Litwick (5e Race)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This race is Tiny sized. While there is a variant rule made for this, the usage of this size can still heavily impact a player's power level more than a normal size and make balance somewhat difficult to determine for certain battles or challenges.


You wanna be friends? Sure! Come a little closer... That's right, just follow my light...

Physical Description[edit]

Litwick is a very small Pokémon with a purple flame atop its head, giving it the appearance of a stubby candle. This flame on its head is known to burnish with different colors at times, and hides a horrible secret: its burning relies on the souls of the living. This flame can increase in size when litwick feeds, and also when litwick is threatened and uses its fire attacks. Litwick's body and two stubby arms are made primarily out of white wax, which gives it a soft, almost marshmallow-like appearance. The folded, melted wax from the top often lays over its bright yellow eyes. They have a small mouth. The bottom of litwicks are virtually without feet. They move sort of like how slimes do, rolling about by cycling the wax at the bottom of their bodies to use traction. This lack of proper feet and legs make litwick incredibly slow, though certainly far from stationary.

Litwicks evolve into a lampent and then, subsequently, the truly powerful ones can become a chandelure. This change entails the wax body of a litwick hardening and changing into metallic and glass-like material. The consumption of souls is believed to be part of this change, as it empowers them and even gives them the ability to levitate off the ground, thus ridding them of their earthbound weaknesses. Lampent resembles a lampshade, with long, metallic arms that extend out from its side. Their bodies become more ornate as they grow by absorbing souls and growing stronger, eventually becoming a chandelure, which resembles an eerie, ornate chandelier. At this point, their flames become akin to an inferno and can even hypnotize people with its fiery movement.


It is believed that litwick and their evolutions are all related to the underworld and the thin boundary between the living and dead. In truth, these pokemon are constructs that are inhabited by voracious flames of the dead, vying for the life force of the living. This can come as the result of many rituals gone wrong, as candles and light sources were often used to ward off spirits. Sometimes, they were also used to seal spirits as well, thus making them a vessel. Other times, litwick are naturally occurring within areas of high ectoplasmic activity, like haunted manors. After their creation, they will actively seek out the life force of other creatures to consume. When they evolve and become more mobile, they can straight up search for places full of souls, like hospices and areas of denser population of dying. As a result, the light of litwick's flame, as well as that of its evolutions, are often associated with the welcoming blaze of the afterlife.


Litwick are usually gathered with others of their own, and led maybe by a lampent or two. Together they work in groups to trap prey from which they can siphon life force. Chandelures are much more solitary in comparison. All three of these pokemon prefer abandoned areas to be their home, like abandoned manors, deep forests, and other sorts of derelict institutions, like hospitals and psych wards that are no longer in use and infested with other negative emotions. As such, they are also often neighbors with other ghost pokemon like gengar. Because litwick individually are quite weak, they can be targeted by other ghost types if alone, and so often stick together. To most others, these pokemon are akin to an emissary or harbinger of death, and so are regarded as bad luck. Of course, their behavior is simply due in large to their diet rather than any innate evil intention.

Litwick Names[edit]

Most litwick are just nameless litwicks. They do sometimes call each other funny little short names in a very airy tone that takes a lot of concentration to hear. Litwick speak airily, with voices that can be akin to that of quiet children giggling or whispering, adding to their eerie factor. Their names are often playful and not very serious at all, like "Boo" or "Bub."

Litwick Traits[edit]

Sentient candle pokemon
Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
Age. As a ghost candle, litwick do not age nor die of age. They are usually formed fully sapient, but very mischievous and childlike.
Alignment. Litwick are usually neutral or evil, since they pursue to feed mostly. However, some litwick do genuinely want to help people... even if it doesn't end as they plan.
Size. Litwick are very small, as candles are. They are only about a foot in height at most, usually. Your size is Tiny.
Speed. Your base walking speed is 20 feet.
Walking Candle. You are a ghostly candle. Your creature type is construct instead of humanoid. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target humanoids. You are immune to poison damage, being poisoned, and diseases. You do not need to eat or breathe, though you may do so if you wish. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Darkvision. 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.
Flash Fire. Litwick are fire-based creatures and so are very hardy against similar flames. You are resistant to fire damage. Additionally, when you take fire damage, you have advantage on your next attack roll. You can use this trait once per combat.
Soul Burn. As an action, you may consume the life essence of an unconscious creature at 0 hit points within 5 feet of you. The creature must have a Challenge Rating higher than 0. That creature then dies and cannot be revived in any way other than the Wish spell. This trait cannot take the life essence of undead or living constructs. You regain 1d8 hit points when you consume a soul with this trait. You cannot regain hit points over your hit point maximum with this trait.
Stubby. You lack feet and legs in any way, shape, and form. You have disadvantage on all ability checks involving climbing, jumping, and activities that would normally benefit from having legs.
Light. As a candle, you shed light. You shed bright light in a 5-foot radius and dim light for an additional 5 feet.
Languages. You can speak, read, and write Common and one other language of your choice.

Random Height and Weight[edit]

1′ 0'' +1d4 6 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Racial Feats[edit]


Prerequisite: litwick
You grow into a larger light fixture with properly long limbs and can now float.

  • Your size becomes Small.
  • Using your new ghostly form, you can float a few feet above the ground. This allows you to gain a flying speed of 30 feet. However, you can fly no higher than 5 feet, and when you are reduced to 0 hit points you stop flying. You also still are affected by your stubby trait since your body type is not oriented for the usual athletic tasks.
  • The range of your light increases to bright light in a 15-foot radius and dim light for an additional 30 feet.


Prerequisite: litwick, lampent feat
Your power manifests in a more ornate body and even greater power to lure prey.

  • As an action, you can have a creature that can see you within 60 feet make a Charisma saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature uses its reaction to move towards you up to its movement speed. You can use this trait a number of times equal to your proficiency bonus, regaining all uses after you finish a long rest.
  • You can now fly higher than 5 feet.
  • When you consume a creature's soul, the body left behind rises as a zombie after 24 hours. It is not under your control.
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