Prelude:
Hello everyone!
This was originally meant to be a Christmas Day present. It not only became way bigger than I originally planned but life got a bit chaotic with exams, medical recovery, work, and other personal life stuff so its coming out late. This community means a lot to me, and while I'm not an artist, I do know a bit about 5e and game design so I thought a nice gift would be a simplistic 5e 10GF race guide! I know there is both a lot of OC creators in here who liken to their characters to 5e classes, and there are potentially more TOG inspired 5e campaigns games brewing (Ask about the Team Discord server if interested!).
Sections:
Lore
Each family has details surrounding the family. Common appearance, family structure, special abilities and details, etc.
Traits
Each family gains innate traits, proficiencies, and potentially techniques that reflect their unique and powerful heritage. Additionally, some extra abilities and future upgrades are discussed.
Potential Alternate/Future Features
These represent either alternative/additional features that can be added to the character, or provide a pathway to potential future traits/abilities for that character. It's up to the DM, some of these are obviously meant for higher levels (Redan for example). For families that start with additional techniques I'd be wary about having more than one additional technique to start out.
Note: The base power of these without the potential traits is meant to be fairly low, as to be used in a wide variety of campaigns without issue. Additionally, Racial Ability Scores are suggested as a possibility for each family but not given concrete form.
Additional Note: Some of the 10GF that we know considerably less about (Tu Perie for example) I've taken a little creative liberty with
Ari
“We don’t get real swords like the Arie family, but we always carry another sword within us…” - Ari Bright Sharon
Lore:
Appearence
The Ari sport hair in shades of brown and blonde with light colored eyes.
Needle Specialists
Unlike their sister family the Arie, the Ari family focus their martial weapon training with needles.
Pacifistic Family
The Ari family is known for generally being pacifistic and actively tries to prevent wars. Though they are not considered one of the three strongest families overall in might, they are likely close to the top, as they pose significant enough power to provide a barrier to prevent large scale factional conflicts. Including potential great family level conflicts.
Guardian Sword
Although they are primarily known for using needles, each member of the Ari family possesses a special sword of shinsu within them known as their guardian sword. The sword is unique to the individual, varying in type, design, and physical factors. At the Ari member becomes more proficient, they can change the size of the sword, use it as a projectile, and even create multiple of them.
Traits:
Ari Weapon Training
You gain proficiency with the needle, and one other weapon of your choice.
Fighting Style
You gain one of the following fighting styles:
- Defense: You gain a +1 bonus to your AC
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Interception (1 TP): When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Technique: Parry
You intrinsically know the "Parry" technique
- Parry (1TP): As a reaction, you can add your proficiency bonus to your armor class. This can be done after you know the result of the opponent's roll, potentially causing the attack to miss, but not after you know the damage of the attack.
Potential Alternate/Future Features:
Ability Score Improvement
You receive an increase to Strength and Dexterity.
Parry/Interception
Neither of these have intrinsic costs in 5e, the TP cost might be removed.
Fairy Step
During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Guardian Sword (Open)
I've mainly left this open: Talk to your DM! There are many customizable factors, both story and powerwise, that it's better to communicate with your dungeon master to figure out the best course of action. Does your character have access to their guardian sword? Is something keeping them from achieving it? What type of blade is the sword? Is there any cost to using it?
Arie
“You know, the Arie family… can do ‘anything’ with swords - Arie Inieta
Lore:
Appearance
The Arie family are famous for their pure white hair color and ghostly pale skin. Members who have not descended through the direct line can vary more in skin color and overall appearance.
Arie Swordsmanship
The Arie are also famous for their deadly proficiency with swords. Although swords are a lesser choice for many in the tower due to their increased difficulty of use at higher floors, members of the Arie family are born with with the potential to use special sword shinsu techniques generally referred to as "Arie Swordsmanship". This technique involves controlling the space of shinsu taken by the sword, using it to warp their slashes across shinsu. This can cause their slashes to defy distance, suddenly appear behind a target, and even multiply the number of slashes. At higher levels, these techniques are extremely difficult to defend against.
Direct Lineage
The Arie family heavily values direct descendants (although there are very few compared to the other families) and those from the direct line. Those not from the direct line are treated worse and not given the same privilege, even if they show potential beyond direct descendants.
