Ifrit

== Abilities ==
The Ifrit are descendants of the fire Jann and mortals in ages past. They are strong and potentially very dangerous, having a reputation for impulsiveness - a hazardous proposition given their abilities. Ifrit have +2 Strength and +2 Charisma but suffer a -2 to their Wisdom. Ifrit also have the ability to further ignite their inner fires, drawing on their elemental nature to erect a barrier of flame around themselves to incinerate their attackers. This ability deals d6 damage starting off at level one. This damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 16th level. Anyone caught in the field may make a Dexterity Saving Throw against your Constitution modifier + Proficiency bonus + 8 for half damage and must make the save each turn they stay in the area. The field is maintainable for a number of rounds equal to the Ifrit's Constitution modifier (minimum 1) and requires a short rest to recharge and affects a 5 foot area surrounding you. Their movement is halved while maintaining this field and they may not use a Dash action without losing control of the field. Ifrit are immune to Fire damage and also healed by half of any Fire damage they receive but have Disadvantage on Saving Throws against Cold damage effects. Ifrit have Advantage on Persuasion checks but Disadvantage on Stealth checks.