Impling (5e Race)
From D&D Wiki
|“||Catch me if you can, dullards! Neener neener!||”|
|Sprite from the game|
Implings are around 2½ to 3 feet tall with exotic skin colors, ranging from red, blue and even green. They have a humanoid limb arrangement, with faces, hands, and feet like humans. However, they also have long tails, and their skin appears to be slightly scaly on a closer look. Males sport horns and animal-like noses. Females tend to have whiskers and noses more akin to humans. As the impling ages, certain features often become oversized and disproportionate to the rest of their bodies, namely their eyes and tails. This can give them a comical appearance to most. Similar to many fey, implings have pointed ears and eyes that glimmer with mischief. While they lack wings, they are known to be able to float about for brief spans to time, usually to escape after a prank gone wrong.
Implings are the byproduct of a unknown entity. The main product, if you ask an impling, is long gone. Only they remain. Implings were first encountered deep in the Underdark, where they were mistaken for goblins or kobolds. This led to a fair amount of skirmishing at a first glance for a while, until it was discovered what implings really were. Some believe they are maybe fairies who changed in the Underdark, much like how drow came about from elves. Over the course of a few decades, it became clear that despite their dubious appearance and chaotic behavior that they are able to work and trade with other races. However, they did seem to have an almost unnatural hatred for gnomes, goblins, and kobolds. Over time, some implings started to migrate out of the Underdark. They gravitated towards old cities and would often set up shop in ruins within these locations. They also sought out ruined landmarks in caves, mountainous terrain, and even in dense jungles and forests. They are known to be skillful merchants and will never give a good bargain to a gnome.
Society and Personality
Implings are very chaotic. They are also very good at haggling, whether they buy or sell. For them, the best things in life are free. But if you can't get it for free, get as close as you can. While they are chaotic, many are known to be pragmatists when it comes to resources and capital. They will seek out loopholes and resort to bullying tactics to get what they want, assuming them have the numbers to back them up. Implings are somewhat cowards on their own, but they bring the swagger in groups.
Implings seem to form small groups. These can be as small as individual families, or as big as small villages. These groups can stationary, usually forming nests in rock formations, not unlike kobolds. However, they are far less belligerent. From these locations, they send out their caravans of merchants to travel and return with goods for all to share. Most impling groups are experts at seizing opportunity, and so will set up shop wherever they can to earn a silver or two. Not all implings are so law-abiding, of course. Many will find it more lucrative to deal with illegal trade than legitimate business. Others still will develop sticky fingers and even sell these services to the highest bidder.
Impling names can be as strange and chaotic as they are. Some simply just use nouns rather than actual names.
Male: Damron, Thynevenom, Malmong, Readius, Guxus, Thynon, Sirzer, Silence, Awe, Euphoria
Female: Kalnirith, Hislith, Diwure, Maryis, Kalrali, Shameia, Lilcria, Void, Glee, Chant
Small little people that float
Ability Score Increase. Your Charisma score increases by 2 and one other ability score of your choice increase by 1.
Age. Implings mature at 17, after which their aging slows significantly. They usually live for around 200 years.
Alignment. By nature, implings are chaotic. But their way of going about this can be construed for other forms of alignment easily.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fleetfoot. You can move through the space of any creature that is of a size larger than yours, treating the space as difficult terrain.
Courage Of The Many. You have advantage on saving throws against being frightened if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Expert Merchant. You are proficient in the Persuasion skill.
Floater. As an action, you float up to 10 feet off the ground with your innate magic. You cannot rise higher than 10 feet off the ground with this trait. You gain a flying speed of 25 feet for 1 minute, or until you dispel its effects with a bonus action. When the effect ends, you float gently back down to the ground, landing on your feet. You must finish a short or long rest to use this trait again.
Languages. You can speak, read, and write Common and Undercommon.
Random Height and Weight
|2′ 6″||+1d8||65 lb.||× (1d6) lb.|
*Height = base height + height modifier