Other Family Relations
The Arie family have a close relationship with the Ari family. (It's implied that the Arie and Ari family heads are brothers, or at least close) They have rivalries with both the Khun and the Ha as the three strongest families, however the heads of the Khun and Arie families are close.
Traits:
Natural Swordsman
You gain proficiency with the Shortsword, Longsword, and Greatsword.
Fighting Style
You gain one of the following fighting styles:
- Defense: You gain a +1 bonus to your AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Technique: Divergent Blade
You innately know the "Divergent Blade" Technique. You switch the trajectory of your blade mid swing, attempting to catch the opponent off guard.
- Divergent Blade (1TP/1SP): As a bonus action on your turn, whenever you make an attack roll with a sword, you can choose to reroll. You must use the new roll. You must use this feature before you know if the attack lands.
Potential Alternate/Future Features:
Ability Score Improvement
You receive an increase to Strength and Dexterity
Divergent Blade Improvement
- Divergent Blade has it's cost reduced to 1SP OR Divergent Blade can be activated once you know if the attack hits or not.
Technique: Wave Slash
You innately know the "Wave Slash" Technique. Through shinsu, your blade bends to defy distance.
- Wave Slash (1TP/1SP): You can activate Wave Slash as a bonus action, whenever you are about to make an attack with a sword, and that sword can strike up to 30ft away.
Blade Infusion (Open)
The Arie can infuse their blade with shinsu, increasing their normal reach and/or power.
Eurasia
I've even found they key to open the door to my dreams -Phonsekai Irure
Lore:
Appearance
Members of the Eurasia family typically sport either pink or dark green hair and eyes. They vary in body shape and height, although some members of the family can be quite short.
Shinsu Naturals
The Eurasia family has a high natural affinity for shinsu, and can use it in a variety of ways. Many of them can naturally levitate even when sleeping, and their ability to sense shinsu is great. They can use shinsu in the traditional water-like sense, create powerful gusts of wind, and even combust into flames.
Sleepyheads
Members of the Eurasia Family have a love for sleeping, and can put themselves into a shinsu induced sleep, in which they are semi-conscious.
'Enne' Incident
The Eurasia family produced one of the most powerful princesses ever known to the tower, Eurasia Enne Jahad. Born with the direct blood of Eurasia Blossom and Po Bidau Gustang, she was a shinsu prodigy, quickly ascending the tower and claiming high ranker status. However, for an unknown reason the princess started to go insane and randomly partake in violent rampages. This eventually led to her getting sealed, but not before killing multiple other princesses. Since the incident, the Eurasia and Po Bidau family hold an uneasy relationship, and the Eurasia family has been against the princess system ever since.
Something to ask your DM: Does your campaign take place before or post Enne sealing?
Traits:
Mental Fortitude
You have advantage on Intelligence, Wisdom, and Charisma based saving throws.
Shinsu Levitation
You have a 10ft flying speed.
Shinsu Aptitude
Whenever you finish a short rest, you regain shinsu points equal to your level.
Technique: Shinsu Sense
You innately know the "Shinsu Sense" Technique. Your heightened affinity for shinsu allows you deeper detection.
- Shinsu Sense (1SP): You can use an action to see a faint aura around any visible creature or object in the area that bears increased shinsu density. You can also learn that type of shinsu, if applicable.
Potential Alternate/Future Features:
Ability Score Improvement:
You recieve and increase to Intelligence and Wisdom.
Ha
"That’s some tremendous power, I guess she really is from the Ha family." -Karaka
Lore:
Appearance
The Ha sport dark color hair, black or red eyes, and a variety of skin color.
Reinforced Bodies
The Ha boast the strongest physical abilities of the ten great families. This is in part natural, and also in part to the family having some of the best body reinforcement capabilities in the whole tower. Younger regulars often have a reputation of being "sandbags", using their hardened bodies to brute force their way out of problems.
Martial Combat
The Ha family centers much of their combat training in martial arts and the use of shinsu surrounding it.
The Twin Daughters
The family is matriarchal, and only has one major branch (not to imply side branches don't exist) surrounding the two twin daughters of Ha Yurin and Ari Han. The daughters have an inner conflict over the right of inheritance, and the Ari family sometimes unwillingly gets dragged into this. Even so, members not of the main branch are generally treated better than other great families.
