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.||”|
|A rare orange flame candlefolk by PaMikoo.|
Candlefolk share many traits to humans, though they are made of wax. They generally have a flame that is different colors. Their skin is a soft, and pliable wax; when they are in hot environments their skin can become gooey and runny. Although their skin starts to run, they never lose body mass. Sometimes a candlefolk will take the form of a different race, like a kobold, orc, or elf.
The flame on their head is a visual emotion and life monitor. Usually the brighter the flame, the healthier or happier they are. The dimmer the flame, the sicker or more depressed they are. It should be noted that though the flame produces light, it is treated as a magical light source and does not produce smoke or heat. the flame cannot cause fires.
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 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 it was 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.
Candlefolk have unisex 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 often have in common is that they mean "candle" in a different language.
Just like warforged, they are commonly given a nickname by their party or non-candlefolk friends.
Names: Ljus, Stearinlys, Argimutila, Cire, Ardente, Veke, Nensho, Malabo, Soya, lilin
Nicknames: Torch, Flare, Aglow, Soy, Paraffin, Tallow, Waxi, Flicker, Dimm
You are a candle. You burn but never melt, even when you're goopy.
Ability Score Increase. You are adapt at what you have learned on your journeys, you may put a +2 on any stat that is not provided by your subrace.
Age. Candlefolk are created as small children, about the size of a human infant. They become mature around 60 years, and reach adulthood at 150. They don't seem to die of old age, as they don't physically age after reaching adulthood.
Alignment. Candlefolk are most often either good or neutral, and rarely evil.
Size. Candlefolk size ranges depending on the racial form they copy, ranging from humans, kobolds, elves, orcs, ect. You can be Small or Medium (note: you do not get the traits from the said race as it is for looks only).
Speed. Your base walking speed is 30 feet.
Natural Light. You act as your own living torch. As an action, you are able to brighten your flame to cast bright light from yourself up to 20 feet, and dim light out to 10 feet.
Gooey State. When you are in an environment with extreme heat, you enter a melty state. You have disadvantage on Dexterity related skills and saving throws, but when you grapple someone, for as long as you have a hold on them you deal 1d4 fire damage to them. However hot it is, you never completely melt.
Weakness to Water. When your flame is submerged in water, you take 1d4 cold damage for every second you remain there. If you are attacked with any action that uses water, you take an extra 1d4 cold damage in addition to the normal damage roll.
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 3 languages of your choice
Subrace. Though these are not technically subraces, they are different flames with different skills.
Ability Score Increase. Your Strength score increases by 2.
Intimidating Personality. you are proficient in the Intimidation skill.
Brutish Attitude. Once a day, if you are to fail a Strength check of any kind, you can choose to reroll it. when you do this this new roll gets a +2, you may take which ever roll is higher.
Ability Score Increase. Your Dexterity score increases by 2.
Stealthy Personality. You are proficient in the Stealth skill.
Silent as the Night. Your green flame does not produce a lot of light. When you cast light on your flame, it instead emits Bright light for 5 feet, and dim light for 5 feet. When you do cast light though, you and your allies have advantage of Stealth rolls and make no sound when moving.
Ability Score Increase. Your Constitution score increases by 2.
Nurse Personality. You are proficient in the Medicine skill.
Saved from Death. Once a day, if you use a Medicine check on a downed or injured ally, you may offer a 1d6 (or 3) amount of health instead of a 1d20 from the skill check. This will heal the alley for the amount given, and remove any extra ailments other then diseases from said ally.
Ability Score Increase. Your Intelligence score increases by 2.
Religious Personality. You are proficient in the Religion skill.
Religious Warmth. Once after a Long Rest, when in combat, you can give up a turn to create a aura of 15 feet around you. this aura heals allies for 1d10 + your Intelligence mod per turn. This aura stays until your Second turn after activating this aura, or take a action other then moving. Sprinting will also remove this aura.
Ability Score Increase. Your Wisdom score increase by 2.
Survivalist Personality. You are proficient in the Survival skill.
Durable Wax. When you choose this Subspecies, you may choose a resistance of a elemental type. You cannot choose to be resistant to Cold as you are Weak to it, or anything water related.
Ability Score Increase. Your Charisma score increases by 2.
Persuasive Personality. You are proficient in the Persuasion skill.
Merchants Charm. Once after a Long Rest, when buying or selling from/to a merchant, you are able to roll a Charisma check to buy an item for cheaper or sell an item for up to double its original sell price.
Random Height and Weight
|6′ 5″||+1d6||160 lb.||× (1d6) lb.|
*Height = base height + height modifier