TEXT: Codex of the 
  Infinite Planes
  The Essential Guide to the Planes of Existence
  Volume I:
  Plane of Fire
  
  The Essential Guide to the Planes of Existence
  Volume I:
  Plane of Fire
  Written & Designed by  “Weird Dave” Coulson
  Interior Art by Jeshields, Emmanuel Bou Roldan 
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  Codex of the 
  Infinite Planes
  
  Volume I  |  Plane of Fire
  3
  Volume I: Plane of Fire
  “Imagine a realm of fire. Now imagine it is filled with even 
  more fire, because it’s hard for someone who hasn’t been 
  to the Plane of Fire to even conceive of it. It is a landscape 
  of crimson consumed largely by a great sea of heaving 
  conflagration, dotted by islands and continents of scorched 
  rock burnt black. Ash and smoke fill the air, and though 
  some semblence of a sun hangs in the sky, shadows and 
  darkness permeat the landscape. It is a realm hostile to 
  life, yet life thrives here. It’s just all on fire and wants to kill 
  you.”
   
  -Astromarchus the Sage
  The Inner Planes are comprised of the universal building 
  blocks of existence - earth, air, water, and fire. But 
  these planes of existence are much more than just their 
  dominant trait, and hold a wealth of treasure, danger, and 
  excitement just waiting to be discovered. For the unwary, 
  the Plane of Fire holds death around every corner.
  But it’s not all danger. For travelers who can find their 
  way to this place great treasures and mysteries abound. 
  The fabled City of Brass, home to the greedy efreet, offers 
  shelter within its bazaars and marketplaces from the 
  constant dangers of the air. However, foolish travelers are 
  just as likely to end up with a knife in their back from some 
  scheming merchant in the city’s streets as they are to burn 
  to death in the scorching heat of the wilderness.
  Though ever present, the threats are still not enough 
  to stop the curious and brave from seeking the Eye 
  of Murzak, the Crimson Shield of the Ashen Palm, or 
  plundering the storied depths of the Obsidian Tower, the 
  Everburning Forest, or the Treasure Vaults of the Fire 
  Giant God. 
  Lay of the Land
  As the name suggests, the Plane of Fire is hot – very hot. 
  The air is suffused with fire, so creatures and objects that 
  are not protected against the extreme temperatures are 
  going to suffer. The suffering should be enough to force 
  visitors to take precautions without burning them to a 
  crisp upon arrival – characters still need to visit the plane 
  in order to partake in its treasures, after all.
  The nature of the plane has created a realm where the 
  landscape is dominated by several distinct geographic 
  features. The Sea of Fire is a molten ocean of burning lava. 
  The fiery waves crash against rocky islands and eventually 
  wear those down to lava as well, and as some waves crest 
  high enough they cool quickly enough to form new islands. 
  This pattern of cooling and melting is common, and wise 
  travelers know not to rely on any given island of burnt rock 
  for too long.
  Beyond the Sea of Fire lays the bulk of the plane known 
  as the Cinder Wastes. This vast plain of baked and arid 
  dust is dangerous to traverse, with titanic cracks in the 
  earth appearing with a moment’s notice to spew lava from 
  the plane’s depths onto the surface. This effect is known 
  as a lava geyser, as the result is often spectacular and 
  dangerous for anyone nearby. Upon this wasteland rests 
  hills, mountains, and valleys upon the crimson horizon.
  The largest chain of volcanoes on the Plane of Fire are 
  known as the Fountains of Creation, which is the realm’s 
  closest point to the Plane of Earth. The azer are known to 
  dwell here, working titanic forges in the hearts of the most 
  violent volcanoes to create wondrous items sought after 
  across the multiverse. Many red dragons are known to 
  make their lairs among these volcanoes as well, and
  Ash is another problem, and in some areas great 
  billowing clouds – some as large as a city - spread across 
  the burnt landscape. Choking is a real danger for anyone 
  caught in one of these ash clouds, and the sky is filled with 
  slowly moving black masses of them. They can obscure 
  light just like a regular cloud and can reduce visibility from 
  hazy to nearly black.
  Cycle of Time
  The Plane of Fire has what passes as a sun in its sky and 
  it cycles around in a 24-hour cycle, similar to the Material 
  Plane. At noon, the sun blazes a brilliant orange and the 
  heat becomes nearly unbearable, while at midnight a 
  spectral deep red twilight descends across the land.
  Surviving
  Nonmagical and unprotected paper of any sort catches fire 
  immediately on the Plane of Fire. At the hottest hour of the 
  day (noon), nonmagical and unprotected metal (including 
  armor and weapons) melt in 1d4 rounds, and those 
  unfortunate enough to be caught holding such items suffer 
  10 (3d6) points of fire damage. During this time, liquids 
  that are nonmagical and unprotected also evaporate in 1d4 
  rounds. Magical varieties of paper, metal, and liquid are 
  immune to these effects.
  Characters and creatures on the Plane of Fire suffer 22 
  (4d10) points of fire damage each round unless they are 
  protected from nonmagical fire.
  Getting There
  Portals to the Plane of Fire can exist spontaneously in 
  the hottest areas of the Material Plane, with volcanoes 
  being the primary source. Characters wishing to transport 
  themselves to this elemental realm must either possess 
  the appropriate magic (which is usually reserved for more 
  powerful or advanced characters) or risk themselves 
  finding one of these open portals. Occasionally a portal 
  will spontaneous appear in the heart of a raging forest fire, 
  though these instances are rare.
  There are more stable portals that lead to the few 
  civilized areas in the Plane of Fire. These are usually 
  policed and guarded by the efreet as the portals are how 
  powerful efreeti merchants and lords come to the Material 
  Plane for treasures, trade, or slaves. These portals are 
  nearly always marked with brass of some sort, which 
  would include a brass knocker on a secret door, a brass 
  arch over a gateway, or a brass lining around a window 
  or door. Woe be to the uninvited traveler who stumbles by 
  accident upon one of these efreeti portals unprepared!
  
  Volume I  |  Plane of Fire
  4
  Traveling Around
  Much of the Plane of Fire is hardened, black earth covered 
  with a fine layer of ash, so creatures capable of walking 
  are not impeded much by the land itself. Wheeled slave 
  caravans driven by cruel efreeti masters travel from 
  outpost to outpost, selling their “goods” to buyers willing 
  to pay their high prices. Mountain ranges are tall and rife 
  with volcanoes of all sizes, and in the valleys between the 
  peaks fierce salamanders – half-snake, half-humanoid 
  intelligent denizens of the plane – have formed tribes.
  One of the most dominant features of the plane is the 
  Sea of Fire, which is not filled with water but molten 
  magma. The temperatures of the plane are so extreme 
  that the lava that fills this sea is as liquid as water, roiling 
  and boiling, creating huge waves that crash down upon 
  the islands that form the solid ground. Specially designed 
  ships have been developed by travelers that can withstand 
  the extreme heat of this sea – distilled essence of wood 
  from the mythical Everburning Forest is required to make 
  these boats float, which is a rare ingredient indeed. The 
  efreeti sail the Sea of Fire on brass ships that are immune 
  to the heat.
  The air is ash and dust filled, so breathing is a problem 
  for any creature wishing to take to the skies. Clouds of ash 
  pose serious problems to everyone and can be created in 
  the blink of an eye. Great fire rocs are known to hide in 
  these ash clouds, waiting for the right moment to strike at 
  easy prey.
  The Powerful and Mighty
  Though much of the Plane of Fire is uninhabited or 
  uncontrolled, a few powerful creatures hold sway over 
  some parts of the realm. Crossing these monstrously 
  powerful leaders, including gods of fire and their ilk, can 
  have dire consequences for a band of adventurers.
  However, though most of these powerful beings are 
  evil, a few have more pragmatic views of their land, and 
  some have keen interests in the Material Plane. A group 
  of adventurers may find themselves unwittingly working 
  for one or more of these entities as patrons, either 
  inadvertently or as means to a greater good.
  Amaimon, King of the Azer
  Though he holds no true castle or home, Amaimon is 
  regarded as the highest authority among the azers of the 
  Plane of Fire and beyond. He is immeasurably old, and for 
  an azer quite immense, standing just shy of fire giant size. 
  He holds a handful of castles in the Fountains of Creation 
  as his own personal lands, but rarely can he be found 
  there. Instead, he travels the length and breadth of the 
  volcanic mountain chain, staying with azer lords for weeks 
  at a time.
  Amaimon is strong and wise, and always gives fair 
  counsel to his azer lords as long as they welcome him into 
  their homes. He travels in a huge iron carriage drawn by 
  an entourage of finned-back fire beasts, similar to oxen but 
  much larger and much more powerful. He is attended by 
  only a small number of azer, all of whom are his children 
  by the forge. Amaimon is known to build a son or daughter 
  once every ten years and send it out into the Plane of 
  Fire for no less than fifty years, and any that survive he 
  welcomes back into his traveling troupe.
  To a non-azer, Amaimon can be confusing. He is 
  unusually friendly in the company of other azer, boasting 
  about great deeds and laughing about tall tales. He shows 
  much more emotion than a typical azer, but when dealing 
  with an outsider he grows quiet and contemplative. His 
  travels throughout the Plane of Fire and beyond have given 
  him great insight, and he counts many wondrous treasures 
  in his personal storehouse. The iron coach he travels in is 
  said to be enchanted similar to a bag of holding, though he 
  allows only his children inside.
  In the presence of an efreeti, Amaimon shows his 
  boisterous nature can turn to a raging cauldron of fury. He 
  has never forgiven the efreet for trying to enslave the azer 
  after the construction of the City of Brass, and he views the 
  genies as squabbling, petty insects not fit for life.
  Elemental Lords of Fire
  The Plane of Fire is dominated by the Elemental Lords 
  of Fire. These are near-deity level entities that possess 
  great power, though their exact nature and history are 
  mysterious. Some planar scholars say that they are simply 
  the most advanced form of the native elementals, simply 
  
