Homebrew Fire Gods Species Details
The only indigenous humans of Tuchern. The Fire Gods christened their tribe such, due to their natural affinity with fire. Nomadic wanderers of the Kaleshi Desert they used to be dedicated to the worship of Pelor but that commitment has dwindled in time.
In each generation one Fire God has the pre-destination to speak to Pelor. An early Druid preacher with this ability Ignus led the Tribe to The Cave Of Life, a magical place where they took huge leaps of magical and scientific advancements as a peoples. The clay of the desert can be used within the cave to create objects or bring life. On a Fire Gods 16th birthday they must capture 2 creatures of their choosing and head into the cave with a bowl of clay. The drawings of the ancestors show them how to use the clay to turn the two creatures into one new Hybrid. If they are successful they will emerge from the cave with their new, fiercely loyal companion the following day.
This tradition mainly continues due to the Fire Gods huge egos, believing the right of creation is theirs as rightful gods of the desert. Their natural affinity with fire granting them magical powers only goes to heighten this belief. Over time their advancements in understanding the natural world has led them to confuse science and magic as the same thing.
Into each generation a child still receives the ability to talk to Pelor, (he is desperate to regain their following and puts a lot of pressure on this individual to bring the tribe, and anyone else they come into contact with to him). With the death of the religion they are often seen as a madman or woman and face persecution form the tribe.
Playing as a Fire God can suit all builds and multi-classing, their natural affinity with magic (especially fire) suits magic based builds. The harsh desert environment would lead to combat, hunting and rogue builds and bards would pass on the tales of the people through oral tales or music and song. Their advancements in weird science also makes them suitable for potential Artificer builds (speak to your DM to see if they are happy for this.)
Unless you plan to play a child character you will also automatically gain your Hybrid Companion. (See Hybrid rules in Racial Feats).
All Fire Gods have one Fire Based Cantrip extra due to their affinity with magic. You gain this Cantrip on any Fire God build even ones with no magic.
If you wish to play the One in Your Generation that talks to Pelor you gain the Wings To Above Feat at level 5 (talk to your DM to ensure they are happy for this)
You have resistance to Fire Damage but are vulnerable to Cold Damage.
Otherwise please follow the standard Human Section of the PHB to build your character.
Fire Gods tend to be socially inept. They can be brash, arrogant, rude or shy and withdrawn. As they are unused to the world outside of their own desert they don't interact well with other people and this makes them ideal for new players as they and their character will be learning together.
Fire Gods Traits
Fire Gods racial traits are unique to their species. For levelling up feats refer to Human feats in the PHB.Hybrid Companion
Every fire god and goddess has a familiar made up of two creatures magically spliced together. Highly obedient these creatures can be telepathically communicated with in the same way as find familiar but also have their own AC, HP and attacks dependant on the creature(s).
Choose the two creatures your character took into the cave on their sixteenth birthday (all creatures used must feature in Appendix D of the PHB). Creatures must be one headed and your build must specify what parts of the body are what to indicate how your attack build works. Take the highest AC and HP. The creature has any skills and senses from both creatures and to build the Stat block add both creatures together and divide by 2.
E.G a Giant Eagle Shark hybrid would have an AC of 13 (Eagle) HP of 26 (Eagle) Blind sight of 30ft (Shark) Passive Perception 14 (Eagle) Speed 10 (Eagle) Fly 80 (Eagle) Swim 40 (Shark)
STR 14+16 divided by 2 =15 DEX 13+17 divided by 2 = 15 CON 13+13 divided by 2 = 13 etc.
In my build I have gone head of Shark body of Eagle so my attacks would be Bite (Shark) and Talons (Eagle) I would get the multi-attack of the Eagle and the Pack Tactics of the Shark.
The Hybrid takes your imitative roll and can take it's turn before or after you as you choose.
Friendly fire
You have resistance to Fire Damage
Wings to above
You are the one in your generation who can commune with the God Pelor in Elysium.
Luminous magical wings appear on your back. It looks and feels like flying to the clouds but it is actually a portal to Elysium where Pelor awaits you. You must be able to fly straight up without your flight being interrupted. Takes 1 action and removes you from danger, granting a short rest on your action for the following before you can return with your third action to the spot you left from.
You can transport one other willing creature with you and your hybrid always goes with you.
Example: Combat round 1; Take serious damage. Round 2; Wings to above. Round 3; Short Rest (time moves differently here). Round 4; Return. Round 5; Finish the fight and be a smug hero despite letting your friends do all the work.
I hate the cold
You have Vulnerability to attacks that do Cold Damage.
Fire Magic
You have one cantrip that involves the use or control of fire from. Control flames, create bonfire, fire bolt, green-flame blade, produce flame.
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