Candlehead (5e Race)
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Candleheads are a humanoid race who are easily differentiated from other races by their waxy and vibrantly-tinted skin which comes in blues, yellows and reds. The tops of their heads are somewhat concave, with their waxy skin expanding and wavering around the crown of their heads, above the center of which they bear an undying flame much like a candle. The color of their flames represent that Candlehead's alignment, (see table below for further information). The flame atop a Candlehead's head is an ethereal flame that does not burn like a traditional flame, though it flickers and wavers like a traditional flame (especially in response to a Candlehead's emotional or physical state) the flame does not embody any heat and as such it does not burn or spread to other burnable objects.
The Candleheads are a historied race, having roamed the world for some hundreds of thousands of years. During these many years, Candleheads have built many extensive complexes of interlocking tunnels and underground cities, as they have long considered the deepest caverns of the earth to be their home. Candleheads societies have traditionally been ruled by multiple royal families, with each major settlement being ruled by two kings, one dedicated to the persecution of the evil, and one to strive for the betterment of the good.
All major Candlehead settlements are well-known for their beautiful quadriplexes of Grand Halls, within which the Candleheads host extravagant banquets and celebrations of all kinds. All the greater Candlehead cities are sealed to outsiders by tremendously powerfully enchanted gates that prevent all but Candleheads from entering, unless such an outsider is escorted inside by a Candlehead who maintains physical contact with the outsider.
Candleheads are enemies with quite a few different races. They have been at war with the dwarves for 200 years. The drow have tried to kill many of the kings of the Candleheads for thousands of years. The svirfneblin are not on good nor bad terms with the Candleheads. Most humans are engaged in a strong trade relationship with the Candleheads, and often sell weapons and armor to the Candleheads in exchange for gold, silver and sometimes diamonds. Candleheads are open-minded but keep to themselves when in public. They tend to get along fine with surface dwellers, elves most of all.
Candleheads often have names closely related to nature, such as names based upon ores, weather or celestial bodies.
Male: Wicc, Sol, Sirius, Sora, Umbron, etc
Female: Wisp, Luna, Breeze, Jada, etc
Candleheads are a race of waxy-skinned humanoids bearing an ethereal flame atop their heads.
Ability Score Increase. Your Constitution score increases by 1 and your Charisma score increases by 2.
Age. Candleheads mature around the same age as humans but live to be about 140 years old.
Alignment. Candleheads are drawn into an alignment by their background or class, but prefer neutral alignments.
Size. Your size is medium.
Speed. Your base walking speed is 30 feet.
Candle Light. Candleheads have a candle that is on top of their heads and it is a part of them. The candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If your candle goes out for any reason, you must take an 8 hour rest to relight your candle for any light to be emitted.
Heat Resistance. Since you are used to an eternal candle burning on your head, you have resistance to fire damage.
Aroma. You know the produce flame cantrip. When you reach 3rd level you can cast the calm emotions spell once. At 5th level you can cast the flaming sphere spell once as third level spell without requiring any material components. The candle on your head must be burning for these spells to work, and you can use it as an arcane focus. Charisma is your spellcasting ability. You regain the use of each spell when you finish a long rest.
Pleasant Smell. Candleheads are naturally calm. You can meditate while your candle is burning and have a ring of rose petals around you. Meditating takes 8 hours and gives you the same benefit as a long rest. Additionally once per week, you may meditate for 12 hours and gain 1d6 temporary hit points.
Water Susceptibility. For every 5 feet you move in water, or for every gallon of water splashed on you, you take 1d4 cold damage.
Languages. You can speak, read, and write Common and Sylvan.
Flame Colors According to Alignment
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|4′ 3″||+1d20"||50 lb.||× (1d4) lb.|