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Leprechaun

Leprechauns are faetouched humans who hoard as much gold as possible, which they use to enhance their personal magic. They become weakened when not wearing green, so they bear green ceremonial tattoos to avoid that curse. They evade enemies using their natural magic, which also affords them preternatural luck.

Traits

Ability Score Increase. Your Strength score increases by 1, and one other ability score of your choice increases by 1.

Age. Leprechauns age as humans do, though they may live several millennia.

Alignment. Leprechauns do what they can to line their own pockets and spread their own renown. Many are chaotic neutral.

Rarity. Legendary.

Size. Leprechauns are built much like vikingar. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness within the same range as if it were dim light. Absent even dim light, this vision is monochromatic.

Charm Resistant. You can add your proficiency bonus to saving throws against being charmed. If you have proficiency in such a saving throw, your proficiency bonus is doubled against being charmed.

Gold Magic. You can use gold as the material component for any spell, replacing the value of any material component with gold of the same value. If the material component has no listed value, you can use 1 gp in place of it.

Heritage (Fey). You are humanoid, but you are considered to be a fey whenever it is detrimental for you.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result even if it’s a 1.

Soul Sense. You can cast detect evil and good at will, but each casting lasts only until the end of your next turn. This version of the spell can detect any creature that has an alignment of evil or good. However, the spell identifies a creature’s type only if that type is aberration, celestial, elemental, fey, fiend, or undead. Intelligence is your spellcasting ability for this spell.

Uncanny Escape. Starting at 3rd level, you can cast misty step once per day, using only somatic components. However, you must be hidden to do so. When you reach 7th level, you regain the ability to cast this version of misty step each time you finish a short or long rest.

Languages. You speak, read, and write Common and Fae.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims