Awakened Flame (5e Race)
Awakened Flame[edit]
A pot of awakening, a potion of awaken, an awakened heart, whatever it was that awoke the mind of an awakened creature, it brought life and intelligence to be within the creature, and in the case of the awakened flame, it could be anything. But most importantly, the heart of an awakened flame is made of pure fire, in fact the entirety of an awakened flame is fire, they aren't quite elementals but share many of the same aspects and behaviours as them, except an awakened fire has much more control over their form, as rather than being a creature of fire magic, they are pure sentient fire.
Physical Description[edit]
Awakened flame taking on a gender neutral form. Source |
An awakened flame is an ordinary fire source given sentience and mobility by the Awaken spell or similar magic. Awakened flame do not have a gender but are able to change their form and shape to match such if they wish to simulate one or a specific appearance is desired.
Awakened flame have a thin layer of solidified substance, presumed to be made of a form of thick mist, this mist is what holds them together and allows them to take physical forms, when injured the mist breaks, allowing their internal flames to escape, when this happens the mist will rush to accommodate, in an effort to patch the hole as quick as possible. This usually results in loss of size and weight, and as the awakened flame's health gets lower, so does it's size.
History[edit]
The Awakened flame's history is similar to any other awakened's history, they came to being. Many stories are told about the history of Awakened, but their entire history can usually boil down to one aspect, they are simply creations of ordinary objects being given the gift of sentience, intelligence and mobility.
They tend to roam in hot or warm environments, as it's the safest place for them, they may stay living on their own within a volcanic or assist other races by acting as a fire of some sort, aiding lost adventurers in the cold nights, or working with blacksmiths in whom they've become great friends with, but some may leave their home to explore or join societies of other awakened, such as other awakened creatures. Some awakened flame even find their way into the fire plane, where they are the absolute safest, as the safest place to be as a being of pure fire is within the realm of flames.
An awakened flame may be made of pure fire but don't let their appearance fool you, while their form is impermanent, they are still capable of taking a hit or two, and are even more capable of dishing it back out. An awakened flame can learn many different offensive techniques, their most prominent ones being their ability to easily evade attacks and turn their own bodies into natural weapons. As being made of entirely fire, bruises and slashes don't stay for long. If they even stay.
Awakened Flame Names[edit]
Awakened flame tend to give themselves names, they are beings of pure fire and as such do not know much about naming themselves, they've often taken on names of their own environment.
Omnisex: Igni, Scorch, Burns, Magma, Torch, Heat, Blaze, Inferna, Char, Ember, Flare, Tinder, Pyro, Calcifer
Awakened Flame Traits[edit]
Awakened Sentient Beings of Pure Fire.
Ability Score Increase. Your Constitution score increases by 1.
Age. Awakened flame are pure fire, and as such their life span is infinite for as long as they hold onto the magic that keeps them awakened.
Alignment. Awakened flame are wild beings, they are either chaotic or neutral and are usually good.
Size. Awakened flame vary extremely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your base flying speed is 30 feet.
Lit Flame. 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. Additionally you shed bright light in a 20-foot radius and dim light for an additional 20 feet.
Scorch Skin. When a creature within 5 feet of you deals damage to you or touches your surface flame with any part of their own body. The creature takes 1 fire damage. You can not wear flammable armor, such as leather or hide.
Snuffed Flame. When subjected to an effect or spell that would normally snuff or put out open flames, you are immune to any portion of the spell that would extinguish you, however your speed is reduced by 20-feet until the end of your next turn.
Pure Fire. You have immunity to fire damage. However if you make any significant contact with water you take cold damage equal to your level, doubled if more than 1/2 your body is submerged. You know the cantrip control flame, Constitution is your spellcasting ability for this cantrip.
Made of Fire. You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You are immune to disease.
You don’t need to eat, drink, or breathe.
You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Your body loses mass when you take damage, while below 1/2 of your maximum hit points your size category decreases by one, and decreases again when below 1/4 of your maximum hit points. Your size increases respectively once you've regained the missing hit points. This effect is negated while shape shifted.
Exhaust. When you're reduced to 0 hit points, you remain semi-conscious and turn into a cloud of smoke, appearing dead to all outward inspection and to spells used to determine status. Additionally you're immune to the restrained condition.
Languages. You can speak, read, and write Common, Ignan and Primordial.
Subrace. An awakened flame chooses their form of flexibility, between large or small
Small Flame[edit]
Smaller flexibility awakened flame can shrink down and are harder to hit.
Nimble. Your Dexterity score increases by 2.
Evasive Flame. Your AC is 17, regardless of your DEX modifier or armor.
Reduce. You can decrease your size category by one size as an action and can grow back to your original size as a bonus action.
Gaseous. You gain proficiency in Stealth and can become invisible while fully engulfed in any fire source, including torches and lanterns.
Nebulous. You can enter another creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing. When doing so you leave behind any items you are carrying, and any equipment which you are proficient with merges into your form until you exit the space.
Large Flame[edit]
Larger flexibility awakened flame can grow larger and are more durable.
Powerful. Your Strength score increases by 2.
Profuse Flame. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Enlarge. You can increase your size category by one size as an action and can shrink back to your original size as a bonus action.
Warmth. You can use your large blazing body to warm other creatures, cook food, or boil water. And when you or another creatures attempts to, you do so with advantage and the effects are twice as beneficial.
Fuel Collection. When any part of your body is in contact with a non-magical source of fire, as an action you can recover hit points equal to your proficiency bonus. If the source of fire is smaller like a torch, campfire or a lantern, you can only benefit from it once, after which the flame is consumed.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
4′ 0'' | +4d10 | 5 lb. | × (1d4) lb. |
*Height = base height + height modifier |
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