Azer (Forgotten Realms 5E)(5e Race)
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|“||"Azers? Yes, I know of them, they remind me of the dwarves and have determination as strong as their steel, but their souls burn brighter than any forge ever would be."||”|
|—Coal Swiftbolt, CEO of The Travelling Planar Caravan|
|An Azer Warrior, WotC Monster Manual|
Azers resemble male dwarves except for their brass colored skin, and hair and beard of flames, which billow upwards as fire does. This flame comes from their inner fire housed in their insulated bodies, making them like a walking furnace. Azers usually wear fireproof kilts wrought of bronze, copper, or brass and no tops. Their eyes are depicted often to be a glowing metallic color and they are very stocky.
Beings of the Elemental Plane of Fire, azers are a proud race of master crafters and miners that have been called upon through history to aid in creating great magical items, weapons, art and other wonders crafted in many of the planes. One of their greatest achievements is the City of Brass. Contracted by efreeti to build a splendid metropolis, the azers created a masterpiece of a city for their employers. However, this feat only led them to be betrayed by the efreeti, who subsequently attempted to enslave the race of craftsmen to protect the secrets of the newly built city from the outside worlds. They failed, as the azers fought against this and escaped enslavement. To this day the two races are bitter enemies of one another. However, apart from the occasional raid and skirmishes, both sides have refrained from all-out conflict. The azers believe this is due to the threat they themselves pose by possibly revealing the hidden locations to gain entrance to the City of Brass, which keeps the efreeti in check.
While they are beings of the Elemental Plane of Fire, azers are somewhat of a rare sight. Their kingdom, on the border of the Plane of Earth and the Plane of Fire, is within a range of mountainous volcanoes, where they are said to have built their forges. The azers have access to the most precious and rarest of metals due to the flowing streams of magma, and volcanic calderas. Using the intense heat of the volcano, they temper metal to make the finest blades in the hottest furnaces of the world. They practice their crafts, defend their borders and create more azers. All azers are male and are not born; instead, they are crafted by other azers with their own unique features and are then imbued with a portion of the crafter's inner flame. This inner flame is believed to be a gift from a deity of the Plane, which never goes out unless the azer is killed. Due to this intricate process, the azer population growth is slow and it is a contributing factor to why these creatures are relatively rare.
Names for the azer are as different as the stone and metals they are forged from and thus have no set names. However Some inspiration for naming can be drawn from races bound from earth/fire elementals and dwarves.
Names: Hrothgar, Skardneat, Thredeat
Some sages claimed that dwarves were once all enslaved to giants and titans; modern dwarves descended from those who escaped slavery, while azers were the descendants of those who'd remained enslaved and were unable to escape their captors. Exposure to the Plane of Fire produced their unique fire qualities.
Ability Score Increase. Your Constitution score increases by 1.
Age. Azers do not die of old age, however, due to their disputes with the efreeti, most die violently.
Alignment. Azers usually tend to lean towards a lawful alignment and, like the element they are made from, are not inclined towards good or evil. That said, azer can be of any alignment
Size. Azer size is much like the dwarves they were originally modeled after. Your size is Medium
Speed. Your base walking speed is 30 feet.
Heated Body. Your odd body is heavy, clunky and, most importantly, on fire. A creature that touches the azer or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) fire damage. You cannot wear armor unless it is specially tailored for you. This special armor costs three times that of normal armor. You also cannot swim, instead of sinking to the bottom when in water and treading the floor. You take 10d6 force damage for every minute you remain submerged. This damage ignores resistances and immunities.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Inner Flame. The flame burns eternal, but cold will kill it and the azer. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft. You are resistant to fire damage and vulnerable to cold damage.
Living Construct. Constructed by the dwarven gods, you are a living creature. You are immune to diseases. You do not need to eat, drink or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as usual.
Natural Armor. As an azer, your body is made of bronze, providing inherent protection. While unarmored, your AC is equal to 13 + your Constitution modifier. You may use a shield and still gain this benefit.
Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack)
Languages. You can speak, read, and write in Ignan and Common.
Subrace. Choose from the Flameheart and Forgemaster subraces.
Flameheart These azer have the bright flames of distinction that brand them as warriors rather than just workers of the forge.
Ability Score Increase. Your Strength score increases by 1.
Heat Burst. In battle, you can throw yourself into the heat of the moment and strike with the fire burning within. You can cast the branding smite spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Flames of War. You are proficient with the warhammer, warpick and shield.
Forgemaster Forgemasters have burnished looking bodies from being within the hot furnaces all the time. They are not as aggressive as Flamehearts.
Ability Score Increase. Your Wisdom score increases by 1.
Fire Handler. Forgemasters have special hands that retain heat and can burn on touch. Starting 3rd level, you know the heat metal spell and can cast it at will. Your spellcasting modifier for this spell is Wisdom and you must finish a long rest before using this again.
Mastercrafters. You are proficient in one artisan tool of your choice.
Random Height and Weight
|4′ 4″||+2d4||250 lb.||× (2d6) lb.|
*Height = base height + height modifier