Flamekin, Variant (5e Race)
From D&D Wiki
The Flamekin are a race of fire elemental of varying quality. They differ from each other, but are often fiery beings often with cooled skin such as fire proof parchments or flakes of cooling stone. They have 2 eyes which source as heat, and glow in the darkness. They are mostly docile compared to other races, and do not suffer from disease or thirst, but have large appetites. They wish desperately to become human in some form or manner. Depending on how they were born, their fire color will resemble how they were made, which is helpful for Resurrection or recreating your own Flamekin. They communicate telepathically, but some can create words with their bodies.
Flamekin are born from freak magical accidents, necromancy, war, and other causes, such as volcanoes or fire storms. Flamekin have no recollection of any past lives, if they ever had one. They are not loyal to anyone, and are shy to others about any history or past. The most recollection of the Flamekin involves a propaganda against them, which has led to being mistaken for demons.
Most of them stay alone, and work around, travelling or working in cities that permit them. They have no instinct to connect or love another Flamekin, and are often neutral. Depending on how they were born affects how they act to others and their Alignment.
Male: Jon, Thomas, Kyle, Matthew, Sebastian, Nathaniel, David, Percy, Nicholas
Female: Rose, Scarlett, Ruby, Evelyn, Juliet, Annabel, Claire, Blaze
Fire elementals born from freak magical accidents.
Ability Score Increase. Your Constitution score increases by 2.
Age. Flamekin reach adulthood at 20 and die around 80.
Alignment. Flamekin are usually true neutral, as they do not care much for others.
Size. Your size is Medium.
Speed. Your base walking speed is 35 feet.
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.
Hungry Flames. You require twice as much food than a normal medium sized creature.
Living Warmth. You give off a comforting heat at all times. You are resistant to fire damage.
Languages. You can speak, read and write, Common, and Ignan.
Subrace. Flamekin have three types, Lavakin, Firekin, and Ashkin. Pick one.
Ability Score Increase. Your Strength score increases by 1.
Pure Burns. You inflict fire damage instead of bludgeoning damage with your unarmed strikes.
Mobile Forge. You are able to use your own lava to forge weapons. As an action, you may deal necrotic damage to yourself and instantly forge a weapon from your chest. The damage you take is equal to the weapon's damage die, for example, a dagger would cause you the take 1d4 necrotic damage and a longsword 1d8. The weapon deals its normal damage but the ability modifier normally added to the damage roll is instead fire damage. When you let go of this weapon the weapon melts into a pool of lava and eventually hardens into obsidian.
Hardening. If you are left in the water for 10 minutes, or are reduced to 0 hit points, you harden into obsidian and are petrified. Effects that would end petrification restore you at 1 hit point. Alternatively, you may be taken to an area or subjected to enough heat to a melt the obsidian, spells like heat metal and fireball must be cast at atleast 3rd level to cause this effect and this damage doesn't carry over while in this state.
Ability Score Increase. Your Strength or Dexterity scores increase by 1.
Made of flames. Instead of resistance you have immunity to fire, but a vulnerability to cold damage.
Blazing Aura. As an action, you may intensify the flames emanating from your skin for one minute. Every creature and flammable object within a 5 ft. radius from you catches fire and suffers 4(1d8) fire damage immediately, and again at the beginning of each of his turns until someone takes an action to douse the fire. You must finish a short or long rest before you can use this trait again.
Armor of Flame. As long as you are not wearing armor you have a +3 bonus to your AC coming from the flames on your skin, this bonus does not stack with the bonus from using a shield.
Water Susceptibility. For every 5 ft. you move in water, or for every gallon of water splashed on you, you takes 1 cold damage (total).
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5′ 0″||+2d8"||90 lb.||× (2d4) lb.|