Traits:
Natural Athlete
You have proficiency in the Athletics skill
Natural Resilience
For each level of your character, add one additional hitpoint
Powerful Build
You count as one size larger when determining carrying capacity
Iron Limbs
You gain proficiency in unarmed strikes. Your unarmed strikes deal 1d4+ your Strength modifier
Technique: Body Reinforcement
You innately know the body reinforcement technique. You reinforce your body with shinsu to reduce damage.
- Body Reinforcement (1 SP): As a bonus action, whenever you take damage, reduce that damage by 1d4. This effect lasts for three rounds.
Potential Alternate/Future Features:
Ability Score Improvement
You gain an increase to Strength and Constitution
Steel Limbs
Your unarmed damage increases to 1d6 + your Strength modifier.
Relentless Endurance
When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
Technique: Shinsu Piercer
You innately know the Shinsu Piercer technique. You use body reinforcement around your legs and feet to enhance your speed.
- Shinsu Piercer (1SP): When you use this technique, and then as a bonus action on each of your turns, you can take the Dash action. This effect lasts 3 rounds.
Hendo Lok (Pureblood)
“Shinsu doesn’t work on this guy!” -Akraptor
Lore:
Shinsu Resistance
The Hendo Lok family is often named the family with the strongest defensive power, and this is due to their fantastic natural shinsu resistance.
Bloodmadder's Curse
All pureblood children of the Hendo Lok are innately cursed by the contract their family head made thousands of years ago. For some reason, Hendo Lok Bloodmadder wasn't given the same immortality contract that the rest of the family heads were. A different contract was made: one that, in order achieve that same escape from death, required him to sacrifice the lifespan of his descendants to fuel his own. All children with the Bloodmadder curse have innately shortened lifespans. (This varies from person to person, however typically they don't live much longer than 100 years.) Because of this, many of the descendants end up marrying by lying about their own blood, causing descendants to appear all over the tower.
Inducted Family
Because of the family's curse, many of the more powerful members of the family are no actually blood related but invited into the family in order to maintain power.
Rigid Structure
The family still upholds Bloodmadder as the absolute ruler and has some of the most rigid hierarchal rules to not cause chaos among the inducted members.
Traits:
High Shinsu Resistance
You have advantage on Strength, Dexterity, and Constitution saving throws against shinsu-based abilities.
Baang Armor
Whenever you would take damage from a baang attack, you may subtract damage from the attack equal to your proficiency bonus.
Turtle's Endurance
You can focus your outer shinsu to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Potential Alternate/Future Features:
Ability Score Improvement
You gain an increase to Constitution and one other Ability Score
While these are meant for a Hendo Lok Pureblood, talk to your DM about using these for an inducted Hendo Lok!
Khun
"I will not be ruled. I make my own rules. That is the mindset of a ruler." -Khun Aguero Agnis
Lore:
Appearance
Members of the Khun family sport a signature blue hair and eyes. This blue can come in different shades.
Large Family
The Khun family is the largest concentrated family in the tower, and this is mainly due to the excess sexual activity that Khun Eduan partakes in. He has had far more sexual partners than the other family heads, and thus has a multitude of wives and even more children. His number of descendants is second to Bloodmadder only, although his progeny are much more concentrated in the main family.
Ranking Battles
In order to consolidate power against a large number of new family members, the Khun elites devised a scheme known as the Ranking battles. When every Khun boy reaches 10 years old, they are forced to participate in a duel against another. The winner of these battles is given all the privileges of the family and allowed to live in the massive Khun estate. The losers are cast out of the family and abandoned. These fights often are bloody and inhumane, but the family head doesn't care. The girls of the family don't participate as they have potential to be Princesses of Jahad.
Spears and Shinsu
Both for ranking battles and beyond, members of the Khun family are trained in both shinsu and their signature weapon: the spear. Most Khun children inherit one of two qualities from their head: The Lightning Spear or the Ice Spear. The Lightning Spear is the more common one, and has become a symbol of the family itself.
Political Battles
The Khun family is locked in constant political games, especially regarding the wives of Khun Eduan. His many wives often seek power and influence, and aren't afraid to trample others in the family to get to that point.
