Glowkin (5e Race)
From D&D Wiki
Glowkin[edit]
Ringard, a particularly small satyr, had heard many a legend about a whole civilization of humanoids, ones who live in a diverse world of light among the dark. The caves he crept through were narrow and harrowing, but he knew that the forest he once knew was no more so he must press on. His torch withered as the minutes became hours and the last of its embers fell. With its last burn so too did the confidence of the young satyr in his quest. He sat defeated against the wall of the tavern, collapsing to his shaking knees. He'd risked everything going after a legend. Had he made a mistake? The fey wept and wept until the cave began to glow in an alluring azure aroma. He could not help but look in wonder, forgetting his sadness. Then the owner of the hand reached out, not a force or a monster but a person with blue illumination emanating from their skin. They led him towards the opening of the cave smiling softly, perhaps they were just as dazzled by him as he was of them. Finally he saw his destination, glowing fungi and plants giving light to an enormous ramiform cavern, populated by thousands of the Glowkin, each with their distinctive glow.
Physical Description[edit]
Glowkins are very human looking in initial appearance, however their standout feature is their radiant coloration. Their hair, eyes, and skin come in all shades of the color wheel. Their skin is also slightly translucent and emanates a glow at all times. Many of them feature black pattern across their body where they do not glow. About every 1/255 of all Glowkins are heterochromatic, or have two different eye colors. Much of their appearance has its ties to human influence from hairstyles and clothes to jewelry and makeup.
History[edit]
The Glowkin are an ancient race built off of humanities discovery of large luminous basins. As they consumed solely the glowing matter available in these cave, their bodies morphed into the Glowkin seen today. Only in recent times as volcanic activity has ravaged their homes have they returned to the surface as strangers in a weird new world, becoming outcasts like tieflings and other such misunderstood beings. their attempts to reform what they once had has continually ended in failure. the caverns they once knew are rarer than ever before and the are already inhabited by Glowkin who wish not to share.
Society[edit]
Large and bustling villages make up their greater society yet to adapt to the wealth based society of the greater world. Above all they value the work ethic of each moving part, each Glowkin serving the village being integral to its survival. This has made it very difficult for them in a land filled with diverse and independent races, one where they don't get to see many of their kind. They tend to avoid larger settlements, valuing the hard work of the common folk far above the cities, if only the townsfolk shared the same kindness. They're lucky if they even find a town that won't kick them out immediately.
Glowkin Names[edit]
Glowkins typically have short first names and use a comma before their last name, saying it as if it was a single name.
Male: Sti'wira, Yu'Wav, quin'fen
Female: Au'ra, Ma'rada, Ti'Rendu
Glowkin Traits[edit]
Humanoids born to the underground brush.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age. Glowkin reach the age of maturity at 18 and can live to be 90 years of age.
Alignment. Rigid societies have led to Glowkin tending towards lawful, many of those who do not are born of the surface.
Size. Glowkin can be 4 feet tall to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Earthsight. Glowkin have used the earth to see far into dark caves where their lights can't reach for eons. As an action, you can discern the direction of vibrations and vague shapes of objects for 90 feet while touching a surface with bare skin in any light level. The surface must be rigid and must have access to the ground like chairs, chests, or the walls and floor. This ability can be used to see into spaces within 90 feet that aren't visible with the eyes such as vibrations or objects in adjacent rooms.
Colored Bioluminescence. Your body's bioluminescence shows your party through the darkness. Your party can see in darkness as if it is dim light and dim light as if it is bright light for 10 feet as long as your natural light is active. The light that comes from you is the same color as your skin color. Your bioluminescence can be turned off or turned back on as a bonus action.
Fear Response. If frightened your glow automatically turns off, returning the light levels to normal. The trait Colored Bioluminescence will be unavailable until you are no longer frightened.
Societal Diet. A history of eating toxic glowing flora grants immunity to plant and fungal-based poisons.
Natural Element. Grants advantage on Wisdom and Intelligence checks about caves and things underground.
Isolation Factor. The necessity of their societies to sustain on their own has made them excellent survivalists granting you proficiency in the survival skill.
Languages. You Can speak common and one other language you and your DM deem appropriate.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
4′ 0'' | +2d12 | 110 lb. | × (4d20) lb. |
*Height = base height + height modifier |
Back to Main Page → 5e Homebrew → Races