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    Sprite 5e: Stats, Sleep Arrows and Heart Sight

    A sprite is a CR 1/4 Tiny Fey with AC 15, a 40-foot fly speed, Stealth +8 and the ability to turn invisible. In the 2014 rules it has 2 hit points and a shortbow whose poison can knock a character unconscious. In the 2024 rules it has 10 hit points, a needle sword that hits for 6, and a bow that charms instead of poisoning. Both versions can touch (2014) or approach (2024) a creature and read its emotions with Heart Sight, which makes sprites better at judging the party than at fighting it.

    Table of Contents

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    Sprite Stat Block (2014)

    The 2014 sprite (SRD 5.1) has the most fragile body in the game paired with one nasty arrow.

    Sprite

    Tiny fey, neutral good

    Armor Class 15 (leather armor)
    Hit Points 2 (1d4)
    Speed 10 ft., fly 40 ft.
    STR
    3 (−4)
    DEX
    18 (+4)
    CON
    10 (+0)
    INT
    14 (+2)
    WIS
    13 (+1)
    CHA
    11 (+0)
    Skills Perception +3, Stealth +8
    Senses passive Perception 13
    Languages Common, Elvish, Sylvan
    Challenge 1/4 (XP 50; PB +2)

    Actions

    Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
    Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
    Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
    Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    The shortbow deals 1 piercing damage, which is irrelevant. The rider is the threat: the target makes a DC 10 Constitution save or is poisoned for 1 minute, and if the save result is 5 or lower it also falls unconscious for that minute. It wakes up if it takes damage or if someone uses an action to shake it awake.

    Everything else on the block says "don't get hit". It has 2 hit points, a longsword that does 1 damage, and leather armor for AC 15. Its defense is not being found: Stealth +8, flight, and Invisibility that lasts until it attacks or casts a spell, or until its Concentration ends.

    Sprite in the 2024 Rules

    The 2024 sprite (SRD 5.2.1) trades the sleep poison for durability and a real melee attack.

    Sprite

    Tiny Fey, Neutral Good

    Armor Class 15
    Initiative +4 (14)
    Hit Points 10 (4d4)
    Speed 10 ft., fly 40 ft.
    STR
    3 (−4)save −4
    DEX
    18 (+4)save +4
    CON
    10 (+0)save +0
    INT
    14 (+2)save +2
    WIS
    13 (+1)save +1
    CHA
    11 (+0)save +0
    Skills Perception +3, Stealth +8
    Senses Passive Perception 13
    Languages Common, Elvish, Sylvan
    Challenge 1/4 (XP 50; PB +2)

    Actions

    Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.
    Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn.
    Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target’s emotions and alignment.
    Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    2014 Sprite2024 Sprite
    HP2 (1d4)10 (4d4)
    MeleeLongsword +2, 1 slashingNeedle Sword +6, 6 (1d4 + 4) piercing
    Bow+6, 1 piercing + DC 10 Con save or poisoned 1 minute; result of 5 or lower also unconscious+6, 1 piercing + Charmed until the start of the sprite's next turn (no save)
    Heart SightTouch; emotions automatic, alignment on a failed DC 10 Cha save5 ft., DC 10 Cha save; failure reveals emotions and alignment
    InvisibilityAction; Concentration; ends when it attacks or casts a spellCasts the Invisibility spell on itself (Concentration, up to 1 hour); ends after it makes an attack roll, deals damage or casts a spell

    What these changes do at the table:

    • •It survives one hit. Five times the hit points means a stray Fire Bolt no longer removes it automatically. A 2024 sprite can take a cantrip and keep flying.
    • •The bow became defensive. A charmed creature can't attack the charmer or target it with damaging magic. When a 2024 sprite hits the fighter, the fighter can't attack that sprite on their next turn. Four sprites shooting four different characters means each of those characters has to pick a different sprite to swing at. There's no save, so it only depends on the attack roll.
    • •No more sleep. The 2024 sprite can't knock anyone out. If you want the old fairy-tale effect, use the 2014 block.
    • •Heart Sight now has a save for emotions too. In 2014 the sprite always learned the target's emotional state and only needed a failed save for alignment. In 2024 a successful save hides both. Celestials, Fiends and Undead still fail automatically in both versions.

    How Sprites Fight

    Sprites fight like snipers who would rather not be there. Every tactic starts with staying invisible and out of reach.

    The opening volley (2014). Sprites turn invisible before the party arrives, then shoot from 40 feet (normal range) or up to 160 feet with Disadvantage. Attacking ends Invisibility, but an invisible attacker has Advantage on that first shot. The table below ignores Advantage, so treat it as the floor (with Advantage, the hit chance against the wizard rises to about 94%):

    One 2014 sprite arrowWizard (AC 12, Con +0)Fighter (AC 16, Con +2)
    Hit chance (+6, no Advantage)75%55%
    Poisoned on a hit45% (save roll 9 or lower)35% (roll 7 or lower)
    Also unconscious on a hit25% (roll 5 or lower)15% (roll 3 or lower)
    Chance one arrow knocks the target outabout 19%about 8%

    Four sprites shooting the wizard knock it out about 56% of the time in one round. Then they should stop. Every arrow deals 1 damage, and damage wakes a sleeping target. A smart sprite band puts one creature to sleep, switches to the next target, and leaves the sleepers alone. Poisoned characters have Disadvantage on attack rolls, so even the "failed but awake" result cripples a party's archers.