  Volume I  |  Plane of Fire
  5
  having survived longer than others of their kind and thus 
  attained greater power and sentience. Others sages persist 
  that these Elemental Lords are guardians of the plane’s 
  true nature and maintain stewardship over the fabric of fire 
  and flame across the multiverse. The truth may even be 
  unknown to the lords themselves.
  There are at least four Elemental Lords of Fire – Imix, 
  Luzzur, Zaraan, and Kra. These are the most active in the 
  affairs of the plane, each with a large “kingdom” carved out 
  for their own personal territory. Imix and Zaraan are the 
  two most powerful and each see itself as the rightful ruler 
  of Elemental Fire. Their castles are formidable structures 
  of black and crimson where they hold court over hundreds 
  of lesser creatures. They are each an embodiment of 
  evil’s destructive nature and care very little for the lives of 
  anyone but themselves.
  Dealing with one of the Elemental Lords of Fire is a 
  risky business but few would argue that they are the most 
  knowledgeable and oldest beings on the plane. But they 
  each have their own unique agendas towards reaching 
  their goals; mortals should be very cautious when dealing 
  with them.
  Grand Sultan of the Efreet
  In his Charcoal Palace within the bustling City of Brass, 
  the lord and master of all efreet sits. His titles are long, 
  and include Grand Sultan of All the Efreet, Lord of Flame, 
  the Potentate Incandescent, the Tempering and Eternal 
  Flame of Truth, the Most Puissant of Hunters, Marshall of 
  the Order of the Fiery Heart, the Smoldering Dictator, and
  the Crimson Firebrand. Currently the efreeti Marrake 
  al-Sidan al-Hariq ben Lazan stands as the Grand Sultan, 
  though there are challengers among his court that would 
  see him deposed.
  The current Grand Sultan does not spend much time in 
  his harem consisting of one hundred and one courtesans. 
  Instead, he is a lover of gambling, especially on nightmare 
  races. His stable of nightmares is a source of great pride, 
  and he has gone to great lengths to procure the strongest, 
  fastest, and most noble beasts to race in the great games. 
  Under his rule, organized gaming in the City of Brass has 
  dramatically increased, and rarely does the tenday go by 
  without a fantastic nightmare race across the Obsidian 
  Fields outside the city itself.
  As far as the day to day ruling of the City of Brass, Grand 
  Sultan Marrake leaves that to his viziers, opening him to 
  treachery down the road. And some of those viziers have 
  wildly different ideas for what’s good for the City of Brass, 
  creating opportunities within the Charcoal Palace for a 
  group of enterprising adventurers.
  Shahbanu Shadhaa
  If ever there was a power to threaten the Grand Sultan 
  of the Efreet himself, it was his most favoured consort 
  Shadhaa. A powerful efreeti with mastery over deep 
  elemental magic, Shadhaa rose to prominence hundreds 
  of years ago and found favor in the court of the Charcoal 
  Palace. There, she curried favor with the Grand Sultan, 
  who almost fell prey to her cunning trap meant to replace 
  the Grand Sultan with a new Grand Sultana, but the wily 
  old efreeti lord was able to escape. Mustering his most 
  loyal guards, the Grand Sultan moved against Shadhaa 
  and found that she had amassed quite a following of her 
  own within the palace walls.
  The fighting was intense and took a heavy toll on the 
  palatial forces, but in the end Shadhaa and her followers 
  were expelled from the City of Brass. She took a small fleet 
  of brass ships out onto the Sea of Fire and vowed revenge. 
  Eventually she settled on Ember Island and built her Lava 
  Palace out of magic and sheer will. Taking the title of 
  Shahbanu, Shadhaa has schemed and plotted against the 
  Grand Sultan for many centuries.
  The Lava Palace on Ember Island is protected by 
  powerful sorcery, and some say it can only be found by 
  those who have been there before. Shahbanu Shadhaa 
  is a powerful sorceress and has expanded her magical 
  repertoire since her exile from the City of Brass. Rumors 
  of the books and knowledge held within her library have 
  driven the most powerful wizards of the multiverse to seek 
  her out, but few have had any luck. Shahbanu Shadhaa 
  counts many spies among her allies across the Plane 
  of Fire and beyond, and some whisper that her time of 
  reckoning against the Grand Sultan is at hand. 
  Surtur, God of Fire Giants
  The Plane of Fire is home to a few deities, and chief 
  among them is Surtur, god of the fire giants. This fiery-
  tempered god has numerous castles around the planar 
  landscape, though his favorite is Castle Ironfire on the 
  slopes of a lone volcano in the Cinder Wastes. Surtur 
  holds court in his surprisingly under furnished great hall, 
  attended by powerful fire giant dukes and duchesses from 
  across the planar realms. He likes to stay up to date on 
  the progress of his people, specifically in their quest to 
  conquer as much land as possible.
  Surtur is powerful and counts among his brethren 
  deities, but some greater command keeps him from 
  meddling directly in the affairs of the Plane of Fire and 
  beyond. He works through his subordinates and the 
  clergy that offer him prayers. Military might and the rigid 
  structure of law are the watchwords of Surtur and his 
  followers, and if he could he would send a massive army 
  of fire giants to lay claim to the lands of the efreet, azer, 
  elemental lords, and everything else that wasn’t his already.
  
  Volume I  |  Plane of Fire
  6
  Creatures & Denizens
  Even on a plane where the very environment is hostile 
  dangerous creatures lurk. The Plane of Fire plays host to a 
  great many denizens, some intelligent, and some not.
  Azer
  Though they are often mistaken for dwarves because 
  of their beards and squat bodies, the azer are creatures 
  born of the Plane of Fire. They are creatures of fire and 
  rock, and dwell in great kingdoms within the Fountains 
  of Creation that border the Plane of Fire and Plane of 
  Magma. Azers have a long-standing hatred against efreet 
  of all kinds, as the two races have clashed on numerous 
  occasions. The azer, like the efreet, have no natural 
  lifespan and many still remember being deceived by the 
  genies after constructing the City of Brass.
  Unyielding Taskmasters. To the azer, dedication to 
  their task is paramount to all. Whatever task they set out to 
  perform they complete it with perfection, skill, and speed, 
  whether it’s crafting a suit of armor, building an outpost, or 
  repairing a damaged lamp. In the larger settlements, teams 
  of azer taskmasters are charged with ensuring every action 
  that is taken is done so according to the master plan. To 
  an outsider, this might seem cruel, but to a creation born 
  of fire and earth, hammering order out of chaos is simply a 
  way of life.
  Cinderbones
  Travelers and creatures who die on the Plane of Fire 
  sometimes can return to stalk the land as undead 
  abominations known as cinderbones. Suffused with hatred 
  for the living and given strength from the plane itself, these 
  monsters crave the souls of those who have not fallen 
  to the fiery realm’s embrace. They are easily identified 
  by their blackened bones, though some more intelligent 
  variants have taken to luring living beings away under 
  disguises, their true nature becoming evident only when 
  it’s too late.
  Hunger for Life. Cinderbones are consumed with a 
  hunger for the life force of a living creature, and are drawn 
  to non-elementals like a moth to a flame. Living creatures 
  that are killed by a cinderbones ignite in white-hot flames, 
  which the undead monster feeds upon. Little is left after a 
  cinderbones has fed upon a fallen foe.
  The Fiery Faithless. There are rumors of a huge pack of 
  cinderbones that travel the burning landscape of the Plane 
  of Fire, consuming all life they find. If the rumors are to be 
  believed, this pack was once a contingent of monks and 
  priests dedicated to Imix, Prince of Evil Elemental Fire, 
  serving their fiery master on the Prime Material Plane at 
  the base of a volcano. Somehow, they angered Imix, and 
  the entire group was pulled into the Plane of Fire. Cast 
  aside by Imix, the followers burned and their blackened 
  skeletons returned as cinderbones. Cursed now to wander 
  the plane, the Fiery Faithless are obsessed only with 
  destroying life wherever they find it.
  Genie, Efreeti
  Few beings that live on the Plane of Fire command as 
  much respect across the multiverse as the powerful efreet. 
  They are native creatures of the plane, most towering 
  above twelve feet tall, with black, purple, or crimson skin. 
  They are skilled swordsman and accomplished arcane 
  magic-users, though priests are virtually unheard of. The 
  primary worship of an efreeti is power and the things 
  that bring power, including treasure and dominion over 
  other creatures. Slavery is not only accepted within efreet 
  society it is highly valued – an efreeti lord’s social status is 
  partially derived from how many slaves they possess. It is 
  also derived from how far removed the efreeti is from the 
  Grand Sultan, an immensely powerful and rich creature 
  that dwells in the most magnificent Charcoal Palace within 
  the City of Brass.
  Efreet are often regarded as the most dangerous of 
  the true geniekind (the others being the dao of the Plane 
  of Earth, marid of the Plane of Water, and djinn of the 
  Plane of Air). Male and female efreet exist, though all 
  are muscular, and they typically dress in loose fitting, 
  specially-treated silk clothing. They have an innate sense 
  of superiority to all other creatures, though the djinn of 
  Elemental Air are especially despised.
  Title is Power. As a race, efreet have a rigid lawful 
  society and most are evil. They delight in bureaucracy and 
  are skilled at negotiating contracts that are notorious for 
  Cinderbones
  Medium undead, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 37 (5d8+15)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  16 (+3)
  6 (-2)
  8 (-1)
  5 (-3)
  Damage Vulnerabilities bludgeoning, cold
  Damage Immunities fire, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Ignan
  Challenge 2 (450 XP)
  Fiery Aura. Any creature that starts its turn within 5 feet of 
  a cinderbones must make a DC 11 Dexterity saving throw, 
  suffering 3 (1d6) fire damage on a failure.
  Actions
  Ash Breath (Recharge 5-6). The cinderbones exhales a cloud of 
  burning ash in a 20-foot cube. Each living creature in that area 
  must make a DC 11 Constitution saving throw. On a failure the 
  creature gains a level of exhaustion. The ash cloud remains until 
  the start of the cinderbones’ next turn. Any creature that starts 
  its turn in the ash cloud must make a DC 11 Constitution saving 
  throw, gaining a level of exhaustion on a failure.
  Flaming Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) slashing damage and 3 (1d6) fire damage.
  
