
In Lumen Hollow, where a whole cavern-lake burns soft and blue and the raft-markets never truly darken, the smallest folk carry their own light. A Glimmerkin stands no taller than a human child, capped and fine-boned, and glows—gently, from somewhere behind the skin, a lantern lit and kept. In the Lantern Warren they cluster by the thousand, and the Warren at rest looks, from across the water, like a fallen constellation caught among the reeds.
Their glow is not decoration. It is speech. A Glimmerkin can dim to a sullen ember or flare to a warning-white, and among their own kind they hold whole conversations in pulse and color that the Gleaners have never fully learned to read. This makes them the Deep's finest lamp-tenders, messengers, and market-criers; Cassira Vane will tell you the Driftmarket runs on Glimmerkin light and Glimmerkin gossip, in that order, and that she would trust neither Reach without them.
A Glimmerkin lives fast and remembers everything. They pass a single hoarded story down through a whole clutch of cousins, each adding a color to it, until the tale glows brighter than the teller. They are quick, curious, and relentlessly communal—a Glimmerkin alone is a Glimmerkin in mourning, and one who has been long from the Warren will sometimes dim, day by day, until brought back among their own. When one is startled, the whole gathering flickers; when one is threatened, the flare can leave a raider blinking blind while small, deft hands relieve him of his purse. Do not mistake their size for softness. The Warren has outlasted three blights, and by all accounts it did so laughing.
Glimmerkin Traits
Creature Type: Plant
Size: Small
Speed: 30 feet
As a Glimmerkin, you have these special traits.
Darkvision
Even the light-born see in the dark of the Deep. 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 discern colors in that Darkness only as shades of gray.
Fungal Vigor
The pulp beneath your cap shrugs off toxins that would fell warmer flesh. You have Resistance to Poison damage, and you have Advantage on saving throws you make to avoid or end the Poisoned condition on yourself.
Inner Light
A soft radiance burns behind your skin, and you decide when it shows. As a Bonus Action, you can shed Bright Light in a 5-foot radius and Dim Light for an additional 5 feet, or you can extinguish this light. The light is any color you choose.
Cavern-Clinger
Your fine, root-like fingers find purchase where warmer hands would slip. You have a Climb Speed equal to your Speed.
Dazzle
As a Bonus Action, you flare into sudden, blinding brilliance. One creature you can see within 15 feet of you must succeed on a Constitution saving throw (DC equals 8 plus your Proficiency Bonus plus your Constitution modifier) or have the Blinded condition until the end of its next turn. A creature that can't be dazzled by light, such as one that has no sight or is already Blinded, automatically succeeds. Once you use this trait, you can't use it again until you finish a Long Rest.
Source: Sporebound
