Shiranui
Shiranui
The Shiranui are mystical beings formed from ethereal flames, embodying the boundary between life, death, and emotion. Drawing on the essence of hitodama—ghostly spirits in the shape of fire—and other spectral energies, the Shiranui appear as humanoids made of flickering flame, their forms shifting with every movement. Their bodies glow softly in blues, violets, or greens, and they leave trails of embers wherever they go. Whether wandering aimlessly in search of meaning or guiding others through the darkness, these beings exist between realms, never fully belonging to the material or the spiritual world.
Shiranui reflect both the guiding light and deceptive flicker of ghostly fire. Some act as benevolent spirits, using their abilities to protect and support allies, while others embrace their mischievous nature, sowing confusion and leading travelers astray. Their abilities allow them to hover like embers on the wind, conjure spiritual fire to ward off threats, and draw strength from the life energy of others. Though they lack the permanence of flesh, the Shiranui burn with the intensity of emotions—whether joy, sorrow, or anger.
Agile and elusive, the Shiranui often gravitate toward roles that involve mobility, subtle magic, or manipulation, excelling as Bards, Sorcerers, and Rogues. Their presence flickers between protection and destruction, embodying the duality of fire that can both illuminate and consume. They are wanderers and wayfinders, drawn to forgotten places and lingering emotions, illuminating the hidden paths of both the physical world and the human heart.
ability score increase:
+2 Charisma, +1 Wisdom
age:
Immortal
alignment:
Neutral
Size:
Medium
speed:
30ft
Languages:
Japanese
race features:
Darkvision Hovering Flame. You are able to float 5 feet above the ground. Additionally you can float accross gaps of 20 feet wide or less before floating downward . If you take the Dash action, you can increase your flying height to 10 feet until the end of your turn. Flickering Presence. As a bonus action, you can become partially incorporeal until the start of your next turn. During this time, you can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take 1d10 force damage. Ghostlight. As an action, you conjure a small spiritual flame (appearing as a floating orb of blue, green, or white fire). You can choose to either illuminate or mislead with it. The flame lasts for 1 minute or until dismissed as a bonus action. This ability is usable twice per short rest.:Guiding Flame: The flame casts bright light in a 20-foot radius and grants advantage on Wisdom (Perception) checks to creatures within the light.
Deceptive Flame: The flame casts dim, flickering light that causes creatures within 10 feet to make Perception checks with disadvantage.
Onibi. When you reduce a creature to 0 hit points, you can draw a fragment of its spiritual energy, regaining temporary hit points equal to your Charisma modifier + your level. Additionally, while you have these temporary hit points, your body glows dimly (10 feet of light), and you have advantage on death saving throws. This ability is usable once per long rest.
Soulfire Burst. Once per long rest, when you are reduced to 0 hit points, you explode in a burst of spiritual fire. All creatures within 10 feet must succeed on a Dexterity saving throw (DC 8 + proficiency bonus + Charisma modifier) or take 2d8 radiant damage and be blinded until the end of their next turn.
Special Feat: Ghost Fire - Shiranui
Darkvision Hovering Flame. You are able to float 5 feet above the ground. Additionally you can float accross gaps of 20 feet wide or less before floating downward . If you take the Dash action, you can increase your flying height to 10 feet until the end of your turn. Flickering Presence. As a bonus action, you can become partially incorporeal until the start of your next turn. During this time, you can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take 1d10 force damage. Ghostlight. As an action, you conjure a small spiritual flame (appearing as a floating orb of blue, green, or white fire). You can choose to either illuminate or mislead with it. The flame lasts for 1 minute or until dismissed as a bonus action. This ability is usable twice per short rest.:
Remove these ads. Join the Worldbuilders Guild
Comments