  Volume I  |  Plane of Fire
  7
  being one-sided (weighted towards their side). In efreeti 
  society titles are a form of power that they use over one 
  another to gain prominence in the court of the Grand 
  Sultan. In descending order the following are the notable 
  ranks of the efreet: Grand Sultan (of which there is only 
  one), sultan, grand vizier, vizier, nazir, bey, and khedive. 
  Outside of the City of Brass, the title of shah is given to 
  a leader instead of sultan. The higher ranking the efreeti 
  is the more influence and power he wields. This power 
  manifests as greater command over innate magic, which 
  some planar scholars say is a manifestation of the plane’s 
  natural energy.
  Planar Astrology. A sect of efreet within the City of 
  Brass have dedicated themselves to the mapping and 
  charting of climatological activities within the Plane of Fire 
  and beyond. They call this practice al-buraj, and the efreeti 
  who divine its meanings are known as sahaars, and within 
  the court of the Grand Sultan they command great respect. 
  The movement of the sun on the Plane of Fire, its activity 
  or lack thereof, and many other factors are all considered 
  in this esoteric and ritual-based practice, but their results 
  are credible. Across the plane, sahaars have established 
  remote observatories that communicate back to the City 
  of Brass, reporting on the events that happen across 
  the realm, and there have even been reports of secret 
  observatories established elsewhere in the planes. Are the 
  sahaars using al-buraj to predict some great event?
  Efreeti Bey
  Large elemental, lawful evil
  Armor Class 20 (natural armor)
  Hit Points 274 (22d10+154)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  12 (+1)
  24 (+7)
  16 (+3)
  15 (+2)
  22 (+6)
  Saving Throws Int +7, Wis +6, Cha +10
  Damage Immunities fire
  Senses darkvision 120 ft., passive Perception 12
  Languages Ignan
  Challenge 14 (11,500 XP)
  Elemental Demise. If the efreeti dies, its body disintegrates in a 
  flash of fire and puff of smoke, leaving behind only equipment 
  the efreeti was wearing or carrying.
  Innate Spellcasting. The efreeti’s innate spellcasting ability is 
  Charisma (spell save DC 19, +11 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  components.
  At will: detect magic, enlarge/reduce, gaseous form, invisibility, 
  plane shift, tongues, wall of fire
  3/day each: conjure elemental (fire elemental only), disintegrate, 
  fireball (as a 5th-level spell), hold monster, major image, true 
  seeing
  1/day each: delayed blast fireball, power word stun, reverse 
  gravity
  Actions
  Multiattack. The efreeti bey makes three scimitar attacks or uses 
  its Hurl Flame three times.
  Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6+7) slashing damage plus 7 (2d6) fire 
  damage.
  Hurl Flame. Ranged Spell Attack: +11 to hit, range 120 ft., one 
  target. Hit: 24 (7d6) fire damage.
  Efreeti Khedive
  Large elemental, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 250 (20d10+140)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  12 (+1)
  24 (+7)
  16 (+3)
  15 (+2)
  20 (+5)
  Saving Throws Int +7, Wis +6, Cha +9
  Damage Immunities fire
  Senses darkvision 120 ft., passive Perception 12
  Languages Ignan
  Challenge 13 (10,000 XP)
  Elemental Demise. If the efreeti dies, its body disintegrates in a 
  flash of fire and puff of smoke, leaving behind only equipment 
  the efreeti was wearing or carrying.
  Innate Spellcasting. The efreeti’s innate spellcasting ability is 
  Charisma (spell save DC 18, +10 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  components.
  At will: detect magic, enlarge/reduce, tongues
  3/day each: conjure elemental (fire elemental only), gaseous 
  form, invisibility, major image, plane shift, wall of fire
  1/day each: disintegrate, fireball (as a 5th-level spell), hold 
  monster, modify memory, true seeing
  Actions
  Multiattack. The efreeti khedive makes two scimitar attacks or 
  uses its Hurl Flame twice.
  Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6+7) slashing damage plus 7 (2d6) fire 
  damage.
  Hurl Flame. Ranged Spell Attack: +10 to hit, range 120 ft., one 
  target. Hit: 24 (7d6) fire damage.
  
  Volume I  |  Plane of Fire
  8
  Fire Elemental
  The most common inhabitant is the very manifestation of 
  the plane itself. Fire elementals of all shapes and sizes live 
  all over the plane, usually appearing in herds. They are 
  animalistic as a rule, though a few understand (or can be 
  taught) the language of the efreet.
  Fire Fly
  Not all of the bright lights in the air on the Plane of Fire 
  are burning remnants falling to the scorched ground. 
  Some of them are large beetle-like creatures called fire 
  flies, barely identifiable by the sound of their wings beating 
  together which resembles the sound of burning paper. 
  They are each about a foot long, with six legs tucked in 
  close for flight, dark red carapace that protects them, two 
  large mandibles for grasping food, and a thorax that glows 
  with the same black and orange light as flaming debris. 
  Voracious Swarms. Fire flies are voracious hunters 
  and are drawn instinctively to burnt carcasses. After large 
  battles on the Plane of Fire where the dead and wounded 
  litter the ground, clouds of fire flies descend to pick clean 
  the bodies of the fallen. It is common to see a swarm of fire 
  flies near packs of wandering cinderbones.
  Cycle of Life. A fire fly has an expected life span of 
  one year. They emerge as large larva from white hot eggs 
  buried in ash and within a week transform into their 
  normal winged forms. Fire fly egg shells are thought 
  to possess magical qualities when used as material 
  components for some fire-based spells.
  Fire Hound
  Great packs of fire hounds roam the blasted landscape, 
  posing a constant danger to the unprepared (or slow). 
  These creatures resemble crimson mastiffs of larger than 
  normal size with flames licking at their fur and tails and 
  burning embers for eyes. Their teeth are capable of tearing 
  flesh from bone, and once they’ve clamped down on a 
  victim death is usually their only release.
  Hunting Hounds. Fire hounds are often trained from 
  birth to be hunting animals by both the efreet and azer. 
  Many efreet lords keep kennels of the great beasts with 
  the sole purpose of torturing slaves, and they delight in 
  sending them out to track down escaped slaves. The Grand 
  Sultan of the City of Brass is known to bet on fire hound 
  races which have become a lucrative gambling sport in 
  the city. Azer are known to train fire hounds as guardians 
  of their underground lairs and generally treat them much 
  better than the efreet.
  Cinderjaws the Untamed. Rumors in the City of Brass 
  have recently spread about a very large fire hound that has 
  been stalking the wastes outside the city walls. Known as 
  Cinderjaws, this great beast commands an independent 
  pack of his kin and has been seen hunting down efreet that 
  travel in small numbers from the City of Brass. Whispers 
  Fire Hound
  Large elemental, unaligned
  Armor Class 15 (natural armor)
  Hit Points 52 (7d10+14)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  15 (+2)
  3 (-4)
  12 (+1)
  7 (-2)
  Skills Perception +4, Stealth +5
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses Passive Perception 14
  Languages -
  Challenge 2 (450 XP)
  Keen Hearing and Smell. The fire hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The fire hound has advantage on attack rolls 
  against a creature if at least one of its allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6+4) piercing damage plus 3 (1d6) fire damage. If 
  the target is a creature, the fire hound locks its jaws onto the 
  victim.
  Flaming Jaws. If the fire hound has its jaws locked onto a 
  victim, it automatically deals 7 (1d6+4) piercing damage and 
  7 (2d6) fire damage each round on its turn instead of a bite. 
  The fire damage increases by 1d6 for each additional round the 
  fire hound keeps its jaws locked. A locked fire hound can be 
  removed with a DC 14 Strength check.
  Fire Fly
  Small elemental, unaligned
  Armor Class 14 (natural armor)
  Hit Points 13 (3d6+3)
  Speed 10 ft., fly 40 f.t (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-2)
  18 (+4)
  12 (+1)
  5 (-3)
  10 (+0)
  10 (+0)
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Ignan
  Challenge 1 (200 XP)
  Burst. When a fire fly is reduced to 0 hit points, the fiery energy 
  inside of it bursts out. Every non-elemental creature within 5 
  feet of the burst fire fly must make a DC 12 Dexterity saving 
  throw, suffering 5 (2d4) points of fire damage on a failure.
  Glow. A fire fly sheds dim light in a 30 foot radius around itself 
  at all times.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4+4) piercing damage.
  
