Black Flame Evocator (3.5e Class)

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Black Flame Evocator[edit]

Black Flame Evocators are the ultimate damage mages. They do not have traditional spells - Instead, they gain a large array of combat abilities. Black Flame Evocators have next to no bonuses outside of combat, specifically causing destruction. With powerful flame attacks, they can deal overwhelming amounts of damage. Their limited healing abilities are also incredibly useful, if applied correctly.

Making a Black Flame Evocator[edit]

Black Flame Evocators are virtually unmatched in destructive potential. With the strength of the black fire they eventually master, few can match them for 1-shot damage. However, this is where their talent ends - They have few skills, are often feared for their power and do not well work well with others.

Abilities: Intelligence is the most key ability, as a Black Flame Evocator adds their Int modifier to each damage roll. This adds up fast. The second key ability is Constitution, having a higher Con gives extra Fire Points, the fuel for all of their flame attacks. Beyond that, either Strength or Dexterity would help most, as the most powerful Black Flame Evocator ability, the Supernova, is considered a touch attack. After that, most Black Flame Evocators would prefer Charisma over Wisdom, to help offset the feelings of dislike of others.

Races: Any race that can use both, ki and arcane magic may take this class.

Alignment: Any Neutral. A person who is caught up in rules or too obsessed with breaking them is too close-minded to tap into the power of the Black Flame.

Starting Gold: 2d4 × 10 gp

Starting Age: Simple.

Table: The Black Flame Evocator

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Fire Points, Imbue Blazing Weapon
2nd +1 +0 +0 +3 Flame Evocation
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4 Blue Flame
6th +4 +2 +2 +5 Green Flame
7th +5 +2 +2 +6 Black Flame
8th +6 +2 +2 +6 White Flame
9th +6 +3 +3 +6
10th +7 +3 +3 +7 Nova
11th +8 +3 +3 +7
12th +9 +4 +4 +8 Blue Flame Mastery
13th +9 +4 +4 +8 Green Flame Mastery
14th +10 +4 +4 +9 Black Flame Mastery
15th +11 +5 + 5 +9 White Flame Mastery
16th +12 +5 +5 +10
17th +12 +5 +5 +10
18th +13 +6 +6 +11 Flesh Ignition
19th +14 + 6 +6 +11
20th +15 +6 +6 +12 Supernova

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Black Flame Evocator. Unless stated otherwise, a Black Flame Evocator takes no damage from his own abilities:

Weapon and Armor Proficiency: Black Flame Evocators are proficient with all simple weapons and the longsword. They are not proficient with any armor or shields. Their Flame abilities are affected by spell failure chance from wearing armor.

Fire Points (Ex): Fire Points are the energy used for all flame abilities. At level 1 and every level thereafter, a Black Flame Evocator gains an amount of Fire Points equal to her Constitution modifier + 3 (Minimum 1). Taking Constitution damage reduces the Black Flame Evocators Fire Points pool by their class level for every point of Constiution modifier they lost.

Blazing Weapon (Su): At level 1, a Black Flame Evocator learns how to wreathe a weapon in flame. As a swift action, a Black Flame Evocator may, by spending 1 Fire Point, add 1d4 fire damage to the next two attacks they make. A Black Flame Evocator may spend additional Fire Points to add additional damage to their Blazing Weapon, for every two Fire Points spent, they may add 1d4 more fire damage.

Flame Evocation (Sp): At level 2, a Black Flame Evocator learns to generate blasts of flame with their Flame Evocation ability. By spending 5 Fire Points, they are now able to summon a blast of flame dealing 2d6 fire damage in either a 15ft spread, a 20ft cone, or an 70ft line. They can spend additional Fire Points, adding 1d6 damage and additional range—5ft to the spread or cone and 20ft for the line—for each additional 2 Fire Points spent up to a maximum of 12 additional Fire Points. A Black Flame Evocator adds her Intelligence modifier to damage on this blast, and a Reflex save, DC 9 + 1/2 class level + Int mod, halves the damage.

