Gretchling

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When most adventurers think of a gretchling, they might imagine a small fae creature attempting to steal their hard- earned magical equipment. Though juvenile gretchlings are typically seen as annoyances at best, those that collect enough magic to reach maturity are quite distinct from their juvenile counterparts. While many young gretchlings are content to scavenge what little magic they can find in small trinkets and scrolls, older gretchlings often find ways to seek out magic more directly. The forms of magic they consume throughout their adolescence may shape this path, and there are three common patterns that their growth follows.

Cursed gretchlings learn to draw power from cursed items and dark powers— and must have impeccable self-control to refrain from giving in to the malicious impulses that such a diet may cause. Those that succeed on their path often become well-regarded healers, curse-breakers, and monster hunters.

The vivid colors of bright gretchlings are a warning which is best heeded. They learn to draw energy from ambient elemental magic, and it is reflected in their vibrant coloration. The minor talents with fire and poison that juvenile gretchlings display can hardly compare to the mastery a bright gretchling seeks to cultivate. With their colorful patterns and flashy magic tricks, bright gretchlings make excellent performers, though some choose to pursue the more subtle aspects of their skills, allowing the bright colors to be the only warning their enemies might have of a master poisoner at work.

Deep gretchlings, unlike their peers, do not seek to take magic from where it already exists. Instead, they learn to create their own— though investigation and imitation are excellent methods of learning. Deep gretchlings follow the pull of their innate curiosity and seek to understand magic in all its forms. Often, their innate talents lead them to become very skilled mages and tinkerers.

Gretchling Culture

Gretchlings are, by nature, drawn to magic, and most shape their lives around it in some way. Due to competition for magical resources, gretchling communities are uncommon, with most choosing instead to seek out their own territory. However, in areas with high concentrations of magic or large populations of spellcasters, groups of gretchlings occasionally create larger settlements. Though it is unusual for gretchlings to live in large groups, they are not particularly territorial with one another unless magic in the region is scarce.

Gretchlings are often seen as pests by more powerful fae, especially in their youth, and so they tend to make their homes amongst humanoid communities. Arcane universities and guilds of mages are especially favored by gretchlings, as they provide easy access to large quantities of magic.

Self control and awareness are highly valued by gretchlings. Cursed gretchlings, in particular, keep a careful watch on their feelings and impulses, to prevent themselves from succumbing to malicious magic and transforming into fiendish Gratchen.

Gretchlings are inherently curious creatures, and as they grow, many find rather unique topics of interest. Most adult gretchlings have a few rather niche subjects that they are extremely dedicated to learning more about. These topics are often unrelated to magic, and are simply opportunities for gretchlings to entertain themselves and assuage some of their instincts to seek out new and interesting knowledge.

Gretchling Traits

Height: 3’0” - 4’8”

Weight: 40 - 120 lbs

Size: Small

Base Speed: 20 ft

Appearance: Gretchlings are small, hairless fae humanoids that often resemble toads, frogs, or salamanders, depending on their sublineage.

Bright Gretchling

Bright gretchlings are adorned with the vivid warning colors of a poisonous frog. They are the smallest of the gretchling sublineages, and also the most abundant, especially amongst highly populated settlements. Bright gretchlings are the most social of the gretchling sublineages.

Cursed Gretchling

Cursed gretchlings bear a resemblance to clawed humanoid toads, and are often mistaken for the gretchlings’ more malicious counterpart, the Gratchen. Cursed gretchlings are uncommon, as the hazardous magic required to manifest the sublineage is often difficult for a young gretchling to find, and the self-control required to resist the gratchen transformation is even more unusual.

Deep Gretchling

Deep gretchlings are taller and slimmer than their fellows and tend to grow thick tails, creating a strong resemblance to salamanders and sirens. They are often either a pale white, pink, dark gray, or brown, and many have poor eyesight that requires corrective lenses.

Lifespan: As fae creatures, gretchlings do not mature based on age, but rather based on the amount of magic they are able to consume. A gretchling typically reaches levels of understanding and maturity characteristic of a humanoid adult shortly after they begin to manifest the physical traits of their sublineage. A gretchling that consumes magic regularly will grow until they reach a Medium Size, and one that starves will shrink.

After a few years without enough magic to sustain them, a gretchling will transform into a mundane amphibian, though may keep some amounts of their intellect intact. Many gretchlings who realize they are suffering this fate after it has gone too far to be reversed choose to become familiars for other mages, which exposes them to enough ambient magic to prevent them from losing themselves completely.

Gretchling Starting Features:

At 1st level, gain the following features as a gretchling.

Feature Description
Absorb Magic Gain the Absorb Magic ability.

