Sprite
Sprites are diminutive, whimsical, and exuberant creatures from the fey realm known as the First World. They love playing pranks, exploring new things, and embracing everything to do with magic.
When most people picture a fey, chances are they're thinking of a sprite. The majority of sprites remain in the First World, where they are essentially immortal, reincarnating to a new form of fey when their life eventually comes to an end. Some even meld together with others to form a more substantial body or split apart into multiple smaller fey. However, sprites are incredibly curious about all forms of magic, leading a significant number to risk the mortal world to explore the new possibilities offered by the unusually static nature of mortal existence. These creatures mix in with other, smaller groups of Material Plane comrades, including exiles from the First World, those whose family swore pacts to mortals, and even contemplative individuals curious to enter the mortal cycle of souls.
The first generation of Material Plane sprites were content to guard magical locations or objects, learn music, and play pranks on the unsuspecting. Panic struck when children born in the mortal world didn't form wings upon adulthood—some sprites transitioning to the mortal world likewise lost their wings after a time. Believing this to be a sign that the mortal world was too alien for them to live there, many of the initial sprite explorers returned to the safety of the First World.
However, their wingless children exhibited a potential unmatched by any of their ancestors, as well as a particular magical affinity for the mortal world. They became the mightiest of sprite heroes, but also, on occasion, the most dangerous villains. As they came close to reaching their full strength, many of them did grow their wings at long last: larger, unique, and more vibrant than any from the First World had seen before, a sign of their limitless potential.
If you want a character who is tiny, mercurial, and curious, you should play a sprite.
You Might...
Others Probably...
Sprites are tiny faeries whose features vary wildly based on their heritage. The Wingless—those with the potential to become powerful heroes and villains, including all PC sprites—slowly grow their wings over time as their magical potential manifests, though some never grow wings at all. Those sprites with humbler destinies typically grow wings when reaching full adulthood and mastering their innate magic. Sprites reach adulthood at around the same rate as humans do, but a typical fey who can manage to stay out of mischief and danger can live 1,000 years or more.
Sprites habitually live in tiny, reclusive villages in areas with abundant magic, natural beauty, or other curiosities of interest. Other sprites live as loners or with small family or peer groups, traveling across the land in search of excitement.
Sprites run the gamut of alignments but are rarely lawful or evil. They are far more likely to worship the Eldest— powerful Fey who were once Shee —than those of the mortal world. They have a particular affinity for Shyka, the many-formed Eldest of time, and the Lantern King, the trickster among their ranks. Among mortal deities, sprites appreciate Darmon the most, and due to his love of trickery. Aymara, the goddess of beauty and art is a particular favorite among grigs.
While PCs sprites are marked from adulthood as destined for great things, their childhoods before that point vary as widely as any other ancestry. That said, the tendency of most sprites to live either apart from civilization or in small villages means they rarely have backgrounds related to cities or large organizations and more likely were acrobats, animal whisperers, artists, entertainers, gamblers, herbalists, hermits, nomads, or scouts. Sprites are most often bards, rogues, or sorcerers, though sprite rangers and druids do exist and tap into their love of the natural world. Likewise, sprite witches and wizards are even more enthusiastic about learning the secrets of magic, and sprite oracles approach the contradictions of their mystery from the experience of living the contradictions between the fey and mortal worlds.
Sample Names: Bree, Plumgrass, Cowrie, Flit, Moth, Zephyr, Naatalu, Pinebrush, Zandivar
When most people picture a fey, chances are they're thinking of a sprite. The majority of sprites remain in the First World, where they are essentially immortal, reincarnating to a new form of fey when their life eventually comes to an end. Some even meld together with others to form a more substantial body or split apart into multiple smaller fey. However, sprites are incredibly curious about all forms of magic, leading a significant number to risk the mortal world to explore the new possibilities offered by the unusually static nature of mortal existence. These creatures mix in with other, smaller groups of Material Plane comrades, including exiles from the First World, those whose family swore pacts to mortals, and even contemplative individuals curious to enter the mortal cycle of souls.
The first generation of Material Plane sprites were content to guard magical locations or objects, learn music, and play pranks on the unsuspecting. Panic struck when children born in the mortal world didn't form wings upon adulthood—some sprites transitioning to the mortal world likewise lost their wings after a time. Believing this to be a sign that the mortal world was too alien for them to live there, many of the initial sprite explorers returned to the safety of the First World.
