Wickflame
A cold blue light that the drowned fear
Effects
Bright light in a 30-foot radius for 1 hour, held in your palm or a cindrel. The Sallowkin have Disadvantage on attack rolls inside it.
Wickflameaction
Cindrel magic
Drawing raw power from a cindrel held or lodged in the body. Common, powerful, and slowly dangerous.
Every cindrel is a splinter of the star that fell into the Ostrel Isles four hundred years ago. Hold one long enough, or carry one under your skin, and you can pull its light through yourself: a flame in your palm, a lance of radiance, a ward of singing glass.
The light is not free. Draw more than your body can hold and it leaves Ash behind, a grey, brittle quiet in the blood. Enough Ash and the star marks you.
Technique
What a brandworker has learned to draw. Each technique is a card on the sheet, paid for in Ember.
Brandmark
What Ash leaves behind. Rolled on the Brandmark table at Ash 5 and Ash 10; the DM grants it.
Ember is what you draw from your cindrel. Your maximum is twice your proficiency bonus plus your Constitution modifier, and a long rest refills it.
Ash builds as you overreach, and clears by 1 on each long rest:
Brandmarks. At Ash 5, and again at Ash 10, roll a d6 on the Brandmark table. The DM grants the mark that comes up. A Brandmark does not fade when the Ash clears.
A technique's attack bonus is your proficiency bonus plus your Constitution modifier, and its save DC is 8 plus both.
Learned, practised, paid for in Ember.
A cold blue light that the drowned fear
Effects
Bright light in a 30-foot radius for 1 hour, held in your palm or a cindrel. The Sallowkin have Disadvantage on attack rolls inside it.
Wickflameaction
A spear of radiance; more Ember, more spear
Effects
A ranged spell attack within 60 feet for 2d10 radiant damage, and 1d10 more for every extra Ember you pour in.
Cinderlanceaction
A shell of singing glass, for one round
Effects
Reaction: +5 AC until the start of your next turn, and whatever struck you takes 1d6 cold damage. Adds 1 Ash.
Glasswrack Wardreaction
For a minute, the star burns through you
Effects
For 1 minute, your spells deal maximum damage on their first die. Adds 1 Ash.
Starbrandbonus action
Every Brandworker learns it with the trade. Nobody chooses it.
Take Ember you do not have
Effects
When you are out of Ember, take 1 more. You gain 2 Ash instead.
Overdrawspecial
The star's marks. Nobody learns these.
Blue lines under the skin
Effects
Resistance to cold damage. In darkness you have Disadvantage on Stealth checks: the lines glow.
Resistance to cold
Glass veins
Eyes that keep the light
Effects
Darkvision out to 60 feet. In bright sunlight you have Disadvantage on Perception checks.
darkvision 60 ft
Starlit eyes
You hear the drowned whisper
Effects
Advantage on checks to detect the Sallowkin. The DM may send you visions.
Advantage on Perception checks
Sallow echo
More light, no warmth
Effects
Your Ember maximum increases by 2. You can no longer feel warmth.
+2 Ember maximum
Cold blood
The sea knows your name
Effects
You can breathe water for 1 minute each day, and the sea calls you by name.
Tide-touched
A cindrel fused to your chest
Effects
One cindrel fuses to your chest. You are never without light, and Slackwater cultists can sense you within 1 mile.
Living cindrel