Created by the fire giants of the Dominion of Ashod, given free will just to be enslaved, these are the dwarves of fire and brass. Azers resemble male dwarves except for their brass colored skin, and hair and beard of flames, which billow upwards as fire does. This flame comes from their inner fire housed in their insulated bodies, making them like a walking furnace. Azers usually wear fireproof kilts wrought of bronze, copper, or brass, only covering their chests in times of battle. Their eyes are depicted often to be a glowing metallic color and they are very stocky.
Azer Dwarves are predominantly from the Dominion of Ashod, where they were created, or from the Emirate of Seytanlar. Be it as slaves or independent people, the Azer have a love for the craftmanship of metals and all things that can tolerate the heat of their existence. Whilst in Ashod they might prefer to make weapons and armors from the rivers of molten brass, in Seytanlar they are fond of the works of glass and gemstones.
Names for Azer dwarves often derive from pre testament jewish names, such as Samael, Nathaniel, and Ramiel. All Azer have been made to resemble male dwarves, though they reproduce by building more of themselves out of ashodite brass and the right incantations and rituals.
Ability Score Increase: Your Constitution increases by 2
Age: Azers do not die of old age, but often die violently.
Alignment: Azers tend towards neutral or evil alignments.
Size: Much like the dwarves they are modeled after, your size is Medium
Speed: Azers have a speed of 25 Feet
Bodily Burden: Your odd body is heavy, clunky and, most importantly, on fire. You may set things on fire by remaining in close proximity to them, and your heat spreads around with ease .You cannot wear armor or wield certain weapons unless it is specially tailored for you, which may cost more. You also cannot swim, instead of sinking to the bottom when in water and treading the floor. You take 1d6 cold damage every turn that you start submerged in water.
Darkvision: 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.
Inner Flame: The flame burns eternal, but cold will kill it and the azer. You are resistant to fire damage but vulnerable to cold damage. Extremely cold climates will deal 1d6 cold damage every turn to you.
Living Construct: Even though you were constructed and you are a Construct , you are a living creature. You are immune to diseases , and have advantage against saving throws against being poisoned or exhausted.
You do not need to eat, drink or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as usual.
Natural Armor: As an azer, your body is made of Ashodite Brass, providing inherent protection. While unarmored, your AC is equal to 13 + your Constitution modifier. You may use a shield and still gain this benefit.
Languages: You can speak, read, and write in Ignan and Common.
Subrace: Choose from the Warrior and Brassmith subraces.
These azer have the bright flames of distinction that brand them as warriors rather than just workers of the forge.
Ability Score Increase: Your Strength score increases by 1.
Heat Burst: In battle, you can throw yourself into the heat of the moment and enliven your weapon with fire. For the next minute, your weapon deals 1d6 fire damage on each hit. The damage increase to 2d6 at 6th level, 3d6 at 11th, and 4d6 at 16th level. After using this ability you cannot use it again until you complete a short or long rest.
Flames of War: You are proficient with the warhammer, war pick and shield.
Brassmith have burnished looking bodies from being within the hot furnaces all the time. They are not as aggressive as Flamehearts.
Ability Score Increase: Your Wisdom score increases by 1.
Fire Handler: Forgemasters have special hands that retain heat and can burn on touch. You can cast the Molten Grasp cantrip, with Wisdom or Constitution as your casting stat for it (Choose when you pick this race)
Mastercrafters: You are proficient in one artisan tool of your choice.