Homebrew Embonian Species Details
Embonians are a species of human appearing creatures that specialize in intelligence and battle. They have natural access to magic, capable of using flame based magic without issues or dilemmas. As Embonians, they are respectful and polite to all, more so to those of higher social status such as nobles and royalty. Their cities are civilized and well regulated, having some of the lowest crime rates in Aetheris.
Embonian Traits
Flame Magic - Embonians have natural usage and immunity to flame based magic, giving them an added advantage in certain environments where flames are prominent.Flame Magic
As Embonians, they have a natural usage and Immunity to fire based magic or weapons. They take no damage to fire based attacks while being capable of using basic fire spells or actions without taking up a spell slot.
The Ember
As a member of the Royal Family, certain Embonians have the innate power of The Ember. The Ember empowers them for a short time, granting them increased capabilities, including their mental abilities such as Wisdom and Intelligence. Under these conditions, the Embonians eyes become different shades of color over the course of their usage, getting stronger as the shade heats up. When the time is over, the Embonian is rendered unconscious for the remainder of the battle unless healed. The Ember is defined by five different stages, each one more dangerous than the previous one.
Stage I — Kindling Ember
Eye Color: Soft Amber
Fire & Elemental Effects
- +1 to fire damage rolls (or lowest fire damage die increases one step).
- Dim firelight in a 5-ft radius.
- Resistance to environmental cold.
- Flashfire Crash -
- Your body ignites with a powerful ember, channeling the power of the Eternal Flame into your fist and slamming it into the ground with enough force to move mountains. All entities in the area must perform a dexterity saving throw and take 3d10 + Spellcasting fire damage on a failed throw and half damage on a successful throw.
Physical Enhancement
- +5 ft movement speed.
- +1 to Athletics or Acrobatics (choose on activation).
- Reduce the first instance of damage you take each round by 1.
- All physical attacks deal additional fire damage on top of the original damage, this includes any weapons you may have at the time.
Mental Enhancement
- Advantage on your first INT or WIS check during this stage.
- +1 passive Perception.
- Sense warm creatures within 5 ft.
Stage II — Blazing Ember
Eye Color: Molten Gold
Fire & Elemental Effects
- +2 to fire damage (or another die increase).
- Resistance to all fire damage.
- Leave a 5-ft trail of heat when moving 10+ ft (1d6 fire damage to creatures passing through).
- Advantage on concentration checks for fire spells.
- Flashstep Quake -
- You make the terrain around you your ally, a weapon very few can control. You flash across the battlefield, appearing as a mere blur to those lesser, the terrain under your feet ignites with eternal fire, and explodes in a brilliant flash of gold light. All enemies in the quake zone must perform a dexterity saving throw, taking 5d10 + Spellcasting Fire damage on a failed throw.
Physical Enhancement
- +10 ft movement speed.
- Advantage on Athletics or Acrobatics (choose on entry).
- Reduce first damage each round by 2.
Mental Enhancement
- Move up one level on the turn order (negated if you’re already first on the order)
- Advantage on Perception checks involving movement or heat.
- +1 to all concentration checks.
Stage III — Raging Ember
Eye Color: Burning Scarlet
Fire & Elemental Effects
- +3 to fire damage.
- Inferno Pulse -
- You take control of the flame within you, burning with a passion very few may understand. You channel that into your palm, releasing a concentrated wave of Scarlet Flame that spreads throughout the battlefield like wildfire. On a successful hit, deal 7d10 + Spellcasting.
- Shape fire spells to exclude up to 2 creatures.
- Hover up to 10 ft.
Physical Enhancement
- +15 ft movement speed.
- Bonus-action Dash once per round.
- +1 to melee attack rolls.
- Reduce first damage each round by 3.
Mental Enhancement
- Once per round, add 1d4 to a saving throw.
- Heat vision through walls up to 5 ft thick.
- Advantage on Intimidation or Insight checks.
Stage IV — Ascended Ember
Eye Color: Sapphire Flames
Fire & Elemental Effects
- The eternal flame begins to near its peak, taking on a powerful radiance.
- +4 to Fire damage and Radiant damage(or maximum die).
- Eternal Overdrive -
- The eternal flame burns within you, reaching a level that most could merely fabricate in their feeble minds. Channel the flames into your fists, and unleash a powerful strike that has the power to shake the continent as a whole. On successful hits, deal 10d10 + STR.
- Enemies within 10ft take 1d6 fire damage at the start of their turn.
Physical Enhancement
- Movement speed doubles.
- Advantage on STR and DEX saves.
- Reduce first damage each round by 5.
- Gain 1 temporary HP on hit (up to 10).
Mental Enhancement
- +2 to concentration checks.
- Reroll one failed STR, DEX, WIS, or INT roll per turn.
- Cannot be blinded by normal means; heat outlines everything.
Stage V — Overburn Ember (Ashen Crown)
Eye Color: Fractured White with Black Cracks
Fire & Elemental Effects
- Ignore all resistance and immunity.
- Fire critical hits deal triple dice.
- Oversurge Sweep -
- You’ve reached your absolute peak, entering a state of unstoppable chaos and destruction, all who stand in your path have become obsolete. You dash forward at immense speeds, faster than perception can process, attacking the opponent with two simultaneous kicks for powerful damage. On successful hits, deal 20d10 fire-radiant damage + STR per kick. The sheer strength of the blows trigger a secondary effect that triggers explosions that deal 1d20 damage.
Physical Enhancement
- Movement speed triples; Dash freely each turn.
- Fly 60 ft.
- Reduce first damage each round by 10.
- +2 to all attack rolls.
- Gain one additional reaction per round.
Mental Enhancement
- Treat any d20 roll below 10 as a 10.
- Advantage on all INT, WIS, and CHA saves.
- Sense all creatures within 60 ft by heat, ignoring invisibility and illusions.
- Once per round, predict a creature: gain +2 AC and advantage on your next save against it.
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