyone stepping in or through the 5 foot radius for 1 minute previously held by you must make a Dexterity saving check or be rendered blind as if in shadow. This condition lasts until the ability wears off or a successful check is made. This ability recharges after a long rest.
Speaking with Vermin, Rodents, and other Small Creatures.Stray Wildlings can communicate and understand city vermin and rodents. Stray Wildlings can cast speak with animals as an ability but is limited to vermin, rodents, and small creatures.
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 increase by 1.
Cold Resistance. Winter Wildlings are naturally resistant to magical effects of Cold, Chill, or Frost.
Frostglide. Winter Wildlings can cast Misty Step as a supernatural ability with the added effect of leaving frost crystals behind. Anyone stepping in or through the 5 foot radius for 1 minute afterwards will need to make a Dexterity saving check or fall prone until successful or ability wears off. This ability recharges after a long rest.
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!