Homebrew Cinderborn Species Details

 


Cinderborn Description

 

A Cinderborn stands apart from most humanoids not by stature, but by the undeniable, restless energy of their elemental heritage. They appear as a strange synthesis of their parentage, often retaining the sturdy build of a Dragonborn or the sharp features of a Genasi, yet their skin tones tend toward deep charcoal, volcanic gray, or shimmering bronze. Their eyes are frequently the most dramatic feature: glowing with the bright, white-hot intensity of molten metal, or smoldering with a deep, ruby-red ember light.

 

Volatile Lineage

 

Cinderborn are not merely rare; they are anomalies. Their existence is a whisper of legend, a consequence of an ephemeral union between a true dragon or a powerful fire elemental and a mortal bloodline. This makes them a figure of deep suspicion and awe. Most people view them as a living furnace—a walking danger whose emotions are a spark and whose rage is an inferno. As a result, Cinderborn often lead nomadic lives, perpetually feeling the strain of their existence: they seek connection but often feel too dangerous to forge lasting bonds.

 

The Aura of Heat

 

Even when calm, the air around a Cinderborn shimmers with residual heat. Their blood runs hot, and their emotions manifest as visible phenomena:

  • In moments of deep focus or determination, the spectral, multi-armed Cinder's Embodiment—wreathed in molded, skeletal fire—will flash into existence, a testament to the chaotic power they contain.

  • When they are truly relaxed or sleeping (such as when resting in a fire), they do not snore or toss; they simply glow, absorbing and radiating the heat they use as sustenance.

  • Their voices tend to be resonant and deep, occasionally marked by a faint, hissing static that sounds like kindling catching flame.

This heritage ensures they are noticed wherever they go. They carry the inherent danger and power of the elemental plane, marking them as beings who belong neither fully to the mortal world nor to the scorching realm that birthed their soul.

Cinderborn Traits

Creature Type: Humanoid
Size: Medium (about 5–7 feet tall)
Speed: 30 feet

As a Cinderborn, you have these special traits.

Touch of Ash


You maintain a localized area of extreme heat around yourself. You are unaffected by extreme heat, you and allies within 5ft have advantage on saving throws against the effects of extreme cold. (see DMG, pg.110)

Additionally, your elemental nature allows you to forego mortal sustenance. You do not need to eat or drink, provided you spend at least one hour per day resting in an open fire source (such as a campfire, hearth, or the sun's direct light) to absorb ambient heat and energy. 

 

Spark of Primal Fire


Your elemental nature renders flame harmless (immunity to fire damage) but the bitter cold will snuff you out given the chance, you take 2 times damage from frost damage, and cannot swim in water, the sensation causes physical pain and discomfort, you take 1d6 damage (frost) per turn you spend in water. 

 

Darkvision


You have Darkvision with a range of 60 feet.

Blazing Nature


Your connection to the elemental plane of fire and magical nature grants you access to innate magic casting, you gain a damaging fire cantrip at 1st level, a 1st level spell slot at 3rd level, and a 2nd level spell slot at 5th level these can only be used for fire spells. your spell slots recharge after a long rest, or after 4 hours resting in fire (only applies to spell slots gained through this racial ability) (you may choose from the wizard, sorcerer, or cleric spell lists, spells gained this way do not count towards your learned spells)

  • at 1st level gain a damaging fire cantrip

  • at 3rd level gain a 1st level spell slot, and a fire spell 

  • at 5th level gain a 2nd level spell slot, and a fire spell 

  • at 9th level gain a 3rd level spell slot, and a fire spell

 

 

Aspect of Cinder


You gain the ability to create, snuff out, move, or reshape a non-magical flame within 30 feet

When you reach 3rd level. As a bonus action, you can expend a spell slot of 1st level or higher to summon a spectral, multi-armed Aspect of Cinder made of swirling, molded flame that envelops your body. The aspect lasts for 1 minute or until you fall unconscious.

  • When you unlock this feature at Level 3, and again when you reach 5th, 7th, and 9th level, you unlock one of the benefits of the Aspect of Cinder that you do not already possess. 

    1. Aura of Heat: Once per turn when you hit a creature with a melee weapon attack, the target takes extra Fire damage equal to 2d6 + twice the level of the spell slot expended to activate this ability.

    2. Asura's Focus: You gain a bonus to your AC and all saving throws equal to the level of the spell slot expended (maximum +5).

    3. Primal Force: You gain a monumental boost to your physical might. For the duration of the Aspect of Cinder, you gain the following benefits:

      • Titanic Strength: Your carrying capacity and the maximum weight you can push, drag, or lift are multiplied by 10 times the level of the spell slot expended.

      • Elemental Shove: As part of the Attack action, you can use a spectral arm to perform a special shove in place of one of your regular attacks. If the creature fails a Strength saving throw (DC 8+your Proficiency Bonus +your Strength Modifier), you can choose to either knock the target prone OR push the target up to 15 feet away from you.

    4. Searing Evasion: You can channel the Aspect's heat into bursts of speed. While the Aspect is active, your walking speed increases by 10 feet per level of the spell slot expended (maximum +50 feet), and you can ignore the effects of difficult terrain.

 

 

Elemental Wings


Your blended ancestry grants you the ability to channel elemental fire into pure propulsion.

Prerequisite: You must be at least 5th level to use this feature.

You can use a bonus action to manifest a pair of shimmering, skeletal wings made of molded fire and heat. The wings last for 1 minute and do not require concentration.

  • If you use this feature once per Long Rest, your flying speed is 30 feet.

  • If you expend a spell slot of 3rd level or higher to activate this ability, your flying speed is equal to your walking speed + 10 feet per level of the spell slot expended.

Once you use this ability, you can't use it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

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