  Volume I  |  Plane of Fire
  9
  in the halls of the Charcoal Palace say Cinderjaws was 
  once a favored pet of the Grand Sultan that grew too 
  violent for racing and was set free rather than destroyed.
  Lava Zombie
  Unfortunate souls who perish in the great flaming sea can 
  occasionally find themselves transformed into undead 
  monsters known as lava zombies. These creatures float 
  and swim through the burning sea, seeking to consume 
  the living to whet their appetite for vengeance. The skin 
  of a lava zombie is black and cracked, oozing with flaming 
  blood, and they can spew forth a vomit that burns even the 
  most protected opponent.
  Surprise! The Sea of Fire ebbs and flows against 
  the many islands, and a large lava wave can deposit the 
  corpses of victims far further into the Cinder Wastes than 
  anticipated. Because of this, some lava zombies become 
  animated underground, buried beneath layers of volcanic 
  ash and dirt. Unfortunately for travelers, it’s not unheard 
  of to have lava zombies burst up in a sudden lava geyser, 
  creating a deadly situation.
  Island of Corpses. Somewhere floating out in the Sea 
  of Fire is said to be a ragged island unlike any other. It 
  is known as the Island of Corpses and it is composed of 
  hundreds of lava zombies, floating on the magma waves in 
  a grotesque moving landmass. Entire ships have been lost 
  to the grasping hands of this moving island, though many 
  seasoned Sea of Fire don’t believe it exists at all.
  Magma Ooze
  Dwelling within the molten sea, magma oozes are 
  not intelligent in the strictest sense. Much like the fire 
  elementals they are more animalistic in nature, though 
  few scholars of planar lore claim to understand what 
  sustenance they draw. They can travel swiftly in the lava 
  sea but slowly on land where they slither and burn all that 
  they touch.
  Well of Fiery Doom. One of the efreeti viziers that 
  serves the Grand Sultan in the City of Brass has a favored 
  torture technique. The vizier keeps a large well below his 
  estate, at the bottom of which sits several hungry magma 
  oozes. Even creatures immune to fire fear choking and 
  dying, so the vizier is often able to extract the answers he 
  seeks. Though sometimes the magma oozes are a bit more 
  eager and don’t let the victims go willingly.
  Lava Zombie
  Medium undead, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 30 (4d8+12)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  16 (+3)
  3 (-4)
  6 (-2)
  5 (-3)
  Saving Throws Wis +0
  Damage Immunities fire, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Ignan (cannot speak)
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the lava zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 5 
  + the damage taken, unless the damage is cold or from a critical 
  hit. On a success, the lava zombie drops to 1 hit point instead.
  Actions
  Lava Vomit (Recharge 5-6). The lava zombie belches forth lava 
  in a 20-foot line. Each creature in the line must make a DC 12 
  Dexterity saving throw, taking 21 (6d6) fire damage on a failed 
  save, or half as much damage on a successful one.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6+2) bludgeoning damage.
  Magma Ooze
  Large ooze, unaligned
  Armor Class 10
  Hit Points 45 (6d10+12)
  Speed 10 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  14 (+2)
  2 (-4)
  6 (-2)
  1 (-5)
  Damage Resistances piercing
  Damage Immunities fire, slashing
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 8
  Languages -
  Challenge 2 (450 XP)
  Amorphous. The ooze can move through a space as narrow as 1 
  inch wide without squeezing.
  Amphibious. The ooze can breathe air, water, and lava.
  Actions
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft. one 
  target. Hit: 9 (2d6+2) bludgeoning damage plus 7 (2d6) fire 
  damage.
  Engulf. The magma ooze moves up to its speed. While doing so, 
  it can enter Large or smaller creatures’ spaces. Whenever the 
  ooze enters a creature’s space, the creature must make a DC 
  12 Dexterity saving throw. On a successful save, the creature 
  can choose to be pushed 5 feet back or to the side of the ooze. 
  On a failed save, the magma ooze enters the creature’s space, 
  and the creature takes 10 (3d6) fire damage and is engulfed. 
  The engulfed creature can’t breathe, is restrained, and takes 
  21 (6d6) fire damage at the start of each of the ooze’s turns. 
  When the ooze moves, the engulfed creature moves with it. An 
  engulfed creature can try to escape by taking an action to make 
  a DC 12 Strength check. On a success, the creature escapes 
  and enters a space of its choice within 5 feet of the ooze.
  
  Volume I  |  Plane of Fire
  10
  Native Creatures
  There are a great many native creatures of the Plane 
  of Fire that behave and function very similarly to their 
  Material Plane counterparts, including fire tigers, fire 
  squid, and fire lizards. These creatures are immune to fire 
  but otherwise have the same monster statistics as their 
  Material Plane counterparts (including the same challenge 
  level).
  Salamander
  Salamanders are an evil and cruel race native to the Plane 
  of Fire. They are humanoid from the waist up, with arms, 
  a torso, and a head, but from the waist down they are 
  all snake. They are covered in red and black scales and 
  can move quite quickly by slithering their lower bodies 
  forward. Salamanders are intelligent and asexual, with 
  size indicating greater intelligence and strength. Cities and 
  villages dot the landscape and they abhor efreet, though 
  they often find themselves enslaved by their more powerful 
  foes. Salamanders are skilled metal smiths and know 
  intricate ways to work steel and iron into incredibly strong 
  weapons and armor.
  Flamespitter Salamander
  Large elemental, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 127 (15d10+45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  17 (+3)
  13 (+1)
  10 (+0)
  14 (+2)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 11
  Languages Ignan
  Challenge 7 (2,900 XP)
  Heated Body. A creature that touches the salamander or hits it 
  with a melee attack while within 5 feet of it takes 7 (2d6) fire 
  damage.
  Heated Weapons. Any metal melee weapon the salamander 
  wields deals an extra 7 (2d6) fire damage on a hit (included in 
  the attack).
  Actions
  Multiattack. The flamespitter salamander makes three attacks: 
  two with its spear and one with its tail.
  Fire Spit. Ranged Weapon Attack: +6 to hit (range 60/120 
  ft.), one target. Hit: 21 (6d6) fire damage and every adjacent 
  creature must make a DC 15 Dexterity saving throw, suffering 
  14 (4d6) fire damage on a failure or half as much on a success.
  Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. 
  or range 20 ft./60 ft., one target. Hit: 12 (2d6+5) piercing 
  damage, or 14 (2d8+5) piercing damage if used with two hands 
  to make a melee attack, plus 7 (2d6) fire damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) fire 
  damage, and the target is grappled (escape DC 15). Until 
  this grapple ends, the target is restrained, the flamespitter 
  salamander can automatically hit the target with its tail, and the 
  flamespitter salamander can’t make tail attacks against other 
  targets.
  Flamelicker Salamander
  Medium elemental, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 44 (8d8+8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  12 (+1)
  9 (-1)
  10 (+0)
  10 (+0)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 3 (700 XP)
  Heated Body. A creature that touches the salamander or hits it 
  with a melee attack while within 5 feet of it takes 3 (1d6) fire 
  damage.
  Heated Weapons. Any metal melee weapon the salamander 
  wields deals an extra 3 (1d6) fire damage on a hit (included in 
  the attack).
  Actions
  Multiattack. The flamelicker salamander makes two attacks: one 
  with its spear and one with its tail.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20 ft./60 ft., one target. Hit: 5 (1d6+2) piercing damage, 
  or 6 (1d8+2) piercing damage if used with two hands to make a 
  melee attack, plus 3 (1d6) fire damage.
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6+2) bludgeoning damage plus 3 (1d6) fire damage, 
  and the target is grappled (escape DC 12). Until this grapple 
  ends, the target is restrained, the flamelicker salamander can 
  automatically hit the target with its tail, and the flamelicker 
  salamander can’t make tail attacks against other targets.
  
  Volume I  |  Plane of Fire
  11
  Size Matters. The older a salamander gets the 
  larger and more intelligent it becomes. The smallest 
  and most common type (above a fire snake) is called a 
  flamelicker, and these creatures range from 5 to 7 feet 
  long. Salamanders that survive past adulthood grow 
  into flamespitters and they can get up to 15 feet long. 
  The largest and leaders of salamander colonies are the 
  flamekeepers. Their impressive size can reach up to 40 
  feet long.
  Fiery Foes. The enmity between salamanders and azer 
  is well documented, and stretches back to when the efreet 
  failed to dominate the azer as slaves after the construction 
  of the City of Brass. The genies instead turned to the 
  salamanders and took over entire communities, binding 
  them using magical slave collars and forcing them to work 
  in the City of Brass. Because of this, salamanders loathe 
  every azer they find, and they do everything they can to 
  destroy their most hated foe. The azer, in return, despise 
  the salamanders for the many atrocities committed by the 
  fire serpent people. The cycle of vengeance has no end in 
  sight.
  The Coiled Flame. The City of Brass is a massive 
  place with many ways for criminals and other nefarious 
  creatures to operate outside the structure of law. Of late, 
  the Grand Sultan’s honor guards have been vexed by the 
  machinations of a new criminal boss in the city known as 
  the Coiled Flame. It is believed that the Coiled Flame is a 
  salamander of great size and strength, perhaps older and 
  more powerful than a flamekeeper, and its age has given it 
  cunning and wisdom. Smuggling, assassination, thievery, 
  and blackmail have been the tools of the Coiled Flame 
  and its associates, who always seem one step ahead of the 
  honor guards. What the Coiled Flame is after has yet to be 
  revealed, however. 
  Flamekeeper Salamander
  Huge elemental, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 207 (18d12+90)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  14 (+2)
  20 (+5)
  15 (+2)
  10 (+0)
  16 (+3)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 12
  Languages Ignan
  Challenge 10 (5,900 XP)
  Heated Body. A creature that touches the salamander or hits it 
  with a melee attack while within 5 feet of it takes 10 (3d6) fire 
  damage.
  Heated Weapons. Any metal melee weapon the salamander 
  wields deals an extra 10 (3d6) fire damage on a hit (included in 
  the attack).
  Innate Spellcasting. The flamekeeper salamander’s innate 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit with 
  spell attacks). It can innately cast the following spells, requiring 
  no material components.
  At will: detect magic, tongues
  3/day each: dispel magic, fear, hold monster, wall of fire
  Actions
  Multiattack. The flamekeeper salamander makes three attacks: 
  two with its spear and one with its tail.
   
