Cinder (4e Race)

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Emberstrike Duo.jpg
After the Great Aurora, the transformation of the flamekin was perhaps the most dramatic—and tragic.
Racial Traits
Average Height: 5' 6"-6' 6"
Average Weight: 130–170 lb.
Ability Scores: +2 Intelligence, +2 Charisma or Constitution
Size: Medium
Speed: 7 squares
Vision: Normal
Languages: Common, Primordial
Skill Bonuses: +2 Arcana, +2 Intimidate
Fire Elemental: You are considered an elemental creature for the purpose of effects that relate to creature origin. You have the fire keyword for effects relating to that keyword.
Smoldering: You have resistance to fire equal to 5 plus half your level.
Trance: Rather than sleep, cinders enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Emberstrike: You can use emberstrike as an encounter power.

Emberstrike Cinder Racial Power
In a painful heave, you force a bit of what remains of your elemental fire outward to singe nearby foes.
Encounter Star.gif Fire
Standard Action Close burst 1
Target: All enemies in burst.
Attack: Charisma + 2 or Constitution + 2 Vs. Reflex
Hit: 1d6 + Charisma or Constitution modifier fire damage, and the target is pushed 1 square.
Miss: Half damage.
Effect: You lose a healing surge.
Special: When you create your character, choose Charisma or Constitution, as the ability score you use when making attack rolls and damage rolls with this power. This choice remains throughout your character’s life and doesn't change the power’s other effects.

Level 11: Charisma +2 or Constitution +2; 2d6 + Charisma or Constitution modifier fire damage
Level 21: Charisma +4 or Constitution +4; 3d6 + Charisma or Constitution modifier fire damage

Once their fires burned bright, but now they are extinguished, reduced to skeletal, smoking husks called the cinders. In Lorwyn they sought emotional transcendence, but in Shadowmoor they seek only to satisfy their malevolence and need for revenge.

Cinders are the same beings as the Flamekin of Lorwyn. According to their legend, the cinders' flames were taken long ago by a traitor known as the Extinguisher, and due to this they have become very bitter. Most cinders want the entire world to suffer as much as they do and thus they attempt to sow chaos and destruction until nothing good remains.

Play a Cinder if you want...

  • To play an emotional, dark character, possibly seeking redemption.
  • To be on fire.
  • To be a member of a race that favours the bard, warlock, warlord and wizard classes.

Physical Qualities[edit]

As their name suggests many of the Cinders have lost their ability to hold a constant flame making them walking skeletal, smoky remains. As of such, Cinders are often alienated by other races that have the horrible privilege to see them outside the Shadowmoor. The remains of their flames match their mood, with red flames meaning angry, orange not angered or amused, and golden-yellow a good mood. A gold-flamed Cinder is a magnificent sight, if not pretty.

Playing a Cinder[edit]

Cinders are moody, and prone to acts of violence. As such, rejection is more likely from other races than not. The Cinders, however, do not mind, as they spend much of their time brooding over their pains, and the wrongs done to them. Very dangerous, most Cinders are intent on causing extreme pain and suffering to the peoples around them.

Cinder Characteristics: Brooding, fatalistic, fierce, harsh, hateful, impersonal, moody, scheming,

Male Names: Aerawn, Ascaeus, Caldera, Galleris, Irassu, Javonis, Virkole

Female Names: Ashling, Heladus, Saria


Three sample cinder adventurers are described below.

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