Firetamer
Medium Humanoid (any race), neutral good
Firetamers are the elite elementalists of the fire elemental wardens, using their attunement to the primordial forces of the world to not just create fire, not just command it, but tame it to their will. A firetamer is nothing like the manic pyromancers; while the latter recklessly wields fire as a weapon, firetamers use their talent to protect others from fire’s destructive power—or to use that same power to destroy those who threaten their people. Firetamers are almost always accompanied by a salamander, a fire elemental, or a small herd of magma or smoke mephits.
Armor Class 17 (red dragon scale mail)
Hit Points 92 (16d8+20)
Speed 30 ft.
- STR
- 8 (-1)
- DEX
- 15 (+2)
- CON
- 14 (+2)
- INT
- 12 (+1)
- WIS
- 18 (+4)
- CHA
- 11 (+0)
Damage Resistances fire
Senses passive Perception 14
Languages Common, Druidic, Primordial (Ignan)
Challenge 7
Traits
Flameform. As a bonus action, the firetamer can transform into a **fire elemental**. While in this form, the firetamer cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the firetamer is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in flameform for up to 5 hours, and can enter flameform twice, regaining expended uses after completing a short or long rest.
Spellcasting. The firetamer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared: * Cantrips (at will): druidcraft, mending, produce flame * 1st level (4 slots): cure wounds, faerie fire, longstrider, jump * 2nd level (3 slots): flame blade, heat metal, lesser restoration * 3rd level (3 slots): daylight, dispel magic, protection from energy * 4th level (3 slots): blight, freedom of movement, wall of fire 5th level (1 slot): conjure elemental
Actions
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage. Flamecharm (Recharges after a Short or Long Rest). The firetamer can cast dominate monster (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw.
Flamecharm (Recharges after a Short or Long Rest). The firetamer can cast _dominate monster_ (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw.






