DND_Reborn
The High Aldwin
So, I am trying to make up the Brownie creature. Here is my first draft, I appreciate any feedback (the good, the bad, the ugly)! This is based heavily on the 1E version I found online.
BROWNIE
Tiny fey, lawful good
Armor Class 15 (leather armor)
Hit Points 7 (3d4)
Speed 25 ft.
STR 6 (-2)
DEX 18 (+4)
CON 11 (0)
INT 14 (+2)
WIS 14 (+2)
CHA 10 (0)
Proficiency Bonus +2
Saving Throws Constitution +2, Wisdom +4
Damage Resistances Poison
Skills Perception +4, Stealth +10, one tool
Senses darkvision 60 ft., passive Perception 14
Languages Common, Brownie, Elvish, Halfling, Sylvan
Challenge 1/2 (100 XP)
Innate Spellcasting. The brownie spellcasting ability is Intelligence (spell save DC 12). The brownie can innately cast the following spells, requiring no material components.
At will: dancing lights, light, mending, minor illusion
1/day: protection from good/evil, mirror image, confusion, dimension door
Keen Senses. The brownie has advantage on Wisdom (Perception) checks that rely on sight or hearing. While not incapacitated, the brownie cannot be surprised.
Nimble Escape. The brownie can take the Disengage or Hide action as a bonus action on each of its turns.
Stout Resilience: Brownies have advantage on saving throws against being poisoned, and brownies have resistance against poison damage.
Description Brownies are distant relatives of halflings, (perhaps half halfling, half pixie) but they are smaller and far less common. They are basically friendly to humans and their ilk (dwarves, elves, and halflings), but because they are shy, they are seldom seen and favor quiet, pastoral areas in which to dwell. If encountered on friendly terms, brownies can often (50%) be convinced to help lawful good characters. They are able to make or repair items of wood, leather, metal, etc. with ease.
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) slashing damage.
Variant: Brownie Familiar
Some brownies are willing to serve a a spellcaster as a familiar. Such brownies have the following trait:
Familiar: The brownie can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the brownie senses as long as they are within 1 mile of each other. While the brownie is within 10 feet of its companion, the companion shares the brownie's Nimble Escape and Keen Senses traits. At any time and for any reason, the brownie can end its service as a familiar, ending the telepathic bond.
Notes: In 1E, the brownie familiar was: This creature becomes a friend and companion to the magic-user, and he or she will gain dexterity equal to the brownie's (18) and the advantage of never being surprised, as well as +2 on all saving throws.
Obviously a boost to Dex 18 and +2 on all saves is OP. The other special familiars all have Magic Resistance which they confer, so I am hoping the benefits of Nimble Escape and Keen Senses is about equal to Magic Resistance in power/usefulness. I was considering the Stout Resistance.
If anyone has thoughts or suggestions to offer, please do.
Thoughts?
EDITED: adding Saving Throws and Stout Resilience. Bumped CR from 1/2 to 1.
EDITED: added Damage Resistances to upper block as well as Stout Resistance. Returned CR back to 1/2.
EDITED: added Familiar Variant information
BROWNIE
Tiny fey, lawful good
Armor Class 15 (leather armor)
Hit Points 7 (3d4)
Speed 25 ft.
STR 6 (-2)
DEX 18 (+4)
CON 11 (0)
INT 14 (+2)
WIS 14 (+2)
CHA 10 (0)
Proficiency Bonus +2
Saving Throws Constitution +2, Wisdom +4
Damage Resistances Poison
Skills Perception +4, Stealth +10, one tool
Senses darkvision 60 ft., passive Perception 14
Languages Common, Brownie, Elvish, Halfling, Sylvan
Challenge 1/2 (100 XP)
Innate Spellcasting. The brownie spellcasting ability is Intelligence (spell save DC 12). The brownie can innately cast the following spells, requiring no material components.
At will: dancing lights, light, mending, minor illusion
1/day: protection from good/evil, mirror image, confusion, dimension door
Keen Senses. The brownie has advantage on Wisdom (Perception) checks that rely on sight or hearing. While not incapacitated, the brownie cannot be surprised.
Nimble Escape. The brownie can take the Disengage or Hide action as a bonus action on each of its turns.
Stout Resilience: Brownies have advantage on saving throws against being poisoned, and brownies have resistance against poison damage.
Description Brownies are distant relatives of halflings, (perhaps half halfling, half pixie) but they are smaller and far less common. They are basically friendly to humans and their ilk (dwarves, elves, and halflings), but because they are shy, they are seldom seen and favor quiet, pastoral areas in which to dwell. If encountered on friendly terms, brownies can often (50%) be convinced to help lawful good characters. They are able to make or repair items of wood, leather, metal, etc. with ease.
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) slashing damage.
Variant: Brownie Familiar
Some brownies are willing to serve a a spellcaster as a familiar. Such brownies have the following trait:
Familiar: The brownie can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the brownie senses as long as they are within 1 mile of each other. While the brownie is within 10 feet of its companion, the companion shares the brownie's Nimble Escape and Keen Senses traits. At any time and for any reason, the brownie can end its service as a familiar, ending the telepathic bond.
Notes: In 1E, the brownie familiar was: This creature becomes a friend and companion to the magic-user, and he or she will gain dexterity equal to the brownie's (18) and the advantage of never being surprised, as well as +2 on all saving throws.
Obviously a boost to Dex 18 and +2 on all saves is OP. The other special familiars all have Magic Resistance which they confer, so I am hoping the benefits of Nimble Escape and Keen Senses is about equal to Magic Resistance in power/usefulness. I was considering the Stout Resistance.
If anyone has thoughts or suggestions to offer, please do.
Thoughts?
EDITED: adding Saving Throws and Stout Resilience. Bumped CR from 1/2 to 1.
EDITED: added Damage Resistances to upper block as well as Stout Resistance. Returned CR back to 1/2.
EDITED: added Familiar Variant information
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