Candlefolk (5e Race)
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"Fire destroys, but it also creates, we are born of fire and will forever be linked to its creation"
Candle Folk share many traits to humans, though they are made of wax. They generally have a flame that are different colors. Their skin is a soft, stretchy, and flexible wax, when they are in hot environments their skin becomes gooey and runny. though gooey and runny they don't loose body mass. Sometimes a Candlefolk will take a form of a different race (Ex. Kobold, Orc, Elf, Etc).
The flame on their head acts as a emotion and life monitor. usually the brighter the flame, the healthier or happier they are. the lower the flame, the sicker or depressed they are.
|A Rare Orange Flame Candlefolk.
(Artist: Pamikoo on Tumblr.)
A long time ago, an unknown sorcerer made a catastrophic miscalculation at his workshop one night. Unstable mana embedded itself into most of the candles he used to illuminate his research, forming the once tiny objects into these humanoid constructs. As they breathed their first breaths in this new world, the kind sorcerer taught them much of the world outside his home. There is not much else recorded in the history books, seeing as the Candlefolk mostly keep to themselves in their newfound colony they have come to call Waxonia.
A curious race, you would usually see quite a few of the recently matured Candlefolk exploring the world, even venturing into the Underdark on the odd occasion when they have a chance. Most of them carry a journal during this trip, filling the pages with accounts of their adventures as they go about. Once this journal is complete, the traveler will return to their home, leaving the journal with the intellectuals in charge of the massive library that makes up the center of their mysterious colony.
The Candlefolk are almost always welcomed by other sentient species, one Candlefolk in particular even living inside an Illithid colony once they realized that they have no brain to consume. Long story short, the Illithid grew curious of the new race.
Candlefolk reproduction is actually simpler than how the entire species came to be, it requires two Candlefolk to share their magical flame together to light a simple candle made from their own wax. If one fancies a member of a different race, it can just as easily procreate the good old fashioned way, though the child of the union will be Candlefolk.
Though Candle Folk have Asexual Names, as they don't see Gender in the way other races do. Their names are based around different languages from other races, one thing their names have in common is that it means Candle in a different language.
Just like Warforged, they have a name that is given to them by their party or who they keep in contact with that is not a fellow Candle Folk.
Names: Ljus, Stearinlys, Argimutila
Nicknames: Torch, Flare, Aglow
You are a Candle, you burn but never melt, even when you're goopy.
Ability Score Increase. None.
Age. Candlefolk are created as small children, about the size of a human infant, the 'mature' around 60 years, and reach adulthood at 150, there are no way to know if they die of old age as they seem to stop aging after reaching adulthood.
Alignment. Candlefolk are either Good or Neutral, and never Evil.
Size. Candlefolk size ranges depending on the racial form they copy, ranging from a Kobold to a Orc. you can be small or medium (note: you do not get the traits from said race as its for looks only).
Speed. Your base walking speed is 30 feet.
Natural Light. You don't have Darkvision, instead you act as your own torch that is 20 feet of bright light around you and 10 feet of dim light.
Gooey State. When you are in a environment that is considered hot, you enter a Melting like state, you have a disadvantage on Dex related skills/saves, but when you grapple someone, for as long as you have a hold on them you deal 1d4 worth of damage to them. You don't fully melt, fire magic can't fully melt you.
Weakness to Water. You are weak to any water related thing, you take the damage dice + 1d8.
Candle Eater. As a Candlefolk, you are able to eat candles. depending on the size of the candle you regain health. small: 1d4, Medium: 1d6, Large: 1d8.
Languages. You are fluent in common and a language of your choice
Subrace. Though these are not technically subraces, they are different flames with different skills.
Ability Score Increase. you gain a +2 to strength.
Intimidating Personality. you are proficient in Intimidation Rolls.
Ability Score Increase. you get a +2 to your Dexterity.
Stealthy Personality. You are proficient in Stealth Rolls.
Ability Score Increase. you get a +2 to your Constitution.
Nurse Personality. You are proficient in Medicine Rolls.
Ability Score Increase. You get a +2 to your Intelligence.
Religious Personality. You are proficient in Religion Rolls.
Ability Score Increase. You gain a +2 to your Wisdom.
Survivalist Personality. You are proficient in Survival Rolls.
Ability Score Increase. You gain a +2 to your Charisma.
Persuasive Personality. You are proficient in Persuasion Rolls.
Merchants Charm. Once a day, when buying or selling from/to a merchant, you are able to roll a Charisma check to Buy a item at half Price or sell a item for double its original sell price.
Random Height and Weight
|6′ 5″||+1d6||160 lb.||× (1d6) lb.|
*Height = base height + height modifier