Glowkin

Glowkin

Glowkin manifest as a result of magical influence in the bloodline of humanoids; as Primalkin bear the accents of the Elemental Planes, Glowkin bear the accents of raw arcana. Unlike Primalkin, though, Glowkin rarely celebrate their unique identities, for the existence of a Glowkin is an admission of great sorrow. Those who give birth to Glowkin almost never survive, and they are typically abandoned by any surviving family.  

General Information

Rarity: Uncommon. (You may play this race only after consulting with the DM. There may be limits on the number of players able to play this race in a single party.)   Physical Description: The flesh of Glowkin is fluid, capable of deforming into any shape. It ranges broadly in colors which are capable of changing at a moment's notice. These colors are typically glowy and vibrant, resulting in the race's name. They do, however, take on a consistent humanoid form of either small or medium size, and can only stray from this form for short periods of time. Glowkin do not have typical bones and muscles and instead sport a uniform slimey tissue which makes them capable of regrowing any lost limbs. The hair and eye color of Glowkin varies as broadly as their flesh. Glowkin do not have genders and are capable of forming any gender-associated physical characteristics.   Family Structure: The birth of a Glowkin is an event often shrouded in mystery. Nobody who gives birth to one survives, and the surviving parent often abandons the child out of fear, shame, or grief. Glowkin thus often have no family structure, growing up in orphanages or as urchins. The families of Glowkin rarely consist of Glowkin, as Glowkin themselves are generally infertile. Instead, Glowkin are born as a result of strong magical influence on either side of their parents. This influence can be generations old and does not have to have come about in the lives of the Glowkin's direct family.   Attitude Toward Society: The circumstances by which an Glowkin comes into existence combine two widespread fears in society: familial grief and magical influence. Glowkin are thus greatly distrusted within society. Rumors abound about Glowkin infiltrating societies and puppeteering governments, collaborating with the Thalgor, or communing with other-worldly evil spirits and deities. There is little truth to such rumors, of course, but Glowkin constantly have to deal with the consequences they generate. Despite this, most Glowkin have a fundamental desire to fit in, and they do their best to follow rules and fit into society. They are notoriously not rowdy despite the oppression they face, though of course there are some with stronger opinions who don't settle for an intolerant peace.   Attitude Toward Gender: Glowkin have no concept of gender. Most Glowkin take on the form of a consistent gender to better fit into the societies where they live, but if they move they have no attachments to maintaining that gender in a new space. Glowkin are infertile and can never reproduce, which makes any preference of gender in others further irrelevant and mystifying in concept.   Attitude Toward Relationships: Most Glowkin prefer to be solitary and avoid close relationships. Engaging in a romantic relationship with a Glowkin is a surefire way to taint your own bloodline with the misery of a Glowkin birth, and so few would want to pursue relationships in the first place. Rarely, two Glowkin might find each other and form a close bond, in which case the threat is eliminated by virtue of their infertility.  

Race (5e)

Glowkin (5e)

ability score increase: +1 Constitution
age: Glowkin range wildly in lifespan, and Glowkin who have lived for multiple centuries are known to have exissted.
Size: Medium
speed: 30ft
Languages:
race features:
Arcane Attunement: You can change the color of your flesh to any that you desire. You may use this color-pattern to indicate information to others. For example, if you have the capability to Detect Magic, then the color of your flesh can change according to the magic which you are currently detecting. You may color different parts of your body in different ways.   Flow of Form: You may deform your figure into a complete fluid, allowing you to squeeze into tight spaces. You cannot squeeze into a space which cannot hold your regular volume, but you may be able to (for example) fill a long, narrow crack. When you reform, you must coagulate for a number of rounds equal to the number of rounds you spent deformed. While you are coagulating, enemies have advantage on any damage roll against you. If you lose a limb, you may reform it according to the same rules.
 