    Charm and stab (2024). The 2024 sprite plays closer. It shoots the character most likely to hurt it, which leaves that character unable to attack it, then dives in with the Needle Sword next turn. Against AC 16 the sword hits on a 10 (55%) for 6, about 3.3 damage a round per sprite. Four sprites deal about 13 a round. That's a real threat at level 1 and a nuisance by level 4.

    Re-vanish when you can. 2024 Invisibility takes an action to cast and ends after the sprite makes an attack roll. A sprite that has been spotted should spend its turn going invisible again and flying 40 feet away. 2014 sprites do the same. With 10-foot walk speed and 40-foot flight, they should never touch the ground.

    Heart Sight as a gate. Sprites are neutral good. Before any fight, a sprite flies close (2024) or touches a sleeping character (2014) and reads them. A party full of frightened, honest travelers might be helped. A party with a creature that automatically fails, like a disguised fiend or an undead companion, gets attacked.

    Running a Sprite Encounter

    Each sprite is 50 XP. Using the 2024 budget for four characters:

    Party levelBudget (Low / Moderate / High)Sprites
    1200 / 300 / 4004 / 6 / 8
    2400 / 600 / 8008 / 12 / 16
    3600 / 900 / 1,600Sprites alone get swatted; pair 6 with a dryad or a green hag they've been forced to serve

    The 2014 Dungeon Master's Guide guidelines are harsher. Six sprites are 300 XP, doubled to 600 by the group multiplier, which is Medium for four level 3 characters. Use our encounter calculator to try other counts.

    Numbers on paper undersell the 2014 sprite. A sleeping character for a full minute is effectively out of the fight unless someone spends an action. Run four 2014 sprites at a level 1 party only if you're comfortable with a near-wipe, or if the sprites want prisoners rather than corpses.

    Sprites as Familiars

    A warlock with Pact of the Chain can choose a sprite as a special familiar form. In 2014 that's the 3rd-level pact boon, and in 2024 it's an Eldritch Invocation. Familiars from Find Familiar can't attack, but Pact of the Chain lets the warlock give up one of their own attacks so the familiar attacks with its Reaction.

    • •A 2014 sprite familiar brings the sleep arrow. It also has only 2 hit points, so it's resummoned often.
    • •A 2024 sprite familiar has 10 hit points and its Needle Sword, which is a better use of the Reaction attack than its bow most of the time.
    • •In both editions it can use Heart Sight and turn invisible, because those aren't attacks. An invisible flying scout that reads emotions is the real reason to pick it.

    How Players Beat Sprites

    • •Light them up. Faerie Fire outlines invisible creatures in the area and denies them the benefit of being invisible. It's the single best spell against sprites.
    • •Area damage. A 2014 sprite dies to almost anything; even half damage from Thunderwave usually kills it. A 2024 sprite has 10 HP. On a failed save, Thunderwave (2d8) kills it 44% of the time and Burning Hands (3d6) 63% of the time. Thunderwave is the better pick: it targets Constitution (+0), while Burning Hands targets Dexterity (+4).
    • •Keep a waker. In 2014 fights, assign one character to slap sleepers awake. It costs an action, which is cheaper than losing a character for 10 rounds.
    • •Talk. Sprites are neutral good and speak Common. A party with nothing to hide can often end the encounter by explaining itself, especially if the sprites have already used Heart Sight.
    • •Don't count on Charm Person or Hold Person. Sprites are Fey, not Humanoids, so neither spell can target them in either edition.

    Sprite Encounter Ideas

    The toll of honesty. A footpath through a fey wood is watched by a sprite patrol. Each traveler is touched while they rest at a waystone. Those whose emotions read as hostile wake up an hour later, poisoned, with their boots tied together and their weapons hung in a tree. The party needs this path. One of them has something to hide.

    The silent alarm. Bandits have been hitting caravans with unnerving accuracy. Their informant is a Pact of the Chain warlock whose invisible sprite familiar rides on wagons and reports back. Catching it requires Faerie Fire, a trap, or a cat.

    Wrong side of a war. A green hag has caged a sprite band's leader. The rest will shoot anyone near her hut, including the party coming to kill her, until someone gets a message to them. Keep track of which sprites the party spared in your campaign notes; they make good recurring allies.

    Frequently Asked Questions

    What CR is a sprite in 5e?

    A sprite is CR 1/4 (50 XP) in both the 2014 and 2024 rules. It has AC 15, a 40-foot fly speed and Stealth +8. It has 2 hit points in 2014 and 10 in 2024.

    How does the sprite's poison arrow work?

    In the 2014 rules, a creature hit by a sprite's shortbow makes a DC 10 Constitution save or is poisoned for 1 minute. If the save result is 5 or lower, it is also unconscious for that minute, until it takes damage or another creature uses an action to wake it. The 2024 sprite's Enchanting Bow charms the target until the start of the sprite's next turn instead.

    What does Heart Sight do?

    Heart Sight lets a sprite learn a creature's emotional state, and its alignment if the creature fails a DC 10 Charisma save. The 2014 version needs a touch and always reveals emotions; the 2024 version works within 5 feet, and a successful save hides both. Celestials, Fiends and Undead fail automatically.

    Can a sprite be a familiar?

    Yes, for a warlock with Pact of the Chain in both editions. It can't attack unless the warlock gives up one of their own attacks so the sprite can attack with its Reaction.

    Is a sprite the same as a pixie?

    No. The sprite has a stat block in the SRD; the pixie doesn't. If you want a pixie-style trickster, reskin the sprite and replace the bow with a few harmless illusions, or build it with our stat block generator.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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