Homebrew Candykin Species Details

The origin of the Candyland's primary citizens are unknown. Some say they were first formed from an arcane plague. Others suggest they were stitched together in a mad experiment. Either way, everyone knows of the candykin. Most are hybrids, on the edge between biological humanoids and artificial candy.

Candykin are formed when other humanoids spend a relatively long amount of time in Candyland, causing their physical appearances to be drastically altered. Such a curse has a highly unique effect on each individual, twisting some into spindly twizzlers, globs of chocolate or even fizzy, aqueous creatures.

At some point, if these hybrid creatures remain too long in the accursed land, they forsake their flesh and become entirely made out of sweet treats.

As a candykin, you have these special traits.

Candy Curse

The curse that flows in your sugary veins protects you from other arcane influences. You have advantage on Intelligence, Wisdom and Charisma saving throws against spells.

Sugar Melt

Your sugary half melts easily. As such, you have vulnerability to fire damage.

Double Scoop

Your body's candy parts grant you unique characteristics. You may choose two of the following Sweetened Enhancements.

  • Candy Carapace. In places, your body is covered with a thick, sugar syrup shell. You gain a +1 to your AC when not wearing heavy armor.
  • Cane Arm. You have a secondary arm stuck somewhere on your body. This candy arm can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
  • Caramel Clutch. Your sticky hands make creatures you grapple have disadvantage on their saving throw. You also have a Climb Speed equal to your Speed.
  • Cherry On Top. Your fruity voice can encourage others. When a creature make an ability check within 30 feet of you, you can roll a d4 and add the number rolled to the total ability check. You can add the d4 after you roll the die, but before the outcome is determined. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
  • Fuzzy Burst.  Your fuzzy nature allows you to channel and release that energy in a moment to leap. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
  • Gummy Pistol. Your shoulders are like toffee and can be stretched far at a moment's notice. Whenever you make a melee attack, cast a spell with a range of touch, or use a feature or trait that targets one creature within five feet on your turn, your reach for it is 20 feet greater than normal. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
  • Jelly Reflection. Your gummy exterior allows attacks to bounce off harmlessly. When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
  • Liquidify. As an action, you can enter a oozing, liquid state for 1 minute. While in this state, you can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on saving throws you make to escape a grapple. Once you use this trait, you can't use it again until you finish a Long Rest.
  • Pastry's Build. Your light and airy form increases your size. Your size increases by one category, and your Speed increases by 5 feet.
  • Sour Blood. Your sour blood stings others on contact. When you take damage from a creature within 10 feet of you, you can deal 1d6 Acid damage to that creature. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
  • Sprinkle Dust. You can shake yourself to disperse a sweet powder that irritates the eyes. As an action, you can force all creatures within a 10-foot Emanation to make a Constitution saving throw or become Blinded until the start of your next turn. The DC for this saving throw is 8 plus your Constitution modifier and Proficiency Bonus. Once you use this trait, you can't use it again until you finish a Long Rest.
  • Stretchy Limbs. Your arms can stretch, allow you greater reach. Whenever you make a melee attack, cast a spell with a range of touch, or use a feature or trait that targets one creature within five feet on your turn, your reach for it is 5 feet greater than normal.
  • Sugar Blood. Your sugary blood overpowers any poisons in your system. You gain resistance to poison damage and have advantage on Saving Throws made to resist poison.
  • Sweet Talk. Your sweet nature makes it easier to persuade others. You gain proficiency in Persuasion and Performance. If you already have these proficiencies, you gain expertise in one.

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2025 5:43:03 PM
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4/30/2025 5:45:18 PM
4
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