Ranckorr
2019-07-06, 04:53 PM
This race is meant to be started to be a couple levels higher than your basic races, than can take character levels.
Igni Race
Are an elemental in humanoid shape
Ability Score Increases: +2Con and +1Str.
Age: Same age range of elves, but are fully mature minutes after birth.
Alignment: Usually Neutral, tending toward chaotic but can be lawful.
Size: Medium. Standing a tad taller than humans.
Speed: Base walking speed is 30 ft.
Immunities: Fire, Disease, Poison.
Illumination: Sheds bright light in a 20 ft radius, dim light for and additional 20 ft
Fiery Fortitude: On a Short rest, if you are within 5 ft of a flame, medium or larger, you can spend a hit die to gain temporary hit points equal to the roll +con mod.
Breath Weapon: 15 ft Cone of fire. DC save for it is determined by 8 + con mod + prof bonus. The damage is 1d6X(half of your total level) in fire damage. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Water Susceptibility:
For every 5 ft you move in water, or for every gallon of water splashed on you, you take 1 cold damage.
Life Flame Empowerment:
Spend a hit dice worth of hit points to increase the damage of a fire spell or to add fire damage to a melee attack.
Languages: Ignan, Common.
Igni Race
Are an elemental in humanoid shape
Ability Score Increases: +2Con and +1Str.
Age: Same age range of elves, but are fully mature minutes after birth.
Alignment: Usually Neutral, tending toward chaotic but can be lawful.
Size: Medium. Standing a tad taller than humans.
Speed: Base walking speed is 30 ft.
Immunities: Fire, Disease, Poison.
Illumination: Sheds bright light in a 20 ft radius, dim light for and additional 20 ft
Fiery Fortitude: On a Short rest, if you are within 5 ft of a flame, medium or larger, you can spend a hit die to gain temporary hit points equal to the roll +con mod.
Breath Weapon: 15 ft Cone of fire. DC save for it is determined by 8 + con mod + prof bonus. The damage is 1d6X(half of your total level) in fire damage. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Water Susceptibility:
For every 5 ft you move in water, or for every gallon of water splashed on you, you take 1 cold damage.
Life Flame Empowerment:
Spend a hit dice worth of hit points to increase the damage of a fire spell or to add fire damage to a melee attack.
Languages: Ignan, Common.