Magmin (5e Race)
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"You material folk sure are strange. Why are you not... on fire?"
-Igni the Magmin
|D&D 5th Edition Monster Manual|
Magmin’s are small, stumpy humanoids, made of cooled magma that seals away a raging elemental inside. Their outer shells tend to be black, brown, red, or some other shade of volcanic rock, with their eyes and mouths glowing yellow and red from the fire within. Other color combinations are possible, though it would only be through their summoner changing their natural appearance through magical means.
For as long as wizards and sorcerors have mastered the art of summoning creatures to do their bidding, magmin have existed on the material plane. Sporadically summoned from the Plane of Fire in different locations in different times, magmins collectively have little cohesive history. Individual pods don't care much for history either, often preferring to enjoy themselves in the present. What little is passed down from new summons from the old tend to be humorous and or exciting events that happened before they arrived.
In most cases being bound to serve their master who summoned them, most magmin don’t have much of a society, constantly working away at whatever task they are given. If given the opportunity, magmin tend to form a sort of tribal hierarchy, with those with the hottest flames having the highest status. Being neither inherently good or evil, groups of magmin not bound to a master will seek out the largest heat source they can find, such as a volcano or a magma pool.
Requiring no sustenance, most magmin only want for entertainment. Bored magmin’s bodies will begin to burn colder, and their eyes will begin to look more like smoldering coals rather then brilliant flames. Unfortunately, most magmin’s idea of entertainment is lighting whatever they can see on fire. They delight in starting forest fires, laugh with glee when burning down old buildings, and cackle as they light a field of grass aflame. While some more open minded communities might allow magmin to help run a forge and live among them, most villages and cities will drive them out for fear of the destruction and mayhem they will cause.
Magmin adventurers are few and far between; most that possess their own free will settle down for the rest of their days, lounging near pools of lava and spitting flames for their own amusement. Those don’t are often driven by a different sort of entertainment. They normally desire to see the world, find new things... even if it is only to see how they burn.
Due to being elementals, magmins have no real gender, and cannot reproduce. If not given a name by their summoner, magmin tend to style their names after fire, lava, and other sources of excessive heat.
Any: Igni, Magmar, Lavora, Fier, Volcanor, Flamora, Combusto, Flammel, Heator, Ash, Charcole, Furnant, Lavis
Minature pyromaniacs of the elemental plane of fire.
Ability Score Increase. Your Dexterity, Constitution and Charisma scores each increase by 1.
Age. Due to being elementals, magmins do to truly age in the normal sense. Their magma shells can only take so much however, and will eventually break and release the elemental within. As a result, most magmin only "live" to 25 years of age on the Material Plane, though particularly skilled wizard may be able to repair the bodies are cracks appear, extending their lives indefinitely.
Alignment. Magmin tend towards neither good or evil; they tend to have little concept of such things. However, Magmin are almost universally chaotic; the flame churning within them begs to be free.
Size. Magmins are fairly short, typically being between three and four feet. Due to being little more than an elemental bound within an harden shell, magmin normally only weigh between 25 and 50 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You have superior vision in dark and dim conditions. 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 red.
Death Burst. When a magmin dies, they explode in a burst of fire and magma. Each creature within 10 feet of you must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. The DC for this saving throw is equal to 10 + half your level. Flammable objects that aren't being worn or carried in that area are ignited.
Fire Elemental. Your creature type is both elemental and humanoid, and you have resistance to fire damage. Due to glowing cracks on your fiery skin, you have disadvantage on all Stealth checks. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Flame. You can channel your inner fire outside of your shell, pulling flame from within your body. You know the cantrip produce flame.
Literal Fire. You cannot be submerged in water. You take 1d10 necrotic damage at the start of each of your turns you remain submerged in water.
Languages. Most Magmin can only speak Ignan, but those summoned onto the material plane by a wizard or sorcerer may know the language of their summoner. Due to most parchment bursting into flames upon touching them, nearly all magmins cannot write. You can speak Ignan, and one other language of your choice.
Random Height and Weight
|2′ 10″||+2d4||10 lb.||× (1d4) lb.|
*Height = base height + height modifier