However, their wingless children exhibited a potential unmatched by any of their ancestors, as well as a particular magical affinity for the mortal world. They became the mightiest of sprite heroes, but also, on occasion, the most dangerous villains. As they came close to reaching their full strength, many of them did grow their wings at long last: larger, unique, and more vibrant than any from the First World had seen before, a sign of their limitless potential.
If you want a character who is tiny, mercurial, and curious, you should play a sprite.
You Might...
- Play good-natured pranks on those around you, intended to teach a lesson, aid in locating a lost item, or even help find love.
- Become sidetracked by something new and eye-catching before you have fully followed through on your previous plan.
- Find something magical that's so important to you, you can't help but protect it with every ounce of your strength.
Others Probably...
- Expect you to know strange fey mysteries and perform fantastical primal magic well beyond your actual abilities.
- Consider you the prime suspect whenever unexplained hijinks or serendipity comes their way.
- Misconstrue the way your mind works, seeing your flitting attention as a sign of being scatterbrained.
Physical Description
Sprites are tiny faeries whose features vary wildly based on their heritage. The Wingless—those with the potential to become powerful heroes and villains, including all PC sprites—slowly grow their wings over time as their magical potential manifests, though some never grow wings at all. Those sprites with humbler destinies typically grow wings when reaching full adulthood and mastering their innate magic. Sprites reach adulthood at around the same rate as humans do, but a typical fey who can manage to stay out of mischief and danger can live 1,000 years or more.
Society
Sprites habitually live in tiny, reclusive villages in areas with abundant magic, natural beauty, or other curiosities of interest. Other sprites live as loners or with small family or peer groups, traveling across the land in search of excitement.
Beliefs
Sprites run the gamut of alignments but are rarely lawful or evil. They are far more likely to worship the Eldest— powerful Fey who were once Shee —than those of the mortal world. They have a particular affinity for Shyka, the many-formed Eldest of time, and the Lantern King, the trickster among their ranks. Among mortal deities, sprites appreciate Darmon the most, and due to his love of trickery. Aymara, the goddess of beauty and art is a particular favorite among grigs.
Adventurers
While PCs sprites are marked from adulthood as destined for great things, their childhoods before that point vary as widely as any other ancestry. That said, the tendency of most sprites to live either apart from civilization or in small villages means they rarely have backgrounds related to cities or large organizations and more likely were acrobats, animal whisperers, artists, entertainers, gamblers, herbalists, hermits, nomads, or scouts. Sprites are most often bards, rogues, or sorcerers, though sprite rangers and druids do exist and tap into their love of the natural world. Likewise, sprite witches and wizards are even more enthusiastic about learning the secrets of magic, and sprite oracles approach the contradictions of their mystery from the experience of living the contradictions between the fey and mortal worlds.
Names
Sprite names are based entirely on their parents' whimsy. Sprites often adopt additional monikers later in life or change those assigned to them at birth; this is neither frowned upon nor considered abnormal.Sample Names: Bree, Plumgrass, Cowrie, Flit, Moth, Zephyr, Naatalu, Pinebrush, Zandivar
Heritages
Draxie
Source Ancestry Guide pg. 129 2.0
You are kin to faerie dragons, tracing your heritage back to the death of the mightiest faerie dragon in the First World. You gain touch telepathy, allowing you to communicate silently and purely mentally with any creature you're touching, as long as you share a language.
Grig
Source Ancestry Guide pg. 129 2.0
You have the hindquarters of a cricket and adore art and music. Your cricket legs grant you a +2 circumstance bonus on Athletics checks to High Jump or Long Jump, and you gain ghost sound as a primal innate cantrip.
Luminous Sprite
Source Ancestry Guide pg. 129 2.0
You glow with magical luminance. You naturally shed light as a torch; this light has the evocation, light, and primal traits. You can extinguish, rekindle, or change the color of this light using a single action, which has the concentrate trait.
Melixie
Source Ancestry Guide pg. 129 2.0
You have the features of a bee, butterfly, or other insect that loves sweets. You can ask questions of and receive answers from arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals), as well as use Diplomacy to Make an Impression on and Request things of them. Most bees, butterflies, moths, and beetles have an indifferent or friendly starting attitude toward you and give you time to make your case, though other arthropods react to you like any other adventurer.
Nyktera
Source Ancestry Guide pg. 129 2.0
You have batlike features, an affinity for batkind, and hearing that is second to none. As long as you can hear normally, you can use the Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a Seek action.
Pixie
Source Ancestry Guide pg. 129 2.0
You are larger than other sprites. Instead of Tiny, your size is Small.
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