Candle Light. Candleheads have a candle that is on top of their heads and it is a part of them. The candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Heat Resistance. Since you are used to an eternal candle burning on your head, you are resistant to fire damage.
Aroma. You know the produce flame cantrip. When you reach 3rd level you can cast the calm emotions spell once. At 5th level you can cast the flaming sphere spell once as third level spell without requiring any material components. The candle on your head must be burning for these spells to work, and you can use it as an arcane focus. Charisma is your spellcasting ability. You regain the use of each spell when you finish a long rest.
Pleasant Smell. Candleheads are naturally calming to be around, and their scent works as aromatherapy. He can meditate while his candle is burning as part of a short rest to emit a delicious or fragrant aroma about him. At the end of the short rest, he gains 1d6 temporary hit points. These hit points are lost after you complete a long rest.
Water Susceptibility. At the beginning of every turn he is soaked, Caledon takes 1d4 cold damage.
Construct Nature. He is a being molded of wax and imbued with whimsy. His creature type is construct instead of humanoid. As such, spells like cure wounds don't affect him, and he is immune to spells like crown of madness or dominate person because they specifically target humanoids. He does not need to eat, drink or breathe, though he can do so if he wishes. Rather than sleeping, he enters a meditative state for 8 hours each day. He is fully aware of his surroundings and notice approaching enemies and other events as normal.
Tavern Brawler. All improvised weapons do 2d8 damage, the type changing on said improvised weapon. When he hits a creature, he can use a bonus action to attempt to grapple the target.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d12) bludgeoning damage.
When he is 78hp or lower, he gets access to the following attacks:
Roundhouse Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 24 (4d12) bludgeoning damage
Fireball. A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Description
An infamouse Tavern Brawler, known all around Ruckashn as the Colbalt Man, due to his Blue flame. Known for Defending the tavern during the invasion of the 3rd royale.
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