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View Full Version : D&D 5e/Next Firenewt (Forgotten Realms)



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2015-11-19, 01:11 PM
Here is my conversion of the firenewts as a PC race for 5th edition, and the mounts.

The Firenewt

http://www.canonfire.com/wiki/images/c/cb/Firenewt01.jpg

Born from the fires of Faerun

A brutal, belligerent race of lizardfolk that live in many of the volcanically active regions of Toril due to their reputation as highly effective units in the armies of the Serpentes Empire, firenewts are one of the most aggressive races in the Realms. Bearing down from the volcanic peaks they call home, they are contstantly at war with goblins, orcs and other inhabitants of the mountains, as well as other firenewt tribes. Firenewts will fight constantly if given the chance, and their preference for the meat of humanoids means that the next transgression against peoples settled nearby is never far away.

The legend of Inferno tells how the great wyrm of the Starmounts bestowed the giant strider to the firenewts as mounts in exchange for 50 of the fiercest firenewt warriors. To this day, firenewt warriors, clad in the chainmail that is their trademark armour, use these creatures to carry them into battle.

Sadists to the extreme, the sound of torture is music to a firenewt, and they cannot be trusted far. Their reputation for savagery and cruelty often proceeds them. If the meeting is not violent, then interaction between firenewts and other races is often tense and never far away from breaking out into fighting between the parties. Firenewts that are found working with other races are generally part of raiding groups that transverse the countryside of Toril, praying on caravans, small settlements and unucky travellers. With the speed of their mounts and their brutality in fighting, raiding groups value their firenewt members, though trusting them is a different matter. Generally, a firenewt that leaves a tribe does not live long, though there have been rumours of non-evil firenewts that decide against the lifestyle of the tribes and go off adventuring.

As creatures that inhabit volcanic areas, most firenewts worship Kossuth, and are some of the most faithfull followers of the Flamelord. Clerics of Kossuth are some of the highest ranking members of any firenewt community. While the Overlord of the tribe will be the one that makes the major decisions (such as deciding which tribe to wage war on), the clerics will be the ones attending to the day to day matters, such as which captive humanoid will be tortured and become food. A common test to determine the steel of their young is to submerge them in cold water for as close to a minute as possible - agony for a creature that is susceptible to low temperatures and who hatches from egg clutches incubated near lava vents.

The main temple of Kossuth is defended by a company of a more than one hundred firenewts, and are held up as the living embodiments of the domination that Kossuth has over fire.

As a firenewt, you have -

Ability Score Increase – Your dexterity goes up by 1 and your constitution goes up by 2.
Size – Firenewts stand between 5 ½ and 6 feet tall, and weigh in the region of 175 pounds. Your size is medium
Speed – your base speed is 30 feet.
Hammer and Anvil - You have Proficiency in the Longsword and Heavy Armour, and your speed is not reduced by wearing the signature chainmail of the firenewts.
Keen Senses - Firenewts have large eyes and keen hearing. You have proficiency in Perception.
Inferno’s Bestowal – You can add twice your proficiency bonus to Animal Handling checks involving giant striders, the signature mount of the firenewts.
Favoured of Kossuth - You have immunity to Fire damage, but you are vulnerable to Cold damage.
Burning Rift Exhalation – once every 10 minutes, a firenewt can breathe fire on an opponent within 5 feet. The opponent must make a Dexterity Saving Throw (8 + your proficiency bonus + Dexterity) or take 2d4 damage on a failed save. The opponent takes half as much damage on a failed one.
Languages- you can speak Draconic and Common.

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2015-11-19, 01:24 PM
http://31.media.tumblr.com/a1519bc7f1d6b00f964e95ed44b3e9ca/tumblr_inline_niwjmwoFKY1r0zz7o.jpg
Giant Strider
Large Monstrosity, Neutral

AC – 14 (Natural)
Hit Points – 4d10+12 (32)
Speed – 40ft




Str

Dex

Con

Int

Wis

Cha



18

12

17

2

9

8



+4

+1

+3

-4

-1

-1




Saving Throws – Dexterity +3, Constitution +5
Damage Immunities – Fire
Damage Vulnerabilities – Cold
Passive Perception – 10
Challenge – ½ (100 XP)

Magic Resistance – The giant strider has advantage on saving throws against spells and other magical effects.
Fire Healing – Once every three rounds that a giant strider is exposed to intense heat or flame, the creature heals (2d8+1) hp. A fireball spell or other attack that does fire damage restores the creatures HP instantly.

Fireball – Twice per hour, a giant strider can emit a fireball from ducts near its eyes. The fireball can be fired 60ft and when it makes contact with a solid surface or travels 60ft, it explodes in a 10ft radius. All creatures in the radius must make a Dexterity saving throw (8+Proficiency Bonus + Dexterity Modifier) or take 2d6 points worth of fire damage.

Actions

The Giant Strider makes one bite and one kick attack

Bite – Melee weapon attack: +4 to hit, reach 10ft,
Hit - one target 8 (2d8+4) Piercing damage
Kick - Melee weapon attack: +4 to hit, reach 5ft
Hit - one target 8 (2d8+4) Bludgeoning damage

Adapted to some of the most challenging conditions on Toril, giant striders are 8 foot tall, featherless birds that are adapted to volcanic conditions. Dull red eyes and steaming gas from their nostils, the giant striders are fearless in battle and are not only immune to fire, but heal from it - making them the ideal mounts for firenewts.

In the Realms, the range of the giant strider and the firenewt generally overlap. The only place that the creatures have been found in the wild has been in the Flame Fauly on Tuern. This adds creedance to the theory that the species evolved on the island, and was then adopted as a war mount by the firenewts.