Light-Walkers, are the brighter counterparts to Shadow-Walkers. More info can be found in this article about both Shadow- and Light-Walkers!

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Subrace Traits

Poison Tears (Light Walkers): Once per long rest, you can cry tears that are poisonous to those that come into contact with them. As an action, you can either chuck it at a creature within 5 ft of you, or your may also store your tears for later use inside a bottle, flask or similar container. However, unless your tears are stored in a freezing cold environment, they'll lose all their toxicity after 7 days. The poison becomes more potent as you grow stronger, and its effects are as follows:

Lv. 1 - 2:  2d8 on a failed DC 13 Constitution saving throw, poisoned for 4 h (can repeat save on their round), if succeeded: half damage, no poisoned
Lv. 3 - 4: 3d8 on a failed DC 14 Constitution saving throw, poisoned for 8 h (can repeat save on their round), if succeeded: half damage, no poisoned
Lv. 5 - 6: 4d8 on a failed DC 15 Constitution saving throw, poisoned for 12 h (can repeat save after each minute), if succeeded: half damage, no poisoned
Lv. 7 - 8: 5d8 on a failed DC 16 Constitution saving throw, poisoned for 24 h (can repeat save after each minute), if succeeded: half damage, no poisoned
Lv. 9 - 10: 6d8 on a failed DC 17 Constitution saving throw, poisoned for 24 h, if succeeded: half damage, no poisoned
Lv. 11+: 8d8 on a failed DC 18 Constitution saving throw, poisoned for 48 h, if succeeded: half damage, no poisoned

Whether you use your tears to attack, or store your tears in a container, you can cry your poison tears only once after a long rest.


Light-Swim: As a bonus action, for a max duration of 1 minute, you can can disappear and meld into a well-lit area or a dimly lit area, making you unseen. A creature that is trying to spot you can detect you using Truesight, Blindsight, the technique "Detect Ena" or by using a Bonus Action to make a Wisdom (Perception) check rolled at disadvantage against your Stealth (Dexterity) check. You can't attack, use Ena-abilites or cast spells while hidden, but can concentrate on spells and Ena-techniques that you've already casted and gain double your movement speed. If you take damage from a spell or an attack while disappeared, or if the area you are disappeared in is bathed in darkness you are forcefully ejected out of your hiding place and take half damage you'd have normally taken. You can use this ability a number of times equal to your proficiency bonus.