Brightkin

Races • DnD 5e

Appearance

Brightkins are chosen at birth to correct the wrongs of Home. When they reach adulthood, they will receive a Duty in the form of a dream. There, Home, taking the shape of a person they admire, will provide them with a mission and a transformation that will help them perform their duty. Brightkins appear to look like any other race in Home because they used to be one. However, when they receive their Duty at adulthood, their skin or scale will start to pale and turn white. Their hair or horns will turn black and a tattoo will appear on their body depicting their duty. Only your eye retains its original color at the end.

Culture

Some embrace the fact they are chosen but others hate the responsibility thrust upon them. Regardless, brightkins often come together in Chantries made for their benefit. These brightkin sympathizer-run settlements provide protection and training for brightkins as they journey to perform their Duty.

History

Brightkins are very sought after by many people of the world. Because of their Duty, they are often on an extraordinary journey. Some wish to help. Others to stop. The rest want to witness. A life as a brightkin is as much as a curse as it is a blessing. In the modern day, they are still trying to find a place where they can belong.

Location

Brightkins are scattered all over Home as they are formed from the many races of Home. However, Brightkin Chantries are often created in secluded areas, surrounded by nature and are difficult to accidentally find and reach.

Brightkin Traits

Your Brightkin character has an assortment of inborn abilities, part and parcel of Brightkin nature.

Ability Score Increase. Your Constitution score increases by 2.

Age. A race usually becomes a brightkin when they reach adulthood. However, being a brightkin extends their lives up to two to three centuries.

Alignment. Brightkins are picked amongst those who are able to perform their tasks. So, they tend to be in Neutral Good alignments

Size. Brightkin’s height depends on the size of their old race. So, their size depends on their old race as well.

Speed. Your base walking speed is 30ft.

Additional Starting Hit Points. (For RGtH) You gain 8 additional hit points at first level.

Darkvision. . Thanks to your transformation, you are given the gift to see in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Respect. . You gain advantage on your Charisma (Persuasion) checks requiring help to do good.

Brightmark. . As an action, you can place your hand on a creature or an object and leave a mark in the shape of your palm. If the creature is unwilling, you can make a Grapple check against the creature, leaving the mark on a success. The mark lasts for 1 minute or until you place another mark. The mark has the following effects.

  • You know the direction and distance to the mark if it is within 1 mile.
  • As a bonus action, you can make the mark glow, shedding dim light for 5ft. This reveals the location of the marked object or creature if they are invisible but doesn’t make them lose their invisibility.
  • As an action, if the mark is on a creature, it gains a number of hit points equal to your character’s level. The mark disappears after doing so.
You can use this feature a number of times equal to your proficiency modifier before a long rest.

Brightkin

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Brightkin

Races • DnD 5e

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