Homebrew Ember Elemental Species Details
A small spark of the Elemental Plane of Fire, ember elementals embody the flamboyant and often destructive nature of flame. They are more defined than their fire elemental cousins and often appear as tiny fairy-like creatures made of orange flame. Their colors and appearance shift an change along with the flickering of their emotions and they are even now to grow in size. On the Elemental Plane of Fire from where they hail, ember elementals have been known to grow into huge infernos that scorch the land.
Ember Elemental
Tracing their origins to the Elemental Planes, each ember elemental can tap into its nature of flame allowing it to grow and burn and live as it likes. Needing air and fuel like most other creatures, an ember elementals spend much of its time curling up in small hot places, like ovens or campfires or lanterns. Having an ember elemental choose to warm your hearth and home however is a great blessing, and only those in the creature's good graces could ever hope for such a thing.
An ember elemental, just like a fire, burns for as long as it has fuel and no one snuffs it out.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and Ignan.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world.
Ember Elemental Traits
As a ember elemental, you have the following traits.Creature Type
You are an Elemental.
Size
You are Tiny.
Speed
Your 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 discern colors in that darkness only as shades of gray.
Fire Nature
You are flame given form. Your form at rest has the following attributes:
- Your form sheds bright light in a 5-foot radius and dim light in an additional 5 feet.
- You may extend the bright and dim light you cast an additional 15 feet as an action.
- Your touch ignites flammable objects that aren't being worn or carried
- You have resistance to fire damage.
Wildfire Form
You are fickle and volatile and prone to eruption but these strong feelings fuel you. Relying on bursts of strong emotions you may allow your flame to grow, changing your form along with it. As a bonus action you can enter into your Wildfire Form and gain the following benefits:
- Your size grows to medium
- Your form now sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
- You become immune to fire damage.
- Your unarmed strikes now deal a d6 of fire damage in place of the normal damage and creatures who touch or strike you while within 5 feet also take 1d6 fire damage (limit once per turn).
These benefits last for ten minutes or until you choose to simmer down (no action required). Once you use this feature, you must finish a long rest before you can use it again. You may attempt to use it more than once per day but you risk the chance of a burnout. Each time you exit your Wildfire Form after the first, you must succeed on a DC 15 constitution saving throw or gain a level of exhaustion.
Water Susceptibility
Water is harmful to the touch for you. If you come into contact with water that doesn't fully engulf you, you are considered partially submerged. The first time you are partially submerged in water on a turn or when you start your turn partially submerged, you take 1d6 cold damage. If you are fully submerged in water you instead take 3d6 cold damage per turn.
You are barred from entering your Wildfire Form while partially or fully submerged in water. While in your Wildfire Form, being partially or fully submerged ends your form early, but it takes at least 1 gallon of water or more than half your body in contact with water to do so.
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