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Ignan

Ignans, also called fire genasi, are humans with the elemental power of fire running in their veins. Some are as fierce as a roaring blaze, while others are subtle and elegant as dancing candle flames. Many ignans hail from the Orosca Desert.   Ignans commonly have feverishly hot skin, often in shades of red, reddish-pink, ash-gray, or coal-black. They may have hair that writhes like fire, or else actual flames in place of hair. Some ignans have voices that sound like crackling flames, or eyes that glow like embers, and some smell faintly of smoke or brimstone.  
ignan traits:
  • Bloodline Magic (2/3). You can take this trait twice; each time you do, you gain access to a new “tier” of spells, as detailed below. Constitution is your spellcasting ability for these spells.
    1. You know the control flames cantrip.
    2. Starting at 3rd level, you can cast burning hands as a 1st-level spell once per long rest.
  • Damage Resistance (1). You have resistance to fire damage.
  • Dancing Flame (2). You can take the Disengage action as a bonus action on each of your turns, and you can move through any creature’s space.
  • Darkvision (2). 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; you see everything in shades of red.
  • Incandescence (3). Starting at 3rd level, you can use your bonus action to enter a state of incandescence. This state lasts for 1 minute or until you use a bonus action to end it. You can’t use this trait again until you finish a long rest. This state has the following effects:
    • At the start of each of your turns, you take 2d6 fire damage.
    • Any creature that begins its turn within 5 feet of you takes 1d6 fire damage.
    • Any creature that touches you or hits you with a melee weapon attack while within 5 feet of you takes 2d6 fire damage.
    • You shed bright light in a 15-foot radius and dim light for an additional 15 feet.
    • Flammable objects you touch catch fire.
  • Spitfire (2). When you roll for initiative, you can choose to gain advantage on the roll. Once you use this trait, you can’t use it again until you finish a long rest.

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