Glow-touched

## Base Glow-touched

**Ability Score Increase.** Your Constitution score increases by 2.

**Age.** Glow-touched mature at the same rate as humans, but can be expected to live for several decades longer. Even Glow-touched that were originally a longer lived race, such as elves, age at this rate.

**Alignment.** As a race, Glow-touched do not have any strong tendency towards any one alignment, but Glow-touched that were once another race before being mutated often retain their previous alignment. However, those that have accepted the Glow’s will tend towards neutrality.

**Size.** Glow-touched are on average about the same height and weight as a normal human, but a bit bulkier. Your size is Medium.

**Speed.** Your base walking speed is 30 feet.

**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.

**Glowing Resistance.** You have resistance to radiant damage and immunity to nuclear radiation.

**Languages.** You can speak, read, and write Common and Primordial.

**Subrace.** The Glow bestows its gift upon its chosen in mysterious ways. The two most plentiful varieties are the Harbingers and the Wardens, although other types of mutants may exist. Choose one of these subraces.

## Harbinger

As a Harbinger of the Glow, you have been charged with tending to the Glow's sacred sites and spreading the word of its shining glory.

**Ability Score Increase.** Your Wisdom and Charisma scores increase by 1.

**Enlightened.** You gain proficiency in the Religion skill.

**Nuclear Magic.** You know the *sacred flame\** cantrip. When you reach 3rd level, you can cast the *faerie fire* spell once per day. When you reach 5th level, you can also cast the *fog cloud* spell as a 2nd level spell once per day. Constitution is your spellcasting ability for these spells.

\*this spell takes the appearance of a sickly, uranium-green aura surrounding the target

Extra **Language.** You can speak, read, and write one extra language of your choice.

## Warden

As a Warden of the Glow, you have been charged with defending Harbingers and other faithful, and eliminating those who seek to act against the will of the Glow.

**Ability Score Increase.** Your Strength score increases by 1.

**Bite.** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Breath Weapon.** You can use your action to exhale destructive radioactive energy. When you use your breath weapon, each creature in a 15 foot cone must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 radiant damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 6th level, 6d6 at 11th level, and 8d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

"Powerful Build." You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.