Homebrew Child of the Light Species Details
Based off of the game Sky: Children of the Light
Children of the Light are beings with a pure connection to light, and are unable to live without it.
Child of the Light Traits
Child of the Light traitsChildlike Aura
You look, and act, like an innocent child, so you come across as more joyous and happy. +2 to charisma and dexterity
Call of the Light
While you can understand and read common, you are unable to speak it, instead having to speak using "calls".
Solar Powered
You are powered by the light, and you can choose to use a burst of it to do various actions
You start with 3 light charges, increasing by 1 at level 4, level 8, level 12, level 16, and level 20.
These light charges can be used in multiple ways. In combat, you can use a bonus action to expend a light charge and fly 30ft into the air, and you remain there until the beginning of your next turn, where you move 50 feet and then land. You can also take an action to use a light charge and heal 1d4 health. Outside of combat, light charges can be used to light unlit candles or torches, or to just create a light source in general, providing bright light in a 15 ft radius around you.
These light charges are replenished when taking a short/long rest near a light source.
Meager Frame
You are unable to wear any armor heavier than light armor, and you are unable to wield any weapons heavier than medium weight weapons.
Freely Frolicking
When in bright light, you have 1.5x your movement speed, so you have 45 movement speed. When in dark light or water, you have 0.5x movement speed, so you have 15 movement speed. When in any light level between bright or dark, you have normal movement speed.
Life of the Party
You can choose 1 instrument to be proficient with
Out of Light, Out of Time.
When you go down to 0 hitpoints, instead of dying, you turn into a stone statue. The only way to be revived from this state would be with an exceptionally bright light.
This state is only triggered when the killing blow does below or equal to 15 damage.
A Flicker in the Dark
Every turn you're in darkness or water, you take 4 damage. If it's magical darkness, you take 1d8 damage instead.
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