Homebrew Awakened Emberling Species Details
Awakened Emberling Traits
Ability Score Increase. Your Dexterity score is increased by 2. Age. A typical Awakened Emberling is between two and thirty years old. The maximum lifespan of Emberlings remains a mystery; so far, emberlings have shown no signs of deterioration due to age. You are immune to magical aging effects. Elemental resistance. As a living pillar of fire, it isn't easy to harm you. You gain the following benefits. You are immune to poison. You are immune to disease. You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. Alignment. While emberlings are known to go rogue, they are typically hunted by their druidic creators and their cores Size. You have a relatively humanoid shape that fluctuates at will. As an Action, you can change shape to Small, Medium, or Large. You can only switch to Large for 10 minutes at a time, and can only do so once per long rest. Speed. Your base walking speed is 30 feet. Illumination. The emberling sheds bright lightFire Form.
You have a relatively humanoid shape that fluctuates at will. As an Action, you can change size to Small, Medium, or Large. You can only switch to Large for 10 minutes at a time, and can only do so once per long rest. You also can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 5 (1d10) fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. You also shed bright light in a 30-foot radius and dim light in an additional 30 feet.
Firey Energy.
You don't need to sleep. However, for a short or long rest you can go dormant for a while, and you have the stats of a campfire. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Fiery Touch.
Touch. When you make an unarmed strike, you can deal 1d4 + your Dexterity modifier bludgeoning damage instead of the normal damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Druidic Heritage.
You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Speed.
You might be on fire, but that doesn't mean you can run like it. Your base walking speed is 30 feet.
Size.
While your size can fluctuate based on your mood, your flames rest at about 5 to 6 feet in height. Your size is Medium.
Ability Score Increase.
Age.
A typical Awakened Emberling is between two and thirty years old, but they can be as old as 1000. The maximum lifespan of Emberlings remains a mystery; so far, emberlings have shown no signs of deterioration due to age. You are immune to magical aging effects.
Elemental Resistance.
You gain the following benefits. You are immune to fire. You are immune to poison. You are immune to disease. Magic cannot put you to sleep. You have resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. You are immune to the conditions: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious.
Elemental Weakness.
For every 5 feet the elemental moves in water or snow, or for every gallon of water splashed on it, it takes 1 cold damage. In addition, while in stormy or snowy weather you have disadvantage on attacks and saving throws, and your speed is decreased by 10 feet.
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