D&D Homebrew Races - The Gorse Sprite / Briar Fairies
The hedges on the misty moors hold a hidden world to us mortals. Be careful not to poking around the briars, for you might lose your senses upon their thorns...
A fey creature update and player race option Dungeons & Dragons 3e/3.5. Gorse Sprites originate from issue #180 of Dragon Magazine, a TSR Inc supplemental magazine which was for Advanced Dungeons & Dragons/2nd edition at the time of its publication. The Gorse were eventually included in Monstrous Compendium Annual Volume Three (1996), a TSR Inc compilation of AD&D creatures found across several supplementals.
The updates allow the gorse fairies to be used in the 3.5 edition rule set.
The configuration for these specific monster classes was created by Aboleth Eye!
As always, though this was made with D&D 3.5 edition in mind, with a few tweaks you can absolutely use this material with Pathfinder 1st edition! -- Aboleth Eye
Origins and Culture
Gorse sprites are a tiny breed of sprite; resembling miniature elves with enormous butterfly wings on their backs. With their wings in consideration they stand only three inches tall at most; two at most without. They are exceptionally clever and dazzling to behold, and they get their name from their habit of living in thorned gorse bushes.
Found only among the heather and briar plants of misty moors and hills, gorse is a dense and hardy evergreen brush with spiky leaves and thorns. A normal gorse plant has fragrant yellow flowers in spring, and is evergreen all year round. A gorse bush home to sprites, however, blooms all year round and flowers in patches of white and pastel colors.
Due to their size, gorse sprites live in these shrubs and among other thorny plants to keep out animals and other creatures that would see them as food or otherwise do harm.
Gorse sprites are sometimes called butterfly fairies, due to them having wings like butterflies that are enormous in proportion to their tiny bodies. They are sometimes even confused for butterflies from a distance. Additionally, during butterfly migrations you can often find a colony of gorse flying with them, hiding among the insects and protecting them.
The wings of a gorse sprite are beautiful, and always resemble a species of butterfly or moth's coloration. Their hair, skin and eye colors are always similar to their wing coloration. They create clothing from leaves and flowers, as well as armor made from twigs and weapons made from plant thorns. Their wings are their pride and joy, and they often compete with one another in beauty contests. If a gorse sprite's wings are damaged, they create a special potion made from spring flower nectar to repair them. While grounded, a gorse sprite is extremely depressed; and scars and damage to wings are seen as terrible tragedies. Luckily, they create healing draughts out of nectar to restore a wounded
Aside from relying on the defensive thorns of their gorse shrubs, the gorse sprites protect themselves with minute bows, spears and swords made from thorns. The weapons do little damage to creatures of Small size or larger, but they make use of several spell-like abilities and unique magical brews to disorient their enemies.
Some Gorse soak their thorn-made arrows in a weak magical poison. Upon inflicting wounds with these special arrows, the victim typically .
Gorse sprites are governed by tribal leader typically, rare paragons who reach Diminutive size--standing 6 inches high with enormous and beautiful wings, up to 1 foot in wingspan. These greater gorse sprites rarely leave their thorny homes; they use use magic to create potions and the unique arrows that inflicts confusion. What would be a normal dosage of a potion for most races can be split evenly into twenty doses between gorse sprites, due to their size.
Gorse sprites use their spell-like abilities to encourage plant growth in their immediate areas; not only expanding their shrub colonies but also growing taller plants and trees to protect them and their farms and burrows from inclement weather and creatures that would wish to eat or do them harm. It is nearly impossible to differentiate a gorse sprite colony's home from other overgrown areas.
The shrubs and thorny bushes gorse sprites live in do not harm them. Some innate magical effect causes thorny plant matter to instantly pull itself away from any gorse. All other creatures of Diminutive or larger size, however, suffer 1d2 piercing damage each round they enter their bushes. Creatures of Small to Large size are slowed as if moving through difficult terrain. Creatures of other sizes are unhampered by the thorny terrain. If threatened, the sprites will retreat deeper into their bushes, luring attackers through thorny corridors and over fallen logs, hidden pits and cliffs, etc.
The gorse sprites are on friendly but distant terms with other sprites. They are not as long-lived as other fey or sprites, most living five to ten years. A gorse reaches maturity after 3 months or so.
