The Ember Fae

Fire & Passion — The Court of Embers

◆

Lore of the Court

Overview

◆

The Ember Fae are the most viscerally present of the Six Courts — not because they try to be, but because fire announces itself. Their skin runs warm copper to deep amber, their wings shift through red, orange, and gold in response to emotion, and their eyes ignite visibly when passion rises. In a room of Fae, you always know where the Ember Court member stands.

They were born from the volcanic ranges of the primordial world and were the first Fae to master the forging of magical artifacts, fusing raw elemental energy into physical form. They shaped the magma channels that still run beneath Lumeris. Some say the volcanic eruptions that periodically reshape the continent's geology are not natural — they are the dreams of Ember Fae too old to wake.

In the Age of Arrival, surviving Ember Fae are found near volcanic regions where their presence warms the stone and feeds the forge-fires of nearby settlements. They are loyal to a fault and equally capable of spectacular fury. They feel everything at full intensity and rarely apologize for it.

Children of Flame

◆

The Ember Fae carry innate resistance to fire damage — flame does not harm what is made of flame. Their Blazing Aura radiates searing heat to all enemies within five feet once per long rest for one minute. Their Flame Step leaves a burst of fire in their vacated space whenever they use Misty Step, dealing 1d6 damage to adjacent enemies. Beyond combat, the Ember Fae possess an instinctive understanding of forging, transformation, and the creative potential of destruction. Every great making begins with an unmaking. The Ember Fae know this better than anyone.

Abilities & Traits

Playable Race Traits

◆

STR

+2

INT

+7

DEX

+6

CON

+1

WIS

+2

CHA

+4

SPL

+5

HP

+2

Racial Traits

Blazing Aura

Once per long rest, emit searing heat. Enemies within 5 feet take fire damage equal to your proficiency bonus at the start of each of their turns for 1 minute.

Flame Step

When you use Misty Step, leave a burst of fire in your previous space. Enemies adjacent to that space take 1d6 fire damage (no save).

Fire Resistance

Innate resistance to fire damage. Flame-based environmental hazards deal half damage or none at all.

Ember Wings

Your wings radiate visible heat. Any creature that successfully grapples you while you are airborne takes 1 fire damage per round.

Creation Spark

Advantage on all crafting and forging checks. Magical artifacts you help create carry an ember resonance that warms their wielder in cold conditions.

Advantages

  • ▲Fire resistance — innate immunity to minor flame and halved damage from major fire effects
  • ▲Blazing Aura — deal sustained fire damage to all nearby enemies once per long rest
  • ▲Flame Step — leave damaging fire when teleporting via Misty Step
  • ▲Forge mastery — advantage on crafting and artifact creation checks
  • ▲Passionate persuasion — advantage on conviction-based social checks when genuinely moved

Disadvantages

  • ▼Water vulnerability — cold and water effects deal bonus damage
  • ▼Emotional excess — concentration checks required to maintain spells when enraged
  • ▼Conspicuous presence — radiant warmth makes stealth extremely difficult
  • ▼Pride — social penalties when required to formally acknowledge fault
Join Discord