From D&D Wiki
- 1 Xan
- 1.1 Creating a xan
- 1.2 Class Features
- 1.3 Xan Spell List
- 1.4 Multiclassing
A Man wreathed in flames throws fire in all directions, throwing flaming corpses like him into the air. A woman burns through the door to a treasury leaving only ashes and melted weapons in her wake. A dwarf uses his hand to heat the metal before beating it into shape on his forge.
Xan are beings made of only bone and fire. This may be because you were born of an infernal. Maybe because you were cursed. Maybe you attempted a ritual and it went horribly awry. Or perhaps this is exactly what you wanted. No matter what really happened a xan is a terrible and piteous sight.
Creating a xan
Was your xan born this way? Was he cursed by a god? Perhaps he was part of a failed ritual. Or maybe he has burned for so long he's forgotten. However his start, xan are ruled by their emotions. Luckily they only have a couple.
- Quick Build
You can make a xan quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Sage background.
As a Xan you gain the following class features.
- Hit Points
Saving Throws: Constitution, Dexterity
Skills: Pick Two: Arcana, Insight, Intimidation, Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- a small fireproof pouch.
- If you are using starting wealth, you have 1d20 in funds.
|Features||—Spell Slots per Spell Level—|
|1st||+2||Fire Caster, Flaming body, Madness||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|10th||+4||Lighter Than Air||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|15th||+5||Spontaneous Explosive Combustion||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
Xan is made from enchanted fire and as such can use fire spells. You know the spells at the bottom of the page as per your level. If the spell has a range of self you can instead use it on a willing creature within touch distance. When casting a spell you do not use components because you are the component.
Your curse is horrifyingly painful, but useful in some cases. At level one you gain proficiency in intimidation or, if you already have it, gain double proficiency. However your madness makes you a little… unstable. On any critical you reroll your alignment.
Because you are made of enchanted fire anything you touch, or that touches you, takes your level in d4’s of fire damage. You cannot control this. If used to attack you make an attack using dexterity. Because the fire is enchanted it does not spread unless you wish it to. You are immune to fire damage and vulnerable to cold damage. Water does not hurt you unless you are fully immersed for 30 seconds. You emit bright light to a radius of 30 ft and dim light 30 ft beyond that. You fail all stealth checks even when rolling a critical success.
After watching an entire village flee anyone would want to hide their true form. Starting at level three you may use an action to disguise yourself as a regular being. This is a concentration spell and if your concentration is broken or if you cast another spell it is broken. This lasts for 1 hour. You may use this ability twice per day.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At level 5 you can control any flame within 100 ft. this flame can move 50 ft per turn and can only survive without fuel for one turn. If used to attack it counts as a magical ranged fire attack. Fuel is anything that is even mildly flammable; wood, oil, flesh, books, and the like.
Fire is your constant companion and as such you have made it your ally. Starting at 7th level whenever you would take fire damage you are instead healed for that amount.
Lighter Than Air
It was only a matter of time before you learned that heat rises. At level 10 you can summon wings of fire as a bonus action. When active you have a flying speed of 30. Lasts one hour.
Being wrapped in flames does have its uses sometimes. Starting at level 13 you can add your intimidation modifier to any roll with a d20.
Spontaneous Explosive Combustion
At level 15 you gain the ability to explosively combust. You create a 25 ft radius sphere of fire. Anyone within range takes 5d10s of fire damage. However, you are weakened after such a feat, you have disadvantage on everything you do for two rounds after this.
Having lived so long with so much pain you find most injuries pale in comparison. Starting at level 17 you take half damage from all attacks.
At level 20 you gain the ability to create a small explosion at a point within a 150 ft range. It has a radius of 20 ft and deals 10d20 fire damage to anyone in range. You can do this two times. After a long rest you regain all uses.
Xan Spell List
- 1st Level
Create bonfire, Fire bolt, Produce flame.
- 2nd Level
Green flame blade, Burning hands.
- 3rd Level
- 4th Level
- 5th Level
- 6th Level
- 7th Level
- 8th Level
- 9th Level
- 10th Level
- 11th Level
- 12th Level
Melf's minute meteors
- 13th Level
- 14th Level
Wall of fire
- 15th Level
- 16th Level
- 17th Level
Investiture of flame
- 18th Level
Delayed blast fireball, Fire storm
- 19th Level
- 20th Level
Prerequisites. To qualify for multiclassing into the xan class, you must meet these prerequisites: Constitution 15, Dexterity 12
Proficiencies. When you multiclass into the xan class, you gain the following proficiencies: Arcana, Survival.