Conceit, Cunning, Confident
Members of the Khun family have also developed a reputation for both their Cunning. Many of the children are raised surrounded by political games, and developed to have a natural intelligence. Additionally, members who survive the ranking battles are known to develop feelings of superiority to those outside the family.
Traits:
Khun Weapon Training
You gain proficiency with the Spear and one other weapon of your choice
Political Environment
You gain proficiency with one of the following skills: Persuasion, Insight, or Deception.
Khun Subraces
When you craft your character, pick one of the following subraces: Lightning or Ice.
Lightning Affinity
If you chose the Lightning Subrace. You gain the following traits:
- You have resistance to lightning damage.
- Whenever you deal lightning damage, you may treat any 1 on the dice as a 2.
Ice Affinity
If you chose the Ice Subrace. You gain the following traits:
- You have resistance to cold damage.
- Whenever you deal cold damage, you may treat any 1 on the dice as a 2.
Potential Alternate/Future Features:
Ability Score Improvement
You gain an increase to Dexterity and Intelligence.
Elemental Adept
For your respective subrace, you gain the following (Note, these are meant to be separate traits):
- Your respective elemental damage ignores damage resistance.
- Your Baang attacks deal damage of your respective element.
- Whenever you would deal damage with your respective element, you may reroll any number of dice once. You must use the new roll.
- Whenever you would deal damage with your respective element, you may add your intelligence modifier to the damage.
Redan (Open)
Some special and "blessed" lines of the Khun family can perform the Redan technique, more commonly known as the "Lightning Pill". By swallowing a condensed Baang of lightning shinsu, they explode their internal shinsu quality and gain immense shinsu output for short time. After this time they are left incapacitated, but during this time their power increases substantially. If you want your character to obtain this ability, talk to your DM about the parameters surrounding it.
Lightning Pill is cool, but what about an Ice Pill? I think it could work...
Lo Po Bia
"How foolish of you, creature. There is no creature in this tower that I cannot control." -Lo Po Bia Traumerei
Lore:
Natural Born Anima
The children of Lo Po Bia are said to be "blessed" with the potential to become an Anima, a position in the tower that allows the person to subjugate and control Shinhueh. Not all the memebers of the family are anima but they all have the potential to be. Most of the elite animas of the tower are Lo Po Bias, some even have the ability to control Shinheuh spirits that don't require bowls.
Twenty Branches
The Lo Po Bia family is fragmented into the main family, followed by 20 branch families that each represent a creature Traumerei, the family head, controlled. Among these, there are:
- The Gray Wolf Branch
- The Wind Bird Branch
- The Spider Branch
- The Odd-Eyed Cobra Branch
- The White Stallion Branch
- The Big-Footed Owl Branch
- A Marsupial Branch (Implied)
- A Crustacean Branch (Implied)
These different branches can act like different political factions, but will still come together under the main family if required. Members of the family often control Shinheuh or gain abilities related to that family.
The Beastkin Expirementation
The Lo Po Bia family has worked with the Workshop in order to create human-animal hybrids known as Beastkin. These are humans that carry animal traits, and can even transform parts of their body. These humans are also subject to domination by high level animas of the family known as Tamers, and the family head himself. These beastkin are innately powerful and could potentially be used as armies for the Lo Po Bia.
Traits:
Shinheuh Affinity
You gain proficiency in the Animal Handling skill.
Lo Po Bia Subrace:
When you craft your character, pick one of the following subraces: Pureblood or Beastkin
Anima (Open)
If you choose the Pureblood subrace, you gain the following:
- Make a Shinheuh Familiar. Talk to your DM!
There are many ways you can go about creating your creature. For a smaller, less impactful familiar you can look at more traditional methods like the Find Familiar Spell. If you are going for a Shinhueh to potentially fight alongside you however, I'm going to link reddit user u/SwEcky's Alpha Druid Class. It's a fantastic druid revision that comes with an entire system for making animal companions starting on page 29. This could pretty easily be translated to TOG.
Beastkin Traits (Open)
If you chose the Beastkin subrace, you gain innate traits based on the features of what animal you are based on. Talk to your DM, here are a long list of suggestions:
- Natural Weapons: Claws, Fangs, Talons, Horns, your animalistic features give you natural weapons. You gain proficiency in unarmed attacks and do 1d6 + your Strength modifier when using your natural weapon.