  Fire Spit. Ranged Weapon Attack: +7 to hit (range 60/120 
  ft.), one target. Hit: 28 (8d6) fire damage and every adjacent 
  creature must make a DC 17 Dexterity saving throw, suffering 
  17 (5d6) fire damage on a failure or half as much on a success.
  Spear. Melee or Ranged Weapon Attack: +12 to hit, reach 5 
  ft. or range 20 ft./60 ft., one target. Hit: 21 (4d6+7) piercing 
  damage, or 25 (4d8+7) piercing damage if used with two hands 
  to make a melee attack, plus 10 (3d6) fire damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one 
  target. Hit: 21 (4d6+7) bludgeoning damage plus 14 (4d6) 
  fire damage, and the target is grappled (escape DC 17). Until 
  this grapple ends, the target is restrained, the flamekeeeper 
  salamander can automatically hit the target with its tail, and the 
  flamekeeper salamander can’t make tail attacks against other 
  targets.
  
  Volume I  |  Plane of Fire
  12
  Hazards & Phenomena
  Traveling on the Plane of Fire is a harrowing experience 
  in and of itself. The realm is full of dangers that can cook 
  unprepared visitors with barely a moment’s notice.
  Ash Cloud
  Great billowing black clouds of ash dot the ember-lit sky 
  and they can suddenly bear down on a location without 
  a moment’s notice, threatening everyone in a large area. 
  Those caught inside an ash cloud must survive choking 
  in near-blackout conditions that lasts 3d10 minutes. 
  Magically produced wind can move an ash cloud out of (or 
  into) an area.
  Lava Geyser
  This can either by an eruption from the cracked ground 
  or a sudden uprising in the ocean of fire, but in either 
  situation it can be deadly. Those caught in the blast suffer 
  extreme fire damage (20d6) and are hurled away 1d6 x 10 
  feet from the blast. A lava geyser can last up to an hour, 
  reaching heights of one hundred feet into the air. Rumors 
  persist of some lava geysers reaching hundreds of feet 
  across and thousands of feet into the air, though thankfully 
  these are rare occurrences.
  Inferno Wave
  The great flaming sea hosts its own share of natural 
  phenomena, and one of the most dangerous is an inferno 
  wave. These rolling waves of lava can rise hundreds of 
  feet in the air, cresting and falling with tremendous force 
  and power onto unsuspecting vessels. Damage to anyone 
  caught in an inferno wave is 10d6, which can encompass 
  an area 1d10 x 100 feet wide.
  Hot Zone
  Pockets of hotter than normal temperature frequently 
  appear all across the Plane of Fire. These hot zones 
  produce more heat and damage than the normal air and 
  can spread across miles of terrain. They are often the 
  harbingers of a future lava geyser, but occasionally they can 
  be the result of some titanic battle between native forces.
  Rain of Fire
  Ash clouds are not the only threat from the sky. Sometimes 
  the sky rains fiery debris onto the ground, the result of a 
  particularly large lava geyser or other natural occurrence. 
  This rain of fire hurls flaming boulders and rocks which 
  can crush the strongest of opponents, which have the effect 
  of a 10d6 fireball. Victims gain saves for half damage (DC 
  14).
  Blackout
  Periods of deep black can stretch across the Plane of 
  Fire, miles across, the result of the natural light dying 
  out as would an ember in a fire pit. These blackouts 
  normally do not last more than several hours, during 
  which superstitious salamanders and other intelligent 
  natives know to stay inside lest they risk the wrath of some 
  
  Volume I  |  Plane of Fire
  13
  unknown being. Legends say blackouts are caused by the 
  elemental lords gathering power, sucking the energy out of 
  the air.
  Mysterious Sites & Treasures
  Why would non-natives visit the Plane of Fire? To plunder 
  its treasures and secrets of course! Countless millennia of 
  inhabitants and civilizations have created many legends of 
  lost magic to lure the greedy or foolish to an early grave.
  City of Brass
  Perhaps the most hospitable location on the plane, the 
  City of Brass is the greatest of the efreet outposts and 
  one of the oldest cities in all the planes. It is home to 
  the Grand Sultan in the Charcoal Palace (see below) 
  who is attended by numerous squabbling noble efreet of 
  decreasing importance and power. The city itself sits on a 
  great disc of molten brass roughly forty miles in diameter, 
  on top of which squats towers and citadels to house the 
  numerous efreet and their slaves. Great markets welcome 
  merchants and travelers from numerous planes, with the 
  exception of the djinn of the plane of elemental air – they 
  are never welcome except bound by a brass slave collar, 
  the traditional mark of an efreeti-owned slave.
  The City of Brass is also protected from the extreme 
  temperatures of the plane by ancient efreet magic so even 
  those without elemental protection can visit and mingle 
  with the residents. While ostensibly in charge, the Grand 
  Sultan does little to actually control the city – there are 
  no city guards, though only the foolish would be without 
  bodyguard protection. Intrigue and murder go hand-in-
  hand in the back alleys of the City of Brass.
  There are dozens upon dozens of ministers in the City of 
  Brass, all efreet, who use bureaucracy, lies, and subterfuge 
  to manipulate everyone they can. It’s a great game for 
  most of them, with the ultimate prize being the position 
  of Grand Sultan on the Charcoal Throne. Powerful grand 
  viziers trade favors with nazirs who command beys to 
  perform duties that are then contracted out with a third 
  party. No one takes responsibility for anything, for the City 
  of Brass is a city of lies and deceit within a complicated 
  legal system. 
  The City of Brass has numerous neighborhoods, ranging 
  from the opulent obsidian manor houses around the 
  Charcoal Palace to the poorest slums and alleys where 
  beggars and thieves ply their trade. All buildings are made 
  of rock, such as granite or basalt, as nothing lesser could 
  withstand the intense heat of the Plane of Fire, and the 
  streets are unkempt stone cobblestones in the lowest 
  sections and paved brass, copper, and iron in the wealthier 
  districts. Canals of molten lava cut through some areas, 
  flowing from the raging Sea of Fire through and around 
  the mounds and spires that make up the city’s tallest 
  structures.
  Charcoal Palace
  The home of the most powerful efreeti on the Plane of 
  Fire is the fabled Charcoal Palace. It sits at the center of 
  the City of Brass, an imposing edifice of gray and black 
  marble. The Grand Sultan rules here, though rarely 
  does he have to engage in any sort of day-to-day activity. 
  He spends his time languishing with a harem of exotic 
  slaves or attending to his spymasters. Below the Charcoal 
  Palace it is rumored the Grand Sultan keeps his treasure 
  chamber, which is said to contain the greatest wealth of 
  any of the geniekind across the elemental planes. Golems, 
  giants, and other magical creatures guard the palace and 
  the life of the Grand Sultan.
  Crimson Shield of the Ashen Palm
  The Knights of the Ashen Palm were a large group of 
  genie-descended humans dedicated to the faith of the 
  Elemental Lords. Generations of living on the Plane of 
  Fire had given these men and women red-tinged skin and 
  a tolerance for heat along with a fanatic devotion to what 
  they saw as the rightful rulers. They rarely if ever had any 
  direct contact with the Elemental Lords who likely never 
  noticed their adoration, but these knights were at one point 
  a military power in certain regions of the plane.
  Citadels and strongholds were built to house the knights 
  as they went on crusades against those who would defy 
  the will of the Elemental Lords, or at least the will as 
  interpreted by the holy members of the order. They used 
  an ash palm as their symbol and wielded shields made of a 
  curious crimson metal forged somewhere in secret. These 
  crimson shields became noteworthy for their defensive and 
  offensive properties – scholars say that ordained Knights 
  of the Ashen Palm could summon forth blasts of fire from 
  the shields and create large domes of protection.
  The knights eventually faded into obscurity, though few 
  could say exactly why. Perhaps they got too devoted to the 
  Elemental Lords and overstepped their boundaries, or 
  perhaps they simply provoked a more powerful opponent. 
  In markets across the plane, a Crimson Shield of the 
  Ashen Palm still fetches a high price and is a sought-after 
  item for warriors willing to carry a symbol of a dead order 
  in exchange for great protection and power.
  Everburning Forest
  Trees and wood are not native to the Plane of Fire, and yet 
  the Everburning Forest exists. It is a forest hundreds of 
  miles across where the trees crackle and burn constantly 
  and yet never become fully consumed. Upon closer 
  examination travelers discover that the blaze produces 
  no ash or waste and further investigation shows that the 
  flames function as leaves on a normal tree. The bark of 
  these trees is blackened and hard, and it is prized for its 
  toughness in shields and other wooden materials.
  Strange creatures dwell in the Everburning Forest, 
  including dryads who are immune to the plane’s normal 
  heat levels. The flames on the trees give off no heat but 
  otherwise seem to function as regular fire, including 
  reacting to water – the only way to fell one of the trees is 
  to completely douse it in water of sufficient volume to not 
  evaporate immediately on the plane. Only a handful of 
  trees have been cut down so the bark is highly sought after.
  