Gorse sprites constantly face challenges surviving in the wild. Their size makes them prey to all sorts of animals, insects and other creatures. Weather is usually ten times more dangerous for these diminutive sprites; single raindrops can potentially knock them out of the sky, and a wild wind can throw them about like a hurricane. They train themselves with weapons and armor made of thorn and leaves treated with alchemical concoctions to face the enormous world around them. In intense high winds and weather they can easily fold their wings down and hide against roots and stones until it is safe to fly again. Their arrows feel like the barest pinprick, but the potion their arrows are tipped in can turn predators against one another.
On their own a gorse is extremely vulnerable. Together, however, with their combined magical capabilities and tactics they are dangerous for creatures that tower above them.
Cleverness and cunning are prized among them. The leaders of briars are more akin to military strategists rather than decadent monarchs. For every undertaking, whether to secure food, expand their territory and face the challenges of the wild; has grave consequences for them.
While the gorse are very short-lived fey, newborns and children have never been seen among them. Perhaps like many fey they are manifested fully as mature adults from nature itself?
Folktales about sprites as a whole are varied, and any knowledge about where they come from is typically more fiction than fact.
Perhaps every spring the flowers of their briars unleash a mature gorse upon first bloom? Some fey researchers believe that fey are born from the divine natural pathways of magic, also known as leylines. Others believe there is a land of sprites far beyond the known world, for every year with butterfly migrations in spring these briars also gain new members. Or perhaps they come directly from the Feywild or a currently unknown demiplane out of reach of non-fey creatures?
They live such separate lives to other fey; perhaps they are a hardy reminder that nature is beautiful and surprising even in sparse climates and misty moors?
Gorse are not as friendly as other sprites, so they typically do not bond with other fey. They view petals, grigs, nixies and pixies as large, lumbering rivals for resources, relying entirely on magic to live in pampered luxury. Other sprites can go toe-to-toe with greater creatures so that makes them gullible in their eyes.
Greater fey like dryads, nymphs, spriggans and verdant princes are more likely to capture gorse sprites as pets or kill them as ingredients for food or foul magical concoctions--so they avoid these greater fey when they can. Gorse sprite colonies that live in the gardens of greater fey or magicians often become complacent, which spells death for these tiny creatures.
Treants and elementals are welcome additions to gorse briar colonies, living alongside them as powerful but gentle giants.
Gorse Sprite - Enemy Statistics
| Gorse Sprite | |
|---|---|
| Size/Type: | Fine Fey |
| Hit Dice: | 1/2d6 (1 hp) |
| Initiative: | +6 (+6 dex) |
| Speed: | 5 feet, fly 50 feet (good) |
| Armor Class: | 24 (+8 size, +6 dex) |
| Touch / FF AC: | 24 / 18 |
| BAB/Grapple: | +0 / -15 |
| Melee Attack: | shortspear +14 melee or longsword +14 melee |
| Ranged Attack: | shortbow +14 ranged, 60 foot range |
| Damage: | shortspear (1d1-5), longsword (1d2-5 19-20/x2), shortbow (1d1 x3) |
| Space/Reach: | 1/2 feet / 0 feet |
| Special Abilities: | Special Arrows, Spell-like abilities |
| Special Qualities: | DR 5/cold iron, low-light vision, SR 18 |
| Saves: | Fort +0, Ref +8, Will +3 |
| Abilities: | Str 1, Dex 22, Con 10, Int 13, Wis 12, Cha 15 |
| Skills: | Craft (any one) +4, Diplomacy +4, Escape Artist +10, Hide +22, Listen +6, |
| Move Silently +9, Perform (any one) +5, Search +6, Sense Motive +3, Spot +6 | |
| Feats: | DodgeB, Negotiator, Weapon FinesseB |
| Environment: | Cold and temperate hills and plains |
| Organization: | Solitary, flight (2-20), briar (25-100) |
| Challenge Rating: | 1/2 |
| Treasure: | No coins; 50% goods; 50% items |
| Alignment: | Usually chaotic good |
| Advancement: | 1-2 HD (Fine), 3 HD (Diminutive) |
| Level Adjustment: | +3 |
These fey are extremely small, averaging 3 inches tall and weighing less than 4 ounces. Their colorful butterfly-like wings are the largest part of their bodies.
