Fire Elementals (3.5e Race)

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Fire Elementals[edit]

Fiery inhabitants of the Elemental Plane of Fire, these conjured beings only exist in the material plane at the will of their conjurers. This is a proof of concept race that I am currently working on. I have not yet playtested a character as a fire elemental and will be updating this in the upcoming weeks.

Personality[edit]

Fire elementals are not well like by common people and as such tend to avoid towns when they are free. Most fire elementals are summoned as guardians of powerful wizards or artifacts and must be bound to a physical object to prevent them from returning to the elemental plane of fire. Given half the chance they would see nothing more than complete annihilation of all traces of life from the material plane to be replaced by the scorching fire of their home.

Physical Description[edit]

The average weight of a fire elemental depends on the object it is bound to, as the elemental itself weighs nothing. The average height of the elemental depends on how much energy it has consumed. All about it is fiery red and orange, eyes, "hair", "skin."

Relations[edit]

Many races hate fire elementals due to their tendency towards destruction and death. Most fire elementals do not care who helps them only who holds them back, as their magical binders often do.

Alignment[edit]

Fire elementals are generally chaotic evil due to their love of fiery destruction and the fact that they are trying to destroy all life.

Lands[edit]

Fire elementals live commonly on the elemental plane of fire unless they are caught in a summoning ritual that takes them to other planes.

Religion[edit]

Fire elementals do not normally worship any god but those who do worship Erythnul (The god of slaughter) or Wee Jas (The god of death and magic).

Language[edit]

Fire elementals all speak Ignan and they also speak some Common.

Names[edit]

On their home plane the fire elementals do not give themselves names instead describing themselves in Ignan. However once summoned the elementals may be given names by the ones who conjure them. Commonly their names are in draconic referring to their fiery nature(ex. Ixen Atonus).

Racial Traits[edit]

  • -2 Strength
  • +2 Dexterity
  • +4 Intelligence
  • -2 Wisdom
  • -4 Charisma
  • Fire elementals' base land speed is 30 feet.
  • Bound weapon(Su): All fireborn elementals have a weapon that grows and shrinks along with the elemental, doing more damage to an existent weapon he’s carrying, adding 1d6 of fire damage to any melee weapon
  • Energy(Su): Fire elementals do not have health in the way material beings do, instead they have energy that they can regenerate by absorbing fire. The only way to heal a fireborn elemental is with a spell of the fire subtype, and/or with de fire descriptor. They heal half the damage the spell would do.

They can heal themselves with spells.

  • Flaming Form(Ex):If in a flammable liquid it immediately lights on fire and is consumed by the elemental. Fireborn cannot swim in nonflammable liquids. If they do they take 1d10 of damage per turn until they’re not in the water anymore, while they remain in the water they have a -4 check penalty on attack rolls, skills and ability checks.

Due to the temperature of it’s body cannot wear armor and gains +2 AC Deflection armor increasing by 1 every 4 levels instead. Also cannot carry anything other than magic weapons, magic items and/or any item a class feature grants.

  • Glowing(Ex): Shines with the brightness of a bulls-eye lantern illuminating clearly for 20 ft +5ft every HD. Cannot hide in the dark unless otherwise noted by the DM and takes -4 to hide check in daylight and a -6 on dim light.
  • Fire reckoning(Su): Fireborn elementales are very capable in the ways the use their flames, whenever they receive a melee attack, the attacker will receive 1 point of fire damage per HD the fireborn posses to a maximum of 10 points. This effect stacks with others.
  • Enviroment weakness: Whenever a fireborn stays for more than an hour in a humid place such as, tropical forest, beach, lake or jungle it will receive a -1 check penalty on attack rolls, saves, skills and ability checks. If stays more than 24 hours, it gets -4 check penalty and fatigued condition. These effects removes after 1 hour it leaves the place.

Vital Statistics[edit]

Table: Random Starting Ages
Adulthood Simple Moderate Complex
Immortal + + +
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
years years years + years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male ' " + lb. × () lb.
Female ' " + lb. × () lb.



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