Absorb Magic (END/Rest). When you take elemental or energy damage from a spell, magical effect, or creature with a magic tag (arcane, divine, occult, primal, or psionic) you may spend 1 Reactive AP to gain Shield HP equal to 1⁄2 the damage dealt.

Sublineage The forms of magic that a gretchling consumes during adolescence can shape their physical form and abilities. Choose one of the following sublineages and gain bonus 1st level features based on your selection.

Sublineages:

Bright Gretchling

Feature Description
Poisonous Skin Your skin secretes a paralytic poison. When a creature makes an unarmed strike or attempts to grapple you, you may spend 1 Reactive AP to make an END attack against FORT. On a hit, the creature becomes Slowed until the end of your next turn.
Prestidigitation You gain the Prestidigitation cantrip. If you do not have a magic attribute, use END.

Cursed Gretchling

Feature Description
Curse Eater Gain the Curse Eater ability.

Curse Eater (2/Catch Breath). When you suffer the effects of dark power, you gain +1 AP at the start of your next turn.

Sickening Gaze You gain the Sickening Gaze chant. If you do not have a magic attribute, use END.

Deep Gretchling

Feature Description
Illuminate You gain the Illuminate cantrip. If you do not have a magic attribute, use END.
Swift Teleport You can use the Swift Teleport spell 1/ Recoup without spending SP, and you cannot upcharge it. If you do not know this spell, this is the only way you can cast it unless you learn it.

Gretchling Features

You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.

Feature PreReqs Description
Amphibious You can breathe air and water.
Arcane Hunger Deep Sublineage You can spend 30 seconds to locate the scent of nearby magic. For a brief moment, you immediately identify the distance and cardinal direction of the nearest magic item or ongoing magical effect that does not belong to you or an ally, provided that it is within 10 miles of you. As this is only a brief insight, you cannot use this ability to track this magic item or effect.
Burning Claws Claws, Cursed Sublineage Gain the Burning Claws ability.

Burning Claws (END/Recoup). When you use your Claws attack, you gain +1d6 fire damage to that attack.

Claws Gain a Claws attack.

Claws: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs AR. Hit: 1d4+STR or DEX sharp damage.

Claws II Claws Your claws lengthen and become metallic. Your damage die for your Claws increases by one size (e.g., from 1d4 to 1d6, max 1d12).
Curse Eater II Cursed Sublineage While you are under the effects of a curse or magical disease, you no longer need to eat, drink, or sleep. Instead, when you Take a Rest you must spend 4 hours in meditation to absorb magical energy from the curse.
Darkvision You can see in darkness to a limit, even without any light source. You cannot discern color while using your Darkvision. While using Darkvision, you can see up to 30 ft, and then cannot see beyond that point.
Elemental Absorption Gain Resist Elemental +3.
Essence Control Character Level 5 Gain the Essence Control ability.

Essence Control (1/Rest). You may touch a magic item with an Essence cost and reduce its Essence cost by 5. This reduction lasts for 24 hours.

Jump Double your horizontal jump distance. The distance you can jump is restricted by your movement; if you do not spend enough AP to complete your jump, then your jump ends when you run out of movement.
Mithridatism Gain Resist Toxic +3.

When you are under the effects of a poison, the symptoms are cured after the first hour.

Poison Claws Claws, Bright Sublineage Gain the Poison Claws ability.

Poison Claws (END/Recoup). When you use your Claws attack, you gain +1d4 toxic damage to that attack and the target is Sickened until the end of its next turn.

Poisonous Blood Bright Sublineage When you are Bloodied, whenever a creature within 5 ft of you hits you with an attack, the creature becomes Sickened until the start of its next turn.
Scroll Eater Character Level 10 Gain the Scroll Eater ability.

Scroll Eater (END/Rest, min 2). You can eat spell scrolls and other single-use magical items. When you do so, you regain 1d8 HP and gain +1 to your LUCK until you Take a Rest.

Spell Thief Deep Sublineage Gain the Spell Thief ability.

Spell Thief (1/Recoup). You can cast Steal Spell without expending SP. If the number of SP that would be required to cast the spell is higher than your level, the spell fails. If you do not have a magic attribute, use END. If you do not know this spell, this is the only way you can cast it unless you learn it.

Volatile Magic Gain the Volatile Magic ability.

Volatile Magic (1/Rest). When you are damaged by an attack, you may spend 1 Reactive AP to retaliate. Make an END attack against the REF of all creatures within a 15 ft radius. On a hit, deal 1d8 fire damage.

Core Lineages BhrunaiDragonfolkDwarfElementalElfFiendbloodGolem • HalflingHonduHumanKettekKleppinRaedeenRemnantSatyrTrollkinUndeadUrkou
Additional Lineages Harker's: BatfolkDhampirGretchlingHellspawn