  Volume I  |  Plane of Fire
  14
  Eye of Murzak
  Murzak is a legendary figure among the native 
  salamanders of the Plane of Fire. He was a great military 
  leader who was originally enslaved by a powerful efreeti 
  in the City of Brass. Forced to fight in the slave arenas, 
  Murzak grew strong as he won battle after battle using 
  his innate cunning and ferocity. His successes bought him 
  a greater range of freedom though still he was bound by 
  the brass collar of his master. Over the years this powerful 
  salamander amassed a ring of informants and spies, and 
  when the time was right he and his forces struck at the 
  City of Brass. It was a fevered fight but it bought Murzak 
  his freedom when he killed his efreeti master in single 
  combat. 
  He fled with less than a tenth of his force from the city 
  and into the burning wastelands. There he gathered the 
  tribes of salamanders, proclaiming himself Murzak the 
  Flameserpent, and promised to end the tyranny of the 
  efreet over the Plane of Fire. Thousands upon thousands 
  of salamanders converged on the City of Brass, but the 
  Grand Sultan of the Charcoal Throne was not caught 
  unprepared. The battle that was fought in the streets of the 
  city is still remembered as the Flameserpent’s Uprising
  Murzak was defeated, however, and as punishment 
  the Grand Sultan had the salamander beheaded and his 
  two eyes cut from his head. Arcane magic was used to 
  transform the eyes into shining yellow crystals, each the 
  size of a large man’s fist, and with one or both of them the 
  possessor could control nearly any creature on the Plane 
  of Fire. One of these gems was known to be destroyed by 
  the Grand Sultan, but the whereabouts of the other are 
  currently unknown.
  Fireheart’s Legion
  While not actually a site or treasure, the mercenary 
  company known as Fireheart’s Legion still deserves a 
  special mention. They are known across many planes as 
  an effective and ruthless military organization that sells 
  its services to the highest bidder, though they never break 
  contract first. They are led by an enigmatic and powerful 
  efreeti named Fireheart. Evil to the core and ruthless 
  as any of his kind, Fireheart is also a skilled negotiator 
  and can be flamboyant at times – he’s known to dress in 
  outlandish yet expensive clothing and has a fine appetite 
  for splendid hats and rare cigars. The mercenary legion is 
  made up of warriors from across the planes, though a fair 
  number of efreet also count among their numbers. Utter 
  devotion to Fireheart is all that is required to join, and this 
  utter devotion comes with an iron contract that none so 
  far have been able to get out of with their lives – and some 
  have even had to stay in undeath!
  Sea of Fire
  Much of the Plane of Fire is a rolling sea of molten rock 
  and magma, constantly moving and crashing against the 
  islands of rock that are created when a large enough wave 
  slams down and cools. Foolish travelers can charter or 
  purchase boats capable of sailing the Sea of Fire to travel 
  to remote islands, though the journey is far more perilous 
  than a typical sea voyage. Inferno waves are a constant 
  threat as are a myriad of dangerous denizens – fire whales 
  are mean-tempered and prone to striking out at anything 
  they deem as food (i.e., anything smaller than they are!).
  Because of their rare nature, if a vessel is lost at sea it 
  becomes a valuable prize for any willing to take the risk 
  of finding it. What lies at the bottom of the Sea of Fire is 
  anyone’s guess. Perhaps simply nothing, or perhaps the 
  molten core of the plane itself hides itself beneath the 
  flowing lava.
  Obsidian Tower
  Somewhere in the lonely blasted landscape stands a tall 
  tower made of reflective black obsidian. Legends of this 
  Obsidian Tower say that it has no doors or windows but 
  that its insides hold the magical secrets of a sorcerer-king 
  from some prime material world. Greedy treasure hunters 
  and zealous explorers have searched for the site across the 
  plane but few claim to have actually seen it. The mystery 
  of its contents continues to drive fantastic stories. Does a 
  phylactery of a powerful lich sit inside? Perhaps the arcane 
  formulae to unlocking the Plane of Fire’s deepest and most 
  powerful energies? Or maybe gold and jewels to make the 
  Grand Sultan blush? No one knows for sure.
  Treasure Vaults of the Fire Giant 
  God
  Fire giants roam the plane and often settle in the craggy 
  peaks that dot the blackened landscape. Their chief god 
  is an imposing and powerful creature called Surtur, but 
  he does not dwell on the Plane of Fire – few deities do as 
  the true powers are the Elemental Lords of Fire. He did 
  at one point, however, and his castle was an impregnable 
  stronghold of fire-hardened basalt high in the peaks of 
  some unknown mountain range. Long ago, rumors say, 
  Surtur waged war with the Elemental Lords, sending wave 
  upon wave of fire giant legions to beat back the forces of 
  Imix. Titanic battles were fought on the crimson plains, but 
  in the end Surtur’s fire giants were defeated.
  Harried by Imix, Surtur was forced to flee so quickly 
  that he could not take the bulk of his accumulated wealth 
  with him. The fire giant god had his castle demolished and 
  his treasure buried beneath it in the mountains. Gold and 
  magic of the highest caliber were said to rest in Surtur’s 
  treasure vaults now lost to the ages. This fabled site has 
  brought many adventurers into the Plane of Fire but so far 
  none have returned with any of the treasure.
  Volcano of the Destroyer
  The impressively gigantic Volcano of the Destroyer is an 
  imposing sight on the horizon for hundreds of miles in any 
  direction. It sits in the center of a rugged mountain range 
  where the lava flowing from its wide opening creates rivers 
  and lakes in the surrounding valleys. Long ago this was the 
  home of Imix, one of the most powerful of the Elemental 
  Lords of Fire, and some scholars say it was where the 
  great being was born (or created, depending on the 
  
  Volume I  |  Plane of Fire
  15
  philosophical viewpoint). The details of why Imix departed 
  the site are unknown.
  Titanic forces of a planar nature continually spew lava 
  from the volcano’s top, making this a dangerous site for 
  visitors. The heart of the Volcano of the Destroyer may be 
  the hottest point on the Plane of Fire – the heat is capable 
  of harming creatures who are normally immune to fire. It 
  is rumored that only an Elemental Lord can withstand the 
  dangerous temperatures, though special high-level magic 
  may be of use for characters wishing to get to the center. 
  Fountains of Creation
  The greatest range of volcanoes and mountains on the 
  Plane of Fire are the Fountains of Creation. These tall, 
  craggy peaks are marked by constant eruptions and lava 
  flows, with lakes of molten rock cooling and reheating 
  constantly. Red dragons and fire giants dwell here in caves 
  and labyrinths, but the greatest achievements belong to the 
  azers. These fire-bearded dwarves are as industrious as 
  their Material Plane-dwelling cousins, and work constantly 
  at massive forges and bellows to produce the most 
  exquisite works of art, architecture, weapons, and magic.
  Traveling in the Fountains of Creation is deadly for 
  anyone, however. Traversing the region by foot requires 
  navigating the paths that wind around volatile volcanoes 
  capable of spewing magma with a moment’s notice and 
  avoiding the beasts and monsters that call the peaks their 
  home. Flying is little better, as the lava geysers from the 
  volcanoes can reach hundreds of feet into the soot-filled 
  sky. Many a traveler on a winged beast or airship has been 
  lost to a sudden blast of magma from what appeared to be 
  a quiet volcano.
  On the edge of the Fountains of Creation, the Plane of 
  Fire is said to give way to the Plane of Magma, one of the 
  paraelemental planes that border the Plane of Earth on 
  the other side. Great azer outposts dot this region as many 
  clans claim as much earth heritage as fire.
  The Titanforge
  Among the azer, the tale of the Titanforge is one of 
  sorrow, regret, and a keen lesson in not delving too 
  deep. According to legends told by azer merchants and 
  blacksmiths, a city was built beneath the Titan’s Kiss, one 
  of the most violent volcanoes in the Fountains of Creation. 
  In those tunnels dug into the volcano’s deepest roots, the 
  azer built a forge capable of producing works of great 
  strength and magic.
  The heat provided by the Titan’s Kiss was said to come 
  from a slumbering primordial god of ancient elemental 
  fire, dormant in the rocks, and the rhythmic rise and fall 
  of its breath is what gave the forge its great potential. 
  The azer called this the Titanforge, and with it they built 
  some of their most powerful relics. Many were specially 
  commissioned by influential patrons, including the Grand 
  Sultan of the Efreeti, who is said to possess today some 
  colossal weapon created from the heart of the Titanforge.
  
  Volume I  |  Plane of Fire
  16
  And though the azer clan that ran the Titanforge were 
  successful, they let their pride become their downfall. In 
  order to create a suit of armor for Surtur, god of the fire 
  giants, the azer worked the bellows of the Titanforge with 
  such a fury that the volcano woke up. Some say that it was 
  that ancient primordial who stirred, while others say they 
  simply tapped into an unstable vein of magma beneath 
  the volcano that created a powerful chain reaction. Truth 
  and myth may never be separated, for whatever stirred 
  there collapsed the Titan’s Kiss in a massive explosion that 
  rocked the Fountains of Creation.
  Many azer bands have gone in search of the Titanforge, 
  while others believe it is a myth. Who knows what secrets 
  might still be buried in the crushed remnants of the 
  ancient volcano?
  Lava Palace of Ember Island
  Shahbanu Shabhaa is one of the most accomplished 
  efreeti sorcerers in all the Plane of Fire, and when she 
  was exiled from the City of Brass for a failed coup attempt 
  against the Grand Sultan she took her followers and a 
  small fleet of brass ships out into the Sea of Fire. But 
  they did not go aimlessly - Shabhaa had planned for this 
  contingency, and sought out Ember Island far across the 
  molten sea. There, on that blasted island, she conjured up 
  her Lava Palace using powerful sorcery unknown to any 
  efreeti before her.
  Shahbanu Shabhaa receives few visitors, and part of 
  the enchantment on her home hides Ember Island from 
  visitors who have not set foot in the Lava Palace previously. 
  For those privileged enough to dock there, though, a 
  marvelous sight awaits. The Lava Palace is a colossal 
  palatial structure that takes up nearly the entire blackened 
  island, with white- and red-hot glowing walls made from 
  magma. Towers and chambers hold the shahbanu’s 
  servants, slaves, and military powers along with a host of 
  magical treasures and a library that some say rivals the 
  one possessed by the Grand Sultan himself.
  Adventure Hooks
  The Plane of Fire is rife with adventure opportunities 
  for all types of characters of all levels. Below are some 
  examples that can be expanded upon by an enterprising 
  Dungeon Master.
  Tier 1 (levels 1-4)
  Because of the inherent danger in traveling to the Plane of 
  Fire, low-level characters may have to stay bound to their 
  Material Plane for a while. But that doesn’t mean influence 
  and dangers from the fiery plane can’t come spilling out, 
  pulling characters into adventures that have their root in 
  an outerplanar source.
  ... On their Material Plane a group of low-level characters 
  can chase a mysterious thief through a gateway that leads 
  to the City of Brass. Thrust into a city with vastly more 
  powerful foes, the characters must tread carefully to find 
  the stolen object. Returning then from the City of Brass 
  can become an adventure in and of itself!
  ... Flamelicker salamanders can make tough opponents for 
  inexperienced characters. A single one, transported from 
  the Plane of Fire to the characters’ Material Plane, can 
  still cause quite a few problems if it can rally humanoids 
  behind its cause. What cause would drive a salamander 
  from its home plane?
  ... A cult dedicated to one of the Elemental Lords of Fire 
  can prove a dangerous foe in an urban setting. Characters 
  investigating a series of arson fires may discover the 
  culprits to be followers of Imix intent on bringing glory to 
  their elemental master from the Material Plane.
  Tier 2 (levels 5-10)
  By the time characters get a little experience under their 
  belts the possibility of outerplanar travel becomes more of 
  a reality. Preparing for a journey into the wilds of the Plane 
  of Fire offers trials and tribulations all on its own, not to 
  mention the schemes of greedy efreet and other nefarious 
  creatures.
  ... A magic-user associate of the characters requires some 
  exotic items from the Plane of Fire in order to complete a 
  new powerful potion. The objects can send the characters 
  all across the plane searching for such rare objects as 
  wood from the Everburning Forest, a few dozen fire fly 
  carapaces intact, burnberries from the slopes of the 
  Volcano of the Destroyer, and other exotic elements.
  ... Efreeti slave caravans pass into the Material Plane on 
  a regular basis, and on their last trip an up and coming 
  efreeti managed to kidnap someone of importance to the 
  characters. Bound by a slave collar and hauled off to the 
  City of Brass the characters must follow and negotiate for 
  their friend’s safety, likely without violence – the efreeti is 
  well positioned in the city’s society but needs a favor or two 
  completed before it can be willing to release one of its new 
  slaves.
  ... The characters are approached by a stranger who has 
  managed to get a map showing a secret island in the Sea 
  of Fire that holds the wreck of a treasure-bearing vessel 
  of the Grand Sultan. The stranger needs brave heroes to 
  accompany him to the Plane of Fire to find a boat, and 
  then to assist him in sailing the sea to recover the treasure. 
  Such an adventure would be filled with all manner of 
  dangerous encounters and creatures, including the rightful 
  owner of the wreckage.
  Tiers 3 and 4 (levels 11+)
  The resources and options available to high level 
  characters can raise the stakes on any adventure. No 
  longer are they dealing with the plots and machinations 
  of small-time villains and organizations. More dangerous 
  and intractable foes present themselves here with grand 
  designs of how things should work.
  ... The Grand Sultan of the efreet may seem ignorant 
  
