Sprite
  1. Races

Sprite

High Folk
Fae
General Description
The smallest of the three known Fae races, Sprites are a more recently discovered subrace that evolved to the particular situations of the Western Isles. The Sprites have a green-tinted yellow complexion, totally removed from the darker greens of their Eastern counterparts, and L-shaped antennae which are coated in a felt-like fuzz with black and white stripes. They share the "ruff" of the Pixies, but it is black rather than white, and they also have similar black fuzz around their wrists and stripes of yellow and black fuzz running down their backs, stopping with a white stripe at the waist. Their wings greatly resemble those of honey-bees. They also have a stockier build than either. 

Kingdom Divisions
The Sprites are split up into a number of kingdoms scattered across the Western Isles, similar to hives of the bees which they resemble. Each of these Kingdoms is an absolute monarchy, and has distinctive cultures, clothing styles and, most prominently, styles of tattoos which help as a quick marker to see which Kingdom of Sprites one originates from. The Sprite kingdoms have a tendency to fight between each other, and many of them do not get along.

Small But Strong
Sprites are surprisingly durable and strong for a race so tiny. A single Sprite can easily carry an object many times its own size and weight, and has very high endurance allowing them to fly fully laden for several miles non-stop. The sheer power of these tiny creatures often takes larger races totally off-guard as their miniscule attacker suddenly uses their own sword against them.
 
Natural Weapons
Sprites also have naturally occurring retractable bone stingers on their forearms, which are stored in the gap between their forearm bones while not in use. These, when used, inject a powerfully hallucinogenic hemotoxin from a venom gland also in the forearm which the Sprite can control the amount of. These are identical in function to wasp stingers. 

Sub-Race Creation Additional

+2 Con, -1 Wis

Natural Weapons - Stingers: You have retractable stingers hidden in your forearms. When you hit with these, your target takes 1d4 Piercing damage and must roll a DC10 Con check. On a fail, the target is inflicted with Madness for 1d6 turns.

Disproportionately Strong: Your Carrying Capacity is calculated as if you are a Small creature.

Innate Casting: You can cast the Hunter's Mark spell from 3rd Level. From 5th Level, you can also cast the Crusader's Mantle spell. Your Casting Attribute for these is Cha and you can cast these each twice per long rest without using your spell slots.