Cindari
Cindari
“They do not burn - they are burning. Watch how the air above them bends. That is not heat. That is will.”
Born where elemental fire met mortal blood, the Cindari are a people divided by the nature of flame itself - whether it spreads freely or holds its shape. Both are fire. Both are dangerous.
Core Traits
Section titled “Core Traits”You have Darkvision with a range of 60 feet.
You have Resistance to Fire damage.
You know the Produce Flame cantrip. When you reach 3rd level, you can cast Burning Hands once with this trait; you regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast Flame Blade once with this trait; you regain the ability to do so when you finish a Long Rest. Constitution is your spellcasting ability for these spells.
When you cast Fire Bolt - whether from a class or another trait - you can add your Constitution modifier to the damage roll (minimum +1).
Thermal Ascent
Section titled “Thermal Ascent”The Cindari do not grow wings. Instead, the elemental fire within them radiates upward in waves of focused heat - thermal currents of their own making that grow stronger as their inner flame matures.
You can glide. When you fall, you can use your reaction to spread your arms and slow your descent using rising heat. You fall at a rate of 60 ft. per round and take no falling damage on landing. While gliding, you can move horizontally up to your Speed but must descend at least 5 feet per turn. You cannot hover.
Your Ember Glide becomes true flight. You gain a Fly Speed equal to your Speed (30 ft.). You can hover. Heavy armor does not restrict this flight. This replaces Ember Glide entirely.
Note: If you fall unconscious while flying, you descend safely using Ember Glide until you reach the ground or regain consciousness.
Cindari Aspect
Section titled “Cindari Aspect”At character creation, choose one Aspect - the philosophical and elemental nature of your inner fire. This choice reflects how your flame expresses itself and creates the defining cultural tension at the heart of Cindari society.
Wildfire Aspect
Untamed. Spreading. Unpredictable.Wildfire Cindari believe that fire cannot be contained - only channeled. They are volatile, passionate, and formidable in battle. Other Cindari sometimes call them the Ashborn, for they leave ruin in their wake and glory in it.
Once per turn when you deal Fire damage to a creature, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, that creature sheds dim light in a 5-foot radius until the end of your next turn and any creature that starts its turn within 5 feet of it takes 1d4 Fire damage. You can use this trait a number of times equal to your proficiency bonus, and you regain all uses when you finish a Long Rest.
When you use Spreading Embers and the target fails its saving throw, you can immediately move up to 15 feet without provoking Opportunity Attacks, riding the heat surge upward or outward. Additionally, once per Long Rest when you are reduced to 0 hit points, you can use your reaction to release a burst of flame in a 10-foot radius around you. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d8 Fire damage (half on a success). You then fall unconscious as normal.
Forge & Hearth Aspect
Controlled. Patient. Enduring.Forge Cindari believe fire is most powerful when disciplined - that the flame which shapes steel outlasts the flame that burns it. They are protectors, craftspeople, and patient strategists. Other Cindari call them the Cinders, a name they wear with quiet pride.
You can channel your internal fire into those nearby. As a Bonus Action, you can touch a willing creature and grant it Temporary Hit Points equal to your Constitution modifier + your proficiency bonus. A creature can benefit from this only once per Short or Long Rest. Additionally, you and friendly creatures within 5 feet of you have Resistance to Cold damage while you are conscious.
Your disciplined flame now burns as a ward. Once per Long Rest, as a reaction when you or a creature you can see within 30 feet would take damage, you can reduce that damage by an amount equal to your Constitution modifier + your proficiency bonus (minimum 0). If this reduces the damage to 0, the attacker takes Fire damage equal to your proficiency bonus as the warded flame reflects back. Additionally, while you are flying using Ascendant Flame, friendly creatures within 10 feet of you that are on the ground gain a +1 bonus to AC from the radiant heat you project.
Designer’s Notes
Section titled “Designer’s Notes”The Cindari are intentionally slightly stronger than a standard 2024 species. The base package (Fire Resistance, Darkvision, fire spell progression, Fire Bolt bonus) mirrors the 2024 Fire Genasi, with Thermal Ascent added as the signature trait. Aspect abilities are designed to be flavorful and situationally powerful without overshadowing class features. DMs should treat the Cindari similarly to Aarakocra in terms of encounter design: aerial positioning is a tactical advantage, not a dominant one.