Homebrew Azer 3.0 Species Details
Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard. An Azer's dedication to the forge is truly remarkable, and because of this, very few decide to become adventurers.
Made, Not Born. Azers don't reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter's inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures are so rare.
Volcanic Dwellers. Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire-a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom.
Enemies of the Efreet. Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check.
Masters of Metal and Gems. Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones. When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal.
Azer 3.0 Traits
Your azer character has a connection to the forge and the fires that keep it going, gifting you special abilities.Forged Resilience
You were created to have remarkable fortitude, represented by the following benefits:
- You have a base AC of 15 + your Dexterity modifier. You gain no benefit from wearing armor, but you can still gain the benefits of a shield due to your metallic skin. If you have a suit of magical armor, you can spend 1 hour to conduct a ritual that transfers the magical properties granted by the armor to your skin, infusing it with your body (for example, a +1 suit of chainmail armor would give you a +1 to your AC if you infused your body with it, but not the base 16 AC). You can only have one such armor infused in you at a time, and you can remove the magical properties of the armor from you by spending one hour to transfer them back into the armor. You can infuse and remove magical armor once per long rest each. This base Armor Class counts as “nonmagical armor” for the use of certain fighting styles and class abilities like the Defense fighting style, the Artificer’s Enhanced Defense infusion and the Forge Cleric’s Blessing of the Forge. (For this to work on DDB, add a suit of half plate to your inventory and equip it)
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You have resistance to fire damage. At 10th level, you gain immunity to fire damage.
Expert Smith
You gain proficiency in smith’s tools, and you have advantage on Strength checks using smith’s tools.
Water Weakness
When fully submerged in water, you take 1d6 cold damage at the start of your turns.
Ability Score Increase
One ability score of your choice increases by 2, and another increases by 1.
Alignment
Azers follow the law, but usually do not care about much else than their craft, making most of them Lawful Neutral.
Size
Azers have similar builds to dwarves, but are always exactly 5 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Illumination
You always shed bright, fiery light in a 10-foot radius and dim light for an additional 10 feet. This light also makes you more visible to others, giving you disadvantage on Stealth checks. Furthermore, you cannot gain advantage on Stealth checks when another creature is making a contested Perception check using sight.
Languages
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Previous Versions
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5/7/2021 4:20:36 PM
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Posted Jan 2, 2025It's so cool to see the Azer brought into modern D&D from 3.5e