Gorse Sprites speak their own high-pitched language, as well as Sylvan. Some learn Common or Elven, mostly learned to spy on humanoid populations that threaten their homes.
Combat
Gorse sprites rarely stray from their home territories, and will often align with more powerful local fey to protect them. They dart around their foes, firing arrows, and hide in foliage or burrows on the moors. Scouts alone use their spell-like abilities and arrows to confuse and hinder the movement of pursuing creatures.
Special Arrows (Ex): Gorse sprites sometimes employ arrows dipped in a special potion that deal no damage but can cause victims to lose control of their bodies.
Confusion: An opponent struck by this arrow must succeed on a DC 14 Will save or be subjected to a confusion effect for 2d4 rounds. The save DC is Charisma-based and includes a +2 racial bonus.
Spell-like Abilities: 1/day – distract (DC 13), goodberry, mirror image (DC 14), plant growth (20 foot radius only), repel vermin (none or DC 16), spike growth (DC 15). Caster level 9th, save DCs are Charisma-based.
Skills: Gorse sprites have a +2 racial bonus on Listen, Search, and Spot checks
Gorse Sprite Racial Traits:
If you wish to play a gorse sprite character, here are their racial traits:
- Fine Fey
- As Fine size creatures, gorse sprites receive a +8 size bonus to its Armor Class and attack rolls. They have a -16 penalty to Grapple checks, as well as a +16 size bonus to Hide checks.
- Fine creatures have a 1/2 foot space and 0 melee reach. In order to attack creatures, they must enter their opponent's space (provoking attacks of opportunity). Up to 100 Fine creatures can occupy a single 5 foot square, and they can attack into a square they occupy if needed.
- Since they have no reach, Fine creatures do not threaten squares around them; larger creatures can move around them without provoking attacks of opportunity. Fine creatures also cannot flank enemies.
- Racial Ability Scores: Strength -10 (minimum 1), Dexterity +12, Intelligence +2, Wisdom +2, Charisma +4
- Speed: 5 feet, fly 50 feet (good)
- Racial Proficiencies: Gorse sprites are proficient with simple weapons, shortbows and longswords. Due to their size, a gorse can use any simple light or one-handed melee weapon with the Weapon Finesse feat. They are not proficient with any armor or shields.
- Feats: Gorse sprites receive Dodge and Weapon Finesse as bonus feats.
- Special Abilities/Attacks:
- Spell-like Abilities: 1/day – distract, goodberry, mirror image, plant growth (20 foot radius only), repel vermin, spike growth. Caster level 9th, save DCs are Charisma-based.
- Special Qualities:
- Damage Reduction 5/cold iron
- Low-light vision
- Spell Resistance: 18 + class levels
- Skills: Gorse sprites have a +2 racial bonus on Listen, Search, and Spot checks. *As Diminutive size creatures, they receive a +16 racial bonus to Hide checks.
- Automatic Languages: Gorse and Sylvan
- Bonus Languages: Common, Elven, Halfling, Gnome or Auran.
- Favored Class: Bard. Gorse sprites who venture beyond their briars are eager to explore the world, and their craftiness allows them to organize battles with friends and foes much larger than themselves.
- Level Adjustment: +3
Gorse Sprite Paragon:
Abilities: Gorse Sprite paragons become strong enough to challenge the world outside their briars, manipulating it magically with high Charisma and avoiding harm with high Dexterity. Intelligence is useful to get the most out of their high level of skills, and also to prepare them as bards. Their size makes Strength practically pointless, but a good Constitution helps them endure physical harm and resist the push of the world around them.
Hit Dice: 1d6
Class Skills: Craft (any), Diplomacy, Hide, Escape Artist, Hide, Knowledge (nature), Listen, Move Silently, Perform (any), Search, Sense Motive and Spot
Skill Points per Level: 6 + Intelligence modifier, quadruple at 1st level
Table: the Gorse Sprite Paragon
| Level | BAB | Fort | Ref | Will | Special Features | Spells per Day |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Strong Wings | +1 level of bard |
| 2nd | +1 | +0 | +3 | +3 | Confusion Arrows | -- |
| 3rd | +1 | +1 | +3 | +3 | Ability Boost (+2 Cha), Size Increase (Diminutive) | +1 level of bard |
Class Features
Proficiencies: Gorse sprites are proficient with simple weapons, longswords, shortbows, and light armor (but no shields).
