Firekin

Tied to the elemental palne of fire, fireborn creatures are able to manipulate and control flames.

advantages
IP Benefit
3 Complete immunity to all fire and heat-based damage
2 Resistance: Halve all fire/heat damage taken (rounded down)
1 +2 bonus (or advantage) to saves/rolls vs. fire effects
3 Superior Darkvision: See in magical and nonmagical darkness as if it were daylight (range per system rules)
2 Darkvision: See in darkness up to 60 ft. (DM sets distance for system)
1 Low-light vision: Treat dim light as bright and see shape/outline in full darkness up to 20 ft.
3 Gain +2 natural armor (DR 2 or Armor +2) vs. all physical and magical cold/water effects
2 Gain +1 natural armor (DR 1 or Armor +1) vs. all cold/water attacks (magical or mundane)
1 Gain bonus to AC or Defense (+1) vs. cold damage only
3 When you hit with a melee attack (touch or slashing), target suffers ongoing fire damage (1d6/round for 3 rounds or per system, save each round to end)
2 Your unarmed and weapon attacks deal +1 fire damage and ignite vulnerable targets on a failed save
1 Once per rest, set weapon ablaze for 1 attack, dealing +1d4 fire damage
3 Fluency in all common racial languages in setting (at GM discretion)
2 Learn one additional exotic or ancient language
1 Learn one additional local language
3 While standing in/near open flame, halve all damage from Ice, Poison, Wind, or Earth effects (magical & mundane; max. reduction: 3)
2 Gain +2 to all saves vs. Ice, Poison, Wind, or Earth if near a flame source (magical or mundane, at GM’s discretion)
1 While adjacent to an open flame, gain +1 to saves vs. elemental effects (Ice, Poison, Wind, Earth)
3 At the start of your turn, all allies within 30 ft. gain +2 to fire attack rolls or resistance vs. cold for 1 round (your choice)
2 Party within 15 ft. gain +1 to fire attack rolls or +2 to cold resistance for 1 round
1 Once per rest, grant +1 fire damage to adjacent ally’s next attack or +1 bonus to resist cold for all allies within 10 ft. for 1 round
3 Meld into stone/earth (as ‘meld into stone’ spell): remain fused for 1 hour (1/day)
2 As an action, briefly phase fingers/hand into stone/earth to hide, retrieve, or stow small objects (1/rest)
1 When touching natural stone, gain +2 to Stealth and Survival checks related to blending with terrain (1/rest)
3 When reduced below 0 HP, explode in a fiery radius (20 ft): all enemies save or suffer 2d6+level fire damage and gain fire vulnerability for 1 min
2 When reduced below 0 HP, create a burst of flame (10 ft): all enemies save or take 1d6+level fire damage
1 On dropping below 0 HP, emit a warning burst: all enemies within 10 ft. must save or gain fire vulnerability until the end of their next turn
3 May converse in any language previously heard for at least 1 minute (cannot write/read unless you also possess corresponding literacy)
2 Can learn and speak (but not write) one additional language per story arc or major milestone, no teacher required
1 Choose one additional language you have reasonable exposure to; add to known languages (see Linguistics guidelines)


Subtypes: Intensity

Ember *

Stalwart and enduring even at their faintest, Ember Firekin draw strength from adversity. They embody the spark that survives the chill, capable of reigniting hope and purpose when others would fade. Whether fueling gradual rebirth or withstanding storms, their presence marks faith in new beginnings.

IP Benefit
0 Resist being extinguished (adv. or +2 vs. effects that disable/negate)
0 Once per session, restore 1 HP when reduced to 0 but not killed
0 +1 to saving throws vs. effects causing fatigue, cold, or suppression
2 Reignite: Rise at 1 HP at the start of your next turn after being rendered unconscious, 1/week
2 +2 to resist any magical or mundane attempt to suppress your abilities
1 +2 to checks or saves to recover from negative status effects
1 Restore 1d4 HP as a bonus action once per long rest when ‘stoked’ by an ally or inspiration
1 +2 to Will saves or checks during adverse conditions
1 Halve the time needed to recover from exhaustion, fatigue, or cold damage
1 Your spells or abilities with a ‘renewal’ theme affect one extra target

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Flame *

Kindled in compassion and camaraderie, Flame Firekin radiate warmth and comfort. Their presence brings hope in darkness and bonds allies together, spreading light—literal and metaphorical—wherever they go. They naturally support, heal, and illuminate the way.

IP Benefit
0 Can shed light in a 10’ radius (as a candle), suppress/dismiss at will
0 +1 to saves vs. fear or despair effects
0 Once per session, grant 1d4 temporary HP to all adjacent allies
2 Once per long rest, emit a radiant burst, granting +1 morale to all nearby allies for 1 minute
2 Grant resistance (adv. or +2) to you and one ally vs. cold and darkness effects
1 +2 to checks restoring morale or relieving fear
1 +1 to all healing given to others (spell, ability, or mundane)
1 Double the radius of your light-emitting feature
1 +1 to Diplomacy or Charisma-based checks performed in darkness
1 Allies resting within your light recover from exhaustion 50% faster

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Blaze *

With total command of inner heat, Blaze Firekin channel focused energy into precise acts, igniting at will and tempering power with intent. They embody both an unstoppable will and rare finesse—masters of burning bright but never out of control.

IP Benefit
0 Instantly produce a spark or controlled flame (candle/tinderbox/torch-sized)
0 +1 to checks to maintain composure or focus in chaos
0 Resistant to environmental heat (adv. or +2 vs. heat damage/fatigue)
2 Empower one attack, spell, or skill with extra heat/fire (add +1d6 fire, 1/rest)
2 Gain auto-success (once per long rest) on control or shaping of flames
1 +2 to checks or saves to control spread of fire
1 Halve chance/damage from being ‘burned’ by failed heat/fire exposure
1 Enhance metallic tools/weapons; for 1 hour, ignore the first point of penalty or gain +1 damage (1/day)
1 +1 to attack or skill check after sustaining fire/heat damage, once per short rest
1 +2 to Intimidate checks when visibly ignited or emitting flame

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Inferno *

A force of devastation and renewal, Inferno Firekin embody intensity and transformation through destruction. Their raw, overwhelming presence burns away obstacles and impurities, bringing both feared power and the raw material for future rebirth.

IP Benefit
0 Create or extinguish a small campfire, 1/rest
0 +1 to Intimidate or Overcome attempts based on awe or raw presence
0 Resistant to fire-based attacks (adv./+2 saves & halve first 3 points of fire damage)
2 Once per session, erupt in an aura of destructive flame—deal 1d8+lvl/2 fire in 10’ radius; hostile targets only
2 Ignore environmental effects of extreme heat, volcanic areas, or mundane fire
1 +2 to rolls to break objects or burn through obstacles
1 Gain temporary immunity (1 round) to fire or heat after taking fire damage (1/rest)
1 +1 to all Power/Damage rolls using fire or destructive magic
1 +2 to rebuke, resist, or end magical bindings/restraints by literally ‘burning them off’ (DM approval)
1 Your presence quells or kindles nearby mundane fires (with intent, not accident)

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