Fey Ancestry. Anum Dsajo has advantage on saving throw to avoid or end the Charmed condition.
Trance. Anum Dsajo doesn't need to sleep and cannot be put to sleep by magical means. In place of a long rest Anum enters a meditative trance for 4 hours during which he retains consciousness with disadvantage on charisma, wisdom, and intelligence ability checks and saving throws. If Anum takes or is forced to take any strength or dexterity checks or saving throws he is forced out of the trance.
Innate Spellcasting. Anum Dsajo has the innate ability to cast spells due to his heritage as a wood elf as well as his history as an acolyte and a worshipper of the Insatiable Flame.
His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Anum Dsajo has the following spells prepared:
Cantrips (at will): druidcraft, guidance, resistance, elementalism
1st level (2 slots): longstrider
2nd level (1 slot): pass without trace
Unarmored Agility. As long as Anum Dsajo is not wearing armor or a shield he has a walking speed of 60 feet and an Armor Class of 19 which would otherwise be a walking speed of 35 feet and an Armor Class of 15. Anum Dsajo can also take half damage on a failed dexterity saving throw against an effect that would damage him or no damage on a successful saving throw and can move along vertical surface and water without falling during the movement when he is not wearing armor or a shield.
Festering Motes. Whenever Anum Dsajo deals fire damage to a creature a small orb of flame begins to orbit it as it gains a festering mote. Each festering mote lasts for one minute.
Multiattack. Anum Dsajo makes two flametounge whip, blazing strike, or unarmed strike attacks
Flametongue Whip. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 14 (2d6 + 5) fire damage. + 6 (1d10) slashing damage.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 11 (1d10 + 5) bludgeoning damage.
Fiery Strike. Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 11 (1d10 + 5) fire damage.
Cataclysmic Combustion (Recharge 5-6). Anum Dsajo summons a disastrous explosion of flame centered on a point he can see within 120ft of him. All creatures within a 30ft radius of that point must make a DC 18 dexterity saving throw or take 22 (4d10) fire damage on a failed save and half as much on a successful one.
Festering Flames. Anum Dsajo ignites all of the festering motes as they hurtle towards their target. Each creature within 120ft of Anum Dsajo take 5 (1d8) fire damage for each festering mote they have and must succeed on a DC 18 constitution saving throw or gain one level of exhaustion for each festering mote they have. All festering motes within range dissipate after this.
Flurry of Blows Anum Dsajo can make up to 3 unarmed strike or blazing strike attacks.
Flickering Flame Anum Dsajo cannot be targeted by attacks of opportunity until the end of his turn, attacks against him have disadvantage until the start of his next turn, and he gains 2d10 temporary hit points.
Flash Fire Anum Dsajo cannot be targeted by attacks of opportunity until the end of his turn, he gains an additional 60 feet of movement speed until the end of his turn, and he may move up to one willing Large or smaller creature within 5 feet of him with him until the end of his turn.
Deflect Attack. Anum Dsajo takes (1d10 + 19) less damage from an attack that hits him. If Anum reduces the damage he takes this way to zero or less, he may target a creature he can see within 5ft of him if he was hit with a melee attack or a creature he can see within 60ft of him if he was hit with a ranged attack. That creature must succeed on a DC 17 Dexterity saving throw or take 2d10+5 damage of the type that the initial attack dealt.
Slow Fall. Anum Dsajo takes 70 less damage fall damage.
Self-Restoration. Anum Dsajo removes the Charmed, Frightened, or Poisoned condition from himself at the end of his turn.
Description
Anum Dsajo is a worshipper of an Abstract Deity representing the concept of Entropy which materializes in the form of fire. For the majority of his youth he studied under the monks of the molten tree (the molten tree being a name for adventus, the god of creation, here worshipped as a goddess of nature and renewals). He grew unhappy with the principles of the monastery, found them too docile and passive in the face of oppression which came to a head when his hometown, Dustminster, was attacked by a neighboring city over a feud regarding hunting territories. The monastery did nothing the attack had been mutually violent and the role of servants of the molten tree was not to intervene, simply to aid in the healing process of those who came to them.
Anum Dsajo fled the monastery for Dustminster the moment he heard the news and when he arrived he found that his little brother had been one of the few casualties. He never returned but that night he tumbled into to the abstract realm of entropy in his dreams broken mentally he was vulnerable to the flame's manipulation and agreed to become it's instrument if it meant destroying those who hurt his family. When he awoke he found himself in possession of a Flametongue whip and then he found and slaughtered his brother's killers but lost himself in the process.
Now Anum roams the land serving his entropic master, grooming vulnerable adventurers into service of the deity. He never travels without at least two of his pupils who will often go mad due to the existential nature of their god.
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