Homebrew Cinder Spirit Species Details
Cinder Spirits are elemental fire entities that cannot exist for long in the material world without a vessel. Most bind themselves to armor, weapons, or ancient constructs. When contained within armor, their flame becomes their “soul,” magically animating the material shell like a body.
The origins of Cinder Spirits are uncertain and often debated. Some are believed to be the remnants of warriors whose souls ignited rather than faded, their will refusing to be extinguished. Others may be elemental flames bound into armor through ancient magic, or beings that awaken spontaneously in places of intense heat such as forges or volcanic depths. Some claim they are fragments of a greater, long-forgotten fire, while others believe their existence is the result of a divine blessing or a curse cast by a witch. Some are results of a wild magic accident near a decorative armor stand. Some Cinder Spirits themselves do not know the truth—only that they burn, and that they may use their fiery zeal to discover where they truly hail from.
Cinder Spirit Traits
Your fiery and volatile being grants you stat increases, wrathful attacks, and unique interactions with the world around you.Ability Score Increase
Your being is your armor, proving you to be difficult to injure, and your spirit burns bright when emotional, granting you a bonus to constitution and charisma.
Age
Cinder Spirits are ageless. Some are a few days old, others are eon-old flames. Some are borne of knights cursed to live as fire, others are the result of a sorcerer's wild magic escaping to their decorative armor stands. They are only as old as their vessel allows them to be.
Size
The size of Cinder Spirits are nebulous. They inhabit armor or vessels of any size, but their tangible flames spread throughout that vessel. Some may be giant, others may be of a hafling's armor.
Speed
Your base walking speed is 30ft. You do not have a swim speed at all, as you cannot exist under water without perishing.
Living Flame
You are a being of fire inhabiting a physical vessel, usually armor. If you wish to inhabit something other than armor, work with your DM and choose what they deem is acceptable.
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You do not need to eat or breathe, however you may still adequately taste food (usually not drinks, short of oil or alcohol), which burns quickly when you consume it.
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You must rest to maintain your flame. Your rest requires you to stand or lay still for 4 hours, during which you remain aware of your surroundings. Your flame may reduce to a candle-like fire or turn into embers while you rest, for flavor.
- Your armor (or vessel) causes water you touch to hiss, snow or ice you touch to melt, and people who touch it with bare hands to burn their fingers, dealing 1d4 fire damage. You may cook food on your armor or in some other fashion, depending on your vessel.
- You may brighten and dim the light level of your flame to shine out of your armor or vessel at your will, up to a maximum of a radius of 20ft. of bright light and another 20ft. of dim light, but never under 5ft. of dim light.
- You cannot be disarmed of the armor you are bound to, as it is your being. Additionally, over the course of 10 minutes, you may posses a set of armor or a vessel that your DM deems possible to do so.
- You are immune to fire damage.
Aversion to Cold & Water
You fiery existence is naturally avoidant of the cold and water, granting some vulnerabilities
- You are vulnerable to cold damage. Additionally, when you take cold damage, you have disadvantage on all attack rolls and saving throws until the end of your next turn.
- When splashed with water or any other non-alcoholic or non-combustible liquid, you take cold damage based on what the DM deems appropriate.
- You take 12d12 cold damage when you start or end your turn fully submerged in water or other liquids like it. Being knee-deep in water does not affect you.
Flame Mortar
You launch your fiery spirit from your armor toward a point within 30ft. you can see. The spirit detonates in an explosion of embers before snapping back into your body immediately.
Creatures in the area must make a dexterity saving throw or take 2d6 fire damage, or half as much on a successful save.
The DC for the DEX save is 8 + your proficiency bonus + your Charisma modifier or spellcasting modifier (if applicable).
The damage becomes 4d6 at the 5th level, 6d6 at the 11th level, 8d6 at the 16th level, and 10d6 at the 20th level.
You may use this feature a number of times equal to your proficiency bonus per long rest.
Fan the Flame
When you take fire damage from an attack or from something that forces you to make a saving throw, you absorb it into your spirit, gaining half the damage that would've been dealt to you in temporary hit points. Standing in fire or attemtping to burn yourself does not grant you this benefit.
Extra Spells
You learn the thaumatergy cantrip. At the 3rd level, you learn the Burning Hands spell. At the 5th level, you learn the Heat Metal spell. You may only cast Burning Hands and Heat Metal once per long rest.
Languages
Your character gains proficiency in Common and Infernal.
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