- Natural Armor: Scales, Tough Hide, a Shell, your animalistic features grant you natural defenses. When not wearing armor or using an armor inventory, your AC is equal to 13 + your Dexterity modifier.
- Adaptive Eyes: Your animalistic eyes allow for clarity in the dark. You gain 60ft Darkvision.
- Mobile: Your animalistic features allow quicker movement. Your walking speed increases to 40ft. In certain environments, you may not suffer the movement penalty from rough terrain
- Climber: Your animalistic features allow for quick climbing. You gain a climbing speed equal to your movement speed.
- Flyer: You have wings or some other appendage that allows for flight. You gain a flying speed of 20ft.
- Aquatic: Your animalistic features allow for traversal underwater. You gain a swimming speed equal to your movement speed, and can either hold your breath for up to 15 minutes or breath underwater.
- Natural Resistance: Your animalistic features grant resistance to a damage type. A cold climate animal might have resistance to cold damage, or a venomous one poison damage.
- Keen Senses: Your animalistic senses are heightened. You gain advantage on Perception checks that involve your sense.
- Camoflauge: You have the ability to blend into certain environments. You have advantage on Stealth checks when in a favorable environment.
Potential Alternate/Future Features:
Spirit Anima (Open)
Some anima are born with a special spirit or spirits that resides in the Shinsu surrounding them and don't need to use a bowl to contain it. These are very highly valued in the Lo Po Bia, as these Shinueh are untrackable until they are summoned and can come with unique properties. This is something rare members of the family are born with. There are two users of this in TOG cannon (Elaine and Holan) and both are very respectively talented.
Beastkin Transformation (Open)
Beastkin can undergo a special process called "Transformation" that modifies their limbs or potentially whole bodies with shinsu. These forms enhance the user's physical abilities and are very destructive. This technique is powerful but difficult to control and master.
Po Bidau
“Then consider it a blessing to have ended up on Po Bidau’s great and magnanimous battleship at the end of your journey.” -Po Bidau Ranker
Lore
Tower Intellectuals
The Po Bidau family has a deep love for study and research. They seek to study both art and science, and allow non family members to join them even on their home battleship. They have a special love for literature, especially classical, and often have reading seminars and book clubs.
Research Association
Like the Khun family, the Po Bidau have trial system to weave low performing members out of their family. The Po Bidau holds the famed Research Association, which contains vast amounts of knowledge and experimentation regarding the tower, shinsu, and it's properties. The Po Bidau family holds tests to get into the establishment, men who do not successfully make it into membership are kicked out of the family. Also similar to the Khun family, the women are spared from this due to the potential of being princesses of Jahad.
'Enne' Incident
Unlike the Eurasia family, the Po Bidau did not stop producing princesses of Jahad. In fact, Po Bidau Gustang himself was the original inventor behind the princess system. Before the incident, the Eurasia and Po Bidau families were on friendly terms. The two families have forbade marriages since.
Traits:
Knowledge Tamer
You gain proficiency in the following skills:
- Arcana
- One of your choice between History, Medicine, Investigation, Nature, or Religion.
Research Specialist
You gain expertise in one of the skills chosen above. Double your proficiency bonus for rolls made with that skill.
Shinsu Aptitude
Whenever you finish a short rest, you regain shinsu points equal to your level.
Potential Alternate/Future Features:
Ability Score Improvement
You gain an increase to Intelligence and Wisdom.
Shinsu Proficiency
You innately can create baangs and are proficient in baang attacks.
Tu Perie
“The Heavens gave me the Eyes of God” -Tu Perie Tperie
Lore:
Lighthouse Adepts
The Tu Perie are widely regarded to for their art in lightbearing. Their family head, Tu Perie Tperie, is said to have created the first lighthouse and provided the ultimate example of what a lightbearer should be.
Inventive and Strategic
The Tu Perie take after their family head. Many of them are both quite intelligent and perceptive, and are often valued as teammates because of this. They take great use of the lighthouse information network known as the "Box". Additionally, the Tu Perie family has a history of working with the workshop, the ultimate culmination of their combined efforts producing the Operas, three of the most powerful lighthouses in the entire tower, said to have no weaknesses.
Traits:
Natural Lightbearers
You gain proficiency in Lighthouses.