Spells per Day: At 1st and 3rd level, a gorse sprite paragon gains new spells per day and spells known as if they also gained a level in bard. They do not, however, gain any other benefit a character of that class would have gained (bard class features, and so on). This essentially means that the sprite adds their paragon level to their level in bard, then determines spells per day, spells known, and caster level accordingly.
If a gorse sprite paragon has no levels in bard, this class feature has no effect.
Strong Wings (Ex): A gorse sprite paragon receives a +4 racial bonus to Fortitude saving throws made to resist environmental strong winds and air effects (such as a gust of wind spell).
Confusion Arrow (Sp): At 2nd level, a gorse sprite can imbue a single arrow with a confusion spell effect as a swift action. They can use this ability once per day, plus additional times per day equal to their Charisma modifier. Imbuing the arrow is a swift action, and the arrow must be fired within the same round as imbuing it or else the confusion effect wears off.
A creature struck by the arrow (regardless if they receive damage) must succeed a Will saving throw, or else they suffer a confusion effect for 2d4 rounds. This is a compulsion and mind-affecting effect; however, creatures normally immune to these effects are affected on a failed save (including vermin, constructs and undead).
The Will saving throw's DC is Charisma-based, equal to 10 + the sprite's Charisma modifier plus an additional +2 racial bonus.
Ability Boost (Ex): At 3rd level, a gorse sprite paragon's Charisma score increases by 2 points.
Size Increase: At 3rd level, a Gorse Sprite paragon grows to Diminutive size. Their size bonus to AC and attack rolls becomes +4, their grapple modifier becomes -12 and their Hide bonus becomes +12. Their base land speed increases to 10 feet; their racial fly speed remains the same.
Normally a size increase from Fine to Diminutive size would require a decrease in Dexterity; but that does not apply to gorse sprite paragons. If a gorse sprite's size would be increased through other means, ability score changes apply.
Improved Familiar: Sprites
An arcane spellcaster of 3rd level or higher can choose a gorse sprite, grig or petal (MMIII) as their familiar with the Improved Familiar feat. They must have an alignment that matches or is within one step of the fey's standard alignment (chaotic good for gorse sprites, neutral good for grigs and petals).
A gorse sprite familiar can use their special confusion arrows one time per day, plus an additional daily use for every 5 class levels their bonded wizard or sorcerer has. The save DCs on the special confusion arrows become based on their caster's arcane spellcasting ability modifier (whichever is higher.)
A grig familiar can use irresistible dance once per day for every 6 wizard or sorcerer class levels their bonded spellcaster has. The save DC of this effect is equal to 10 plus the spellcaster's arcane spellcasting ability modifier.
A petal fey can sing as a free action to grant their spellcaster's next enchantment spell with a verbal component a +1 circumstance bonus to the save DC, so long as the spell is cast in that same round. This DC increase can stack with feats and class features that increase school-based spell DCs (such as Spell Focus).
See the Improved Familiar feat on the SRD for more information.
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| Rabbit Among the Fairies John Anster Fitzgerald, Public domain, via Wikimedia Commons |
Author's Note:
Tiny sprites and fairies are always wonderful to include within a campaign setting. Across cultures and eras, we have always imagined the world contained kingdoms of tiny people under the leaves and among the flowers.
I went through a major research phase looking for D&D fey options for a sprite-focused campaign a while back. Much like my hag and witch phases, I uncovered far more raw data and options than I knew what to do with. The gorse are unique in that they are extremely tiny, unknown and mighty in their own right.
Also, I always wondered about using sprites and other minor fey as familiars. Fey ancestry and magic are often tied to sorcerer and other spontaneous characters, but most of the sorcerer-based options are all draconic and/or elemental in nature. I created an NPC character in a fairytale campaign setting that had a petal familiar, and it was a delight to play; so I decided to make it a viable option for other players to use (expanding Improved Familiar).
I hope you enjoy the gorse sprites and play them in your own games someday!