  Volume I  |  Plane of Fire
  17
  and lazy, but this is just a façade to hide his multiplanar 
  schemes. Currently he has his eye set on a fabulous prize 
  – achieving Elemental Lord of Fire status. Towards that 
  end he has been seeking out citadels of the defunct Ashen 
  Palm knighthood through proxies, and the characters find 
  themselves answering a distress call from the Plane of 
  Fire. One of the citadels is still occupied by a handful of 
  Ashen Palm knights and they are besieged by mercenary 
  forces. The characters must break the siege and then 
  rescue the good-aligned knights, but this is but the first 
  step into a widespread move of the Grand Sultan.
  ... Artifacts are dangerous business, and sometimes they 
  need to be destroyed for good. The characters have put 
  their hands on a particularly dangerous item sought by 
  many parties, and the only way to get rid of it is to hurl it 
  into the Volcano of the Destroyer. Finding the legendary 
  site is difficult enough without agents of the Grand Sultan 
  and other powerful foes trying to get the artifact first.
  ... On the Material Plane a mysterious forest fire rages 
  out of control despite rain and magical attempts to stop 
  it. The source at the heart of the blaze is a fire elemental 
  of immense proportions driven to consume the entire 
  Material Plane at the behest of one of the Elemental 
  Lords of Fire. Stopping the titanic fire elemental takes 
  an intervention from the Elemental Lord whose alien 
  intelligence is difficult to comprehend and work with. What 
  does such a being want?
  Random Encounter Tables
  The below table can be used by the Dungeon Master 
  as a source for inspiration when a party of characters 
  is traveling around the Plane of Fire. Three separate 
  tables are provided – one for urban encounters, one 
  for wilderness encounters, and one for the Sea of Fire. 
  Creatures marked with an asterisk (*) are modified 
  versions of the regular variety adapted to elemental fire.
  Urban (City of Brass or any 
  reasonably-sized efreet outpost)
  d100
  Encounter
  01-05
  Efreeti and entourage
  06-10
  Drow matron and house guards
  11-15
  Lich and skeleton warriors
  16-20
  High-level adventurer (level 10+1d10)
  21-25
  Group of mid-level adventurer (1d4+1, each 
  level 5+1d6)
  26-30
  Skilled pickpocket
  31-35
  Group of beggars and former slaves
  36-40
  Efreeti slave driver with slaves
  41-45
  Dao noble with earth elemental escort
  46-50
  Cultists of an Elemental Lord of Fire
  51-55
  Fire giant prince or princess
  56-60
  Red dragon polymorphed into a wealthy 
  human
  61-65
  Ogre mercenaries
  66-70
  Salamander flamekeeper
  71-75
  Evil Material Plane noble
  76-80
  Group of demons (choose randomly)
  81-85
  Group of devils (choose randomly)
  86-90
  Pair of efreeti khedives
  91-95
  Fire elemental minions of the Grand 
  Sultan
  96-00
  Roll again twice
  
  Volume I  |  Plane of Fire
  18
  Wilderness
  d100
  Encounter
  01-05
  Efreet slave caravan
  06-10
  Salamander raiding party
  11-15
  Pack of cinderbones
  16-20
  Ash cloud
  21-25
  Fire roc*
  26-30
  Rain of fire
  31-35
  Magma ooze
  36-40
  Lava geyser
  41-45
  Cloud of fire flies (4d10)
  46-50
  Hot zone
  51-55
  Fire hounds on the hunt (2d8)
  56-60
  Blackout
  61-65
  Wild fire elementals (2d8)
  66-70
  Salamander village
  71-75
  Fire griffons* (2d6)
  76-80
  River of lava (1d100x10 feet wide)
  81-85
  Fire giant pilgrims (2d4)
  86-90
  Efreet outpost
  91-95
  Double-sized lava geyser
  96-00
  Roll again twice
  Sea of Fire
  d100
  Encounter
  01-10
  Inferno wave
  11-20
  Fire roc*
  21-30
  Fire griffons* (1d8)
  31-40
  Lava geyser
  41-50
  Fire whale*
  51-60
  Lava zombies (2d10)
  61-70
  Rain of fire
  71-80
  Hot zone
  81-90
  Ash cloud
  91-99
  Magma oozes (2d4)
  00
  The wreckage of a seaworthy vessel
   
   
  
  Volume I  |  Plane of Fire
  19
  Player Options
   
  The Plane of Fire has many hidden secrets, and there are 
  those on the Material Plane and beyond that have sought 
  to master those secrets. This section includes three class 
  options available to players who want to draw upon the 
  power of the Plane of Fire, along with a new background 
  (Brass Slave).
  The new class options include the Fire domain for 
  clerics, the roguish archetype Firedancer, and the arcane 
  tradition School of Pyromancy for wizards.
  Cleric Domain: Fire
  Fire is a powerful force, and the gods that hold dominion 
  over it (such as Kossuth, Apep, Surtur, Sirrion, and 
  Belenus) are a mixed group. Some revere fire’s cleansing 
  property and the life that flourishes after a forest fire, while 
  others revel in the unmatched chaos and destruction. Fire 
  is also associated with strong emotions, specifically rage 
  and passion, so clerics that take the domain of Fire usually 
  feel just as strongly. Followers of fire gods are often found 
  in the front lines of conflicts, causing or diffusing them 
  as the case may be, and few would argue that they lack 
  conviction or zeal. 
  Fire Domain SpellS
  CleriC level
  SpellS
  1st
  burning hands, purity food & drink
  3rd
  heat metal, pyrotechnics
  5th
  clairvoyance, fireball
  7th
  fire shield, wall of fire
  9th
  conjure elemental (fire elemental only), 
  flame strike
  Bonus Cantrip
  When you choose this domain at 1st level, you gain the 
  create bonfire cantrip if you don’t already know it.
  Bonus Proficiency
  When you choose this domain at 1st level, you gain 
  proficiency with martial weapons.
  Inner Fire
  At 1st level, you can draw upon your god to ignite an inner 
  fire inside of you. As an action, you speak a prayer and 
  immediately your skin glows with radiance that sheds 
  bright light in a 30-foot radius. The Inner Fire lasts for a 
  number of rounds equal to 3 + your Wisdom modifier.
  While you have the Inner Fire active, you are immune to 
  fire damage and you have access to the following features.
  Scorching Defense. As a reaction after you are hit with 
  a melee attack, you can lash out with your energy to inflict 
  fire damage equal to your Wisdom modifier to the attacker. 
  Create Fire. You can cast the create bonfire cantrip as a 
  bonus action. 
  Control Flames. As an action, you choose a flame that 
  you can see within 60 feet and that fits within a 5-foot 
  cube. You can affect it in one of the following ways:
  • 
  You instantaneously move the flame up to 5 feet to an 
  unoccupied space.
  • 
  You instantaneously extinguish the flames within the 
  cube.
  • 
  You double or halve the area of bright light and dim 
  light cast by the flame, change its color, or both. The 
  change lasts for 1 hour or until the fire is extinguished.
  • 
  You cause simple shapes—such as the vague form of a 
  creature, an inanimate object, or a location—to appear 
  within the flames and animate as you like. The shapes 
  last for 1 hour or until the fire is extinguished. 
  You must complete a long rest before you can use your 
  Inner Fire again. 
  Channel Divinity: Kiss of Fire 
  Starting at 2nd level, you can use your Channel Divinity 
  to increase the potency of any fire-based attack that you 
  make. 
  When you roll fire damage, you can use your Channel 
  Divinity to deal maximum damage, instead of rolling.
  Friend of Flame
  At 6th level, you gain resistance to fire damage. In addition, 
  any fire damage you inflict adds +1 damage per die.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns 
  when you hit a creature with a weapon attack, you can 
  cause the attack to deal an extra 1d8 fire damage to the 
  target. When you reach 14th level, the extra damage 
  increases to 2d8.
  Living Flame
  Starting at 17th level, your inner fire becomes more potent. 
  You are able to use the inner fire feature three times, and 
  you regain any expended uses after a long rest. While you 
  have your inner fire active, you gain access to the following 
  additional features. 
  Hurl Fire. As an action, you can hurl bolts of fire up to 
  120 feet away. The effect is the same as the scorching ray 
  spell (attack modifier is equal to your spell attack modifier). 
  Magma Armor. As a bonus action, you can cause your 
  inner fire to harden around your body, creating a protective 
  ward. Until the start of your next turn, you have resistance 
  to bludgeoning, piercing, and slashing damage.
  Ignite. As an action, you gather your inner fire and then 
  release it in a torrent of destructive energy. Creatures 
  within 20 feet of you must make a successful Dexterity 
  save (DC equal to your spellcasting save DC). On a failure, 
  they suffer 8d8 fire damage and if they are size large or 
  smaller they are knocked prone. On a successful save they 
  suffer half damage and are not knocked prone. Using this 
  feature ends the Inner Fire immediately.
  