Perceptive Minds
You gain proficiency in one of the following skills: Investigation, Insight, or Perception.
Creative Minds
You gain proficiency in one tool of your choice.
Specialist
You gain expertise in one skill or tool proficiency of your choice.
Potential Alternate/Future Traits:
Ability Score Improvement
You gain an increase to Intelligence, Wisdom, and Charisma.
Tool: Lighthouse Repair Kit
Having this kit allows you to attempt to repair damaged lighthouses. The DM determines factors surrounding the Lighthouse repair, such as check, DC of the check, cost of materials and time needed. Proficiency with this kit allows to you add your proficiency bonus to the check you make to repair the Lighthouse.
Tool: Lighthouse Hacking Kit
Having this kit allows you to attempt to take control or disable a lighthouse through hacking. The DM determines parameters surrounding the Hack Attempt such as the check, DC of the check, and time needed. Proficeincy with this kit allows you to add your proficiency bonus to the check you make to hack the lighthouse.
Yeon
“From the moment they are born, the Yeon Family is ‘Flame’ itself.” -Quatro Blitz
Lore:
Flame Specialists:
The Yeon flame are known first and foremost for their proficiency with fire shinsu. The legend goes that Yeon Hana received two different original flames from an ancient: A flame that could destroy anything and a flame that could save everything. The descendants of her family are often blessed with these flames upon birth, and the Yeons produce some of the most prominent Hwayeomsas in the tower.
Yeon Ilarde
Yeon Hana has actually never had children of her own. She has a close family member named Yeon Ilarde that actually bears all of the Yeon family. All of the children of the Yeon originate from her, and she is responsible for giving birth to and raising her children in her stead. Children of the Yeon call her "Godmother". Ilarde, every 5 years, chooses a man to sleep with. Rankers from all over the tower come to win her favor. Ilarde's eyes are cold, but those chosen are officially accepted into the family.
Matriarchal and Misandrist
Women are the only Yeon to hold major positions of family. All children are born with fire shinsu abilities, however these abilities differ from child to child. With that being said, daughters of the family are particularly blessed and can inherit a power known as the Primeval Yeon Flame. For these reasons and lore stated with Yeon Ilarde, some of the members of the Yeon family have misandrist feelings. This does not reflect the family head however, who although had her heart broken and promised never to marry again, actually treats both men and women kindly.
Primeval Yeon Flame
Occasionally, daughters of the Yeon inherit a power known as the Primeval Yeon flame, mirroring either the flame that can burn anything or the flame that can save everything. This is essentially the normal Yeon power turned up to eleven. They have the potential for incredible shinsu manipulation and power, that which can go beyond a Khun in Redan.
Traits:
Heated Blood
You gain proficiency with one of the following skills: Intimidation, Performance, Persuasion.
Fire Affinity
You gain the following traits:
- You gain resistance to fire damage
- Whenever you deal fire damage, you may treat any 1 on the dice as a 2.
Technique: Produce Flame
You innately know the "Produce Flame" technique. You gain generate a small fire using your shinsu.
- Produce Flame (No cost): You can cause a small bit of fire shinsu that alights the area around you as an action. It shines bright light for 20ft and dim light for 20ft. When you use the ability or as an action later, you can hurl the flame. The flame has a range of 30ft and deals damage equal to 1d6 + your Charisma modifier.
Potential Alternate/Future Skills and Abilities:
Ability Score Improvement
You gain an increase in Constitution and Charisma.
Fire Adept
You gain the following (Note, these are meant to be separate traits):
- Your fire damage ignores damage resistance
- Your Baang attacks deal damage fire damage
- Whenever you would deal fire damage, you may reroll any number of dice once. You must use the new roll.
- Whenever you would deal fire, you may add your charisma modifier to the damage.
Technique: Healing Flame
Your flames are blessed with the power to heal with your flames. You innately know the "Healing Flame" technique.
- Healing Flame (2SP): As an action, you can touch a creature and cause it to regain hitpoints equal to your 1d6 + your Charisma modifier.
Weapon Infusion (Open)
The Yeon have the potential to creating weapon's containing their fire.
Primeval Yeon Flame (Open)
Yeons gifted with the true flame have potential for insane power and prowess. Consider the implication of this on the character's power and campaign.