Versatile Heritage (PF2e)

Glowkin

Versatile Heritage
Raw arcana runs through your bloodline, overtaking you even before your birth. You gain the Glowkin trait, in addition to the traits from your ancestry. You can choose from Glowkin feats and feats from your ancestry whenever you gain an ancestry feat. Additionally, you gain Flow of Form.   Flow of Form: You may deform your figure into a fluid form as an action, allowing you to squeeze into tight spaces. You gain the Quick Squeeze feat as a bonus feat, even if you aren't trained in Acrobatics. Tight spaces not tight enough to require the Squeeze action aren't difficult terrain for you.
Ancestry Feats
NameTraitsLevelPrerequisitesBenefitsDetails
Arcane ColorationGlowkin1-The colors that make up your form are capable of rapid chjanges.
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The colors that make up your form are capable of rapid changes. You can use these colors to convey coded information to allies, so long as they are familiar with the code. The changes must occur consciously, under your intentional direction.
Arcane LoreGlowkin1-You have studied the arcane in the hopes of better understanding yourself.
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You have studied the arcane in the hopes of better understanding yourself. You gain the trained proficiency rank in Arcana and Occultism. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Glowkin Lore.
Living WeaponGlowkin1-You've learned to use part of your form as a weapon.
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You've learned to use part of your form as a weapon. When you select this feat, you gain a claws unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits; a horn, jaws, or tusk unarmed attack that deals 1d6 piercing damage and has the versatile S trait; or a tail unarmed attack that deals 1d6 bludgeoning damage and has the backswing trait. Each of these unarmed attacks is in the brawling weapon group. Your features are mutable; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain. Special You can take this feat multiple times. Each time you do, select a new attack from the options above.
Tug TogetherGlowkin1-You pull at your bits and pieces to cohese them together.
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You pull at your bits and pieces to cohese them together. Once per minute, after you take damage, you may gain a number of temporary HIt Points equal to half your level (minimum 1) that last until the end of your next turn.
Automatic ColorationGlowkin5-Changing colors has become second nature to you, and you may automatically convey information through them as a result.
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Changing colors has become second nature to you, and you may automatically convey information through them as a result. Your skin may change as you identify specific magic in a region, or if you sense an unknown presence approaching your camp even as you rest. Your colors change regardless of your state of consciousness.
Form AssaultGlowkin5Living WeaponSelect one unarmed attack you gained with Living Weapon. The damage die for that attack increases by one step until the end of your turn.
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Select one unarmed attack you gained with Living Weapon. The damage die for that attack increases by one step until the end of your turn. In addition, choose to either have the attack gain a reach of 10 feet until the end of your turn or for you to gain a +1 status bonus to attack rolls with the chosen unarmed attack until the end of your turn.
Fluid GutsGlowkin5-Your stomach is particularly durable.
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Your stomach is particularly durable. When you succeed at a Fortitude save to reduce your sickened value, you reduce it by 2 (or by 3 on a critical success).
Flow DriftGlowkin9-Your form can be made into an especially fluid slime.
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Your form can be made into an especially fluid slime. You fit through tight spaces as though you were a Small creature. You move at full Speed while Squeezing.
Slip the GraspGlowkin, Flourish9-Your fluid form allows you to quickly evade effects that restrain you.
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Your fluid form allows you to quickly evade effects that restrain you. Attempt a check to Escape. If you succeed, you can Stride, Step, or make a Strike with a melee unarmed attack targeting the creature you Escaped from. If you fail, you instead attempt to Escape a second time. You increase your multiple attack penalty as appropriate for the actions you took, but only after completing both actions.
Vertical FlowGlowkin9-You not only have the ability to flow through tight spaces, but to flow upwards through the stickiness of your form.
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You not only have the ability to flow through tight spaces, but to flow upwards through the stickiness of your form. You gain a climb Speed of 15 feet.
Tentacular SpreadGlowkin13-You spray forth bits of your form into tendrils and tentacles.
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You spray forth bits of your form into tendrils and tentacles. You can cast black tentacles once per day as an innate occult spell, though when you do so, you spew them from your body out to the appropriate range, where they take root and begin Grappling creatures as usual. The tentacles recognize you as a part of them and don't attempt to Grapple you, even if you are in the area.
You Might...
  • Desperately seek the acceptance of the society.
  • Be used to relying on yourself.
  • Distrust large groups of people, particularly mobs, based on past experiences.
  Others Probably...
  • Find your physiology fascinating or terrifying.
  • Assume you are an expert on strange creatures or occult phenomena.
  • Consider you an enigmatic and unpredictable—and perhaps even dangerous—outsider.
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