  Volume I  |  Plane of Fire
  20
  Rogue Archetype: Firedancer
  Fire has an almost seductive dance to its form as the 
  flames leap and writhe, but to most people the movement 
  is chaotic and without purpose. To you, the flames are a 
  blueprint for how to move, and by following that blueprint 
  you are able to harness and control that seductive power 
  as a firedance. Many firedancers hide their art behind 
  entertainment, dancing for kings and sultans across the 
  land, but when faced with a threat they are able to blend 
  movement and fire into a dangerous storm.
  Firedancing
  Starting at 3rd level, you are able to start a routine that 
  mimics and summons fire. You can use your bonus action 
  to begin firedancing. While firedancing, your movement 
  becomes unpredictable and opponents suffer disadvantage 
  on melee attacks against you. In addition, if you hit with 
  a melee attack you deal extra fire damage equal to your 
  Dexterity modifier (minimum of 1). The firedance lasts 
  until the start of your next turn. 
  You can use this feature a number of times equal to 
  your Dexterity modifier (minimum of once). You regain all 
  expended uses when you finish a long rest. 
  Touched by Fire
  At 9th level, you have exposed your body to so much fire 
  that you have built up a resistance to it. You are immune to 
  non-magical fire and you have resistance against magical 
  fire.
  Advanced Firedancing
  At 13th level, you hone your firedance into a delicate 
  routine of deadly attacks. During a firedance that you start, 
  you have advantage on the first melee attack you make 
  on your turn. If you hit on this attack, you deal extra fire 
  damage equal to half your character level (in addition to 
  the bonus fire damage from your Dexterity modifier).
  Whirlwind of Fire
  Beginning at 17th level, you have mastered the difficult 
  art of the whirlwind of fire. As an action on your turn, you 
  can spin furiously, summoning fire from the very air and 
  sending it out in a vortex of flames. Every creature within 
  a 30-foot sphere centered on you must make a Dexterity 
  saving throw (DC 8 + your Dexterity modifier + your 
  proficiency modifier). Creatures that fail suffer fire damage 
  equal to your sneak attack damage and are pushed back 
  10 feet if possible, or half as much on a successful save 
  and no pushback. You must complete a long rest before 
  you can use this ability again.
  Arcane Tradition: School of 
  Pyromancy
  The Inner Planes are composed of the building blocks 
  of existence, and to those that study them the secrets of 
  the multiverse can be unlocked with enough force and 
  understanding. As a pyromancer, you focus your energy on 
  the element of fire. This versatile element is more than just 
  a source of damage – it can be used to confuse, illuminate, 
  and defend. You are often mistaken for a simple evoker 
  who harnesses fire energy for purely destructive purposes, 
  but there is so much more to the element of fire that 
  people don’t understand.
  Create Fire
  Beginning when you select this school at 2nd level, you 
  learn the produce flame cantrip if you didn’t have it already. 
  It is now a wizard spell for you.
   
  Pyrotechnics
  At 2nd level, you can utilize your knowledge of elemental 
  fire to manipulate an existing flame. You can use a bonus 
  action to create an effect that mimics the pyrotechnics 
  spell. This does not count as casting a spell. The spell save 
  DC for the effect is the same as your spellcasting spell save 
  DC. You must finish a short or long rest before you can use 
  this feature again.
  Ignite Embers
  Starting at 6th level, you can cause embers from a previous 
  fire to flare to life, damaging an opponent. You can use 
  your reaction to target a creature within 60 feet that has 
  suffered fire damage since the start of your last turn. The 
  remnants of that fire ignite, dealing fire damage equal to 
  your Intelligence modifier. 
  You can use this feature a number of times equal to your 
  Intelligence modifier (minimum of once). You regain all 
  expended uses when you finish a long rest.
  Potent Flames
  At 10th level, you learn to tap into the primal power of 
  the Plane of Fire with your spells. When you cast a spell 
  that deals fire damage, targets who are immune to fire 
  are instead resistant to fire. If a target was resistant to fire 
  originally, they now suffer full damage from your fire spells.
  Shield of Fire
  Beginning at 14th level, you are able to quickly summon 
  fire to protect you. You can use your reaction to cast the 
  warm version of the fire shield spell. This does not use up 
  a spell slot but otherwise functions as the spell. You must 
  finish a long rest before you can use this feature again.
  
  Volume I  |  Plane of Fire
  21
  New Background
  Brass Slave
  You were once a slave serving a master in the City of 
  Brass on the Plane of Fire. You wore a magical brass 
  collar inscribed with the symbol of your owner, a normally 
  permanent mark branding you as property in the city of 
  the efreet. Freedom was yours to only dream about, until 
  something happened. Slaves can change hands easily 
  in the City of Brass, and in the midst of some chaos you 
  managed to gain your freedom and flee the Plane of Fire 
  through one of the many portals leading out. Finally free, 
  your brass collar broken, you keep it as a reminder of your 
  past and the hardship you had to endure to make it where 
  you are today - and where you’re going in the future.
  Skill Profiencies: Perception, Stealth 
  Languages: Ignan 
  Equipment: A broken brass collar inscribed with the 
  personal sigil of an efreeti lord, a set of common clothes, 
  and a belt pouch comtaining 20 gp
  Freedom
  You are no longer a slave, and you achieved this freedom 
  by some means. Think about the ways you may have 
  earned, purchased, or stolen your freedom from your 
  former master, and whether your master might still be 
  out looking for you. You can roll on the following table to 
  determine the means of your freedom, or choose one that 
  best fits your character.
  d8
  Freedom
  1
  Owner killed
  2
  Escaped
  3
  Won in a contest
  4
  Purchased
  Feature: Planar Knowledge
  You spent a great deal of time in the City of Brass, one 
  of the major hubs of planar portals and travel in the 
  multiverse. You have a basic understanding of the planes of 
  existence, including traits and common dangers associated 
  with traveling in them. As part of your escape from the 
  Plane of Fire, you know at least one working portal back 
  into that inner plane.
  Suggested Characteristics
  Living your life under the yoke of another can break lesser 
  people, but for the brass slaves that servitude only serves 
  as inspiration for future deeds. Some vow to never again 
  feel the heel of another’s boot on their throat, while others 
  see only the potential for power and the price for not 
  having enough.
  d8
  Freedom
  5
  Released
  6
  Presumed dead
  7
  Slave revolt
  8
  Captured
  D8
  perSonality trait
  1
  I have seen the wonders of the multiverse and I 
  will never settle down.
  2
  I have an escape plan for every situation.
  3
  I hate to see others being treated poorly.
  4
  I refuse to take orders from anyone in a position 
  of authority.
  5
  I shy away from conflicts.
  6
  I agree with the loudest voice in a room.
  7
  I’m nervous around new people and I’m always 
  looking over my shoulder for a bounty hunter.
  8
  I don’t like fire. At all.
  D6
  iDeal
  1
  Freedom. Every person has a right to be free 
  and make their own choices. (Chaotic)
  2
  Structure. I believe that a pattern in life is 
  important to finding your true self. (Lawful)
  3
  Family. The people you work with are the only 
  family members that matter. (Any)
  4
  Wonder. The multiverse has a multitude of 
  strange sights that are worth seeing. (Any)
  5
  Wealth. I didn’t have anything to my name 
  before, so now I need to get as much as I can to 
  make up for it. (Neutral)
  6
  Power. I’ve seen what true power can be used 
  for - and I want it for myself now. (Evil)
  D6
  BonD
  1
  I gained my freedom with an accomplice.
  2
  I did terrible things in the City of Brass. I hope I 
  can do right to try and balance the scales.
  3
  My family is out there somewhere, and I’m going 
  to find them if it’s the last thing I do.
  4
  I am planning my revenge on my former efreeti 
  master.
  5
  I escaped but the other slaves were not so lucky. 
  I will find them and free them someday.
  6
  I stole something from my former master that 
  has become very precious to me.
  D6
  Flaw
  1
  I am haunted by the slaves I left behind.
  2
  I cut every corner and try to do the least amount 
  of work possible.
  3
  I cower at loud voices.
  4
  I constantly exaggerate about my past.
  5
  I am angry all the time.
  6
  I keep my secrets to myself. You don’t know who 
  you can trust.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dave Coulson/Codex of the Infinite Planes - Vol 01 - Plane of Fire.pdf