Blue Flame (Su): At level 4 a Black Flame Evocator is able to summon blue fire instead of the regular red. Blue fire may be applied to a Blazing Weapon by spend an additional 3 Fire Points, and deals an additional 1d4 cold damage for every four levels in Black Flame Evocator the creator has, to a maximum of 4d4. A Will save, DC 9 + 1/2 class level + Int mod, halves the extra damage.

Green Flame (Su): At level 5 a Black Flame Evocator is able to summon green fire instead of the regular red. Green fire may be applied to a Flame Evocation by spending an additional 3 Fire Points, and instead of dealing damage it heals everyone within the affected area of the Flame Evocation for an amount equal to the damage it would have normally dealt.

Black Flame (Su): At level 6 a Black Flame Evocator is able to summon black fire instead of the regular red. Black fire may be applied to a Flame Evocation or a Blazing Weapon by spending an additional 4 Fire Points, and heals the Black Flame Evocator for half of the damage dealt.

White Flame (Su): At level 7 a Black Flame Evocator is able to summon white fire instead of the regular red. White fire may be applied to a Flame Evocation by spending an additional 4 Fire Points, and Dazes anyone within the area for 1d4 rounds in addition to dealing damage. A Will save negates, DC 9 + 1/2 class level + Int mod.

Nova (Sp): The Black Flame Evocator releases an inferno, centered on an opponent. As a standard action, they may spend 10 Fire Points to make a touch attack. If the attack it successful, the target takes 10d6 fire damage, with no save. In addition, everyone within a 20 ft. spread takes 4d6 damage. If the touch attack misses, everyone within a 20 ft spread, including you, takes 2d6 damage. Nova may be made Green, Black, or White, but the cost needed to add a color to it is doubled. If Nova is made Green, it may target an ally as well, requiring no touch attack.

Blue Flame Mastery (Su): When a Black Flame Evocator reaches level 12, she has mastered the art of summoning blue flame; By spending an additional 5 Fire Points, she may have her Blue Fire deal 1d6 electricity damage, in addition to the extra cold and fire damage

Green Flame Mastery (Su): When a Black Flame Evocator reaches level 13, she has mastered the art of summoning green flame; By spending an additional 5 Fire Points, she may have her Green Fire remove one point of ability damage from all abilities in addition to healing.

Black Flame Mastery (Su): When a Black Flame Evocator reaches level 14, she has mastered the art of summoning black flame; By spending an additional 5 Fire Points, she may have her Black Fire heal her for the entire damage dealt and cause one point of ability damage (as designated by the caster).

White Flame Mastery (Su): When a Black Flame Evocator reaches level 15, she has mastered the art of summoning white flame; By spending an additional 6 Fire Points, she may have her White Fire Blind or Stun instead of Daze, with failure of the normal Will Save resulting in Daze.

Flesh Ignition (Su): By spending an additional 7 Fire Points, a Black Flame Evocator may use a special fire on her Blazing Weapon in place of the normal damage, dealing 1 Constitution damage, and another 1 Constitution damage on the next turn. A Fortitude save negates the second Constitution damage, DC 9 + 1/2 class level + Int mod.

Supernova (Sp): The Black Flame Evocator may release an extremely powerful Nova, at the expense of his own health. By spending 20 Fire Points, the Black Flame Evocator makes a touch attack. If the attack is successful, the target takes 20d6 fire damage, with no save. In addition, everyone within a 40 ft. spread takes 7d6 damage. If the touch attack misses, everyone within a 40 ft spread, including you, takes 4d6 damage. Supernova may be made Green, Black, or White, but the cost needed to add a color to it is doubled. If Nova is Green, it may target an ally as well. If you do, there is no need for a touch attack. A Black Flame Evocator who uses this ability must make Fortitude save, DC 10 + 1/2 class level + Int mod, or take 1d4 Constitution damage.

Ex-Black Flame Evocators[edit]

A Black Flame Evocator who ceases to be 'Any Neutral' in alignment may not progress any farther in levels as a Black Flame Evocator, though he retains all his Black Flame Evocator abilities. She paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

<-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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