Felemental (5e Other)

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Class Features

As a Elemental Mage you gain the following class features.

Hit Points

Hit Dice: 1d6 per Elemental Mage level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Elemental Mage level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: Choose one either Herbalism Kit or Alchemist's supplies
Saving Throws: Constitution, Wisdom
Skills: Nature

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Explorer's Pack or (b) Dungeoner's Pack
  • (a) Shortbow or (b) Shortsword

Table: The Elemental Mage

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Elemental Attunement, Spellcasting, 1 Cantrip 1 2
2nd +2 2 Class Power(CP) 1 3
3rd +2 2 CP 2 4 2
4th +2 Ability Score Improvement, 2 CP 2 4 3
5th +3 2 CP 3 4 3 2
6th +3 2CP 3 4 3 3
7th +3 3CP 4 4 3 3 1
8th +3 Ability Score Improvement, 3CP 4 4 3 3 2
9th +4 3CP 5 4 3 3 3 1
10th +4 2CP 5 4 3 3 3 2
11th +4 3CP 6 4 3 3 3 2 1
12th +4 Ability Score Improvement, 3CP 6 4 3 3 3 2 1
13th +5 3CP 7 4 3 3 3 2 1 1
14th +5 3CP 7 4 3 3 3 2 1 1
15th +5 3CP 7 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, 3CP 8 4 3 3 3 2 1 1 1
17th +6 3CP 8 4 3 3 3 2 1 1 1 1
18th +6 4CP 8 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, 4CP 9 4 3 3 3 3 2 1 1 1
20th +6 Elemental Mastery 9 4 3 3 3 3 2 2 1 1

Elemental Attunement[edit]

Beginning at 1st level, you must choose an element and from it you gain three Tier 1 Class Powers(CPs). These powers all share a few basic requirements that must be met before they are learned. Your Mage also gains the ability to speak Primordial and advantage on all social tests with Elementals or Elemental Kin.

Class Power (CP)[edit]

At each level you will unlock 2 new Class Powers(CP). These powers all share a few basic requirements that must be met before they are learned and the CP themselves are divided into tiers. Each CP costs one point regardless of the Tier, however higher Tiers may only be accessed when their requirements are met, which sometimes requires level (Tier 3 class powers cannot be taken until 5th level), and sometimes requires specific investment in that element (Tier 3 requires 2 Tier 2 CP of that same element). The Mage must also meet any requirements that may be listed for each ability's use and purchase. When you gain a power of a higher tier in a specific element, prior Class Power may increase in their use or effectiveness.
Class Powers are metamagical abilities, and as such may be Counterspelled, or dispelled just like the spells they are often based off of. Use the Elemental Tier as the spell level for purposes of dispell or counterspell.

Spellcasting[edit]

As an Elemental Mage, they draw on the magical power of nature and the elements to cast their spells. As they progress in their abilities new spells will appear in their minds. You have an arcane focus.

Cantrips[edit]

At 1st level, your Mage knows only one cantrip of your choice from the Cantrip spell list below. They learn one additional cantrip as determined by the element you choose. The mage can also learn additional cantrips when you take an CF from a different element. The available cantrips are noted under each element and are chosen when you take the first CF from that element.

Spell Slots[edit]

The Elemental Mage table shows how many spell slots they have to cast their spells of 1st level and higher. To cast one of these spells, they must expend a slot of the spell's level or higher. The mage will regain all expended spell slots when they finish a long rest.

Spellcasting Ability[edit]

Wisdom is their spellcasting ability as an Elemental Mage, since their magic draws on their attunement to the elements. You use their Wisdom whenever a spell or ability refers to their spellcasting ability. Their Wisdom modifier is also used to determine the saving throw DC for their spells and their spell attack modifier as follows:

Spell save DC = 8 + their proficiency bonus + their Wisdom modifier
Spell attack modifier = their proficiency bonus + their Wisdom modifier
Spells Known[edit]

Your mage knows 1 1st-level Wizard spell of your choice at 1st level. They may learn additional spells at higher levels, as shown in the Spells Known column of the Elemental Mage table above. Beyond that they will be granted specific spells as they gain Tiers in their Elements. When they level you may also exchange one spell they know for another. Spells granted from their Elemental Spell lists may only be exchanged when the "either" or "or" option is stated, and even then only between that set of spells. You may not exchange a CF granted spell for a spell not in the list, but you may exchange your Utility spell (a single spell granted every two levels that you are free to choose from the Wizard's Spell list) for another wizard spell. Again this is once per level, and only one spell.

Spell List[edit]

Use the Wizard list for your 'Utility spells'. The Mage's element(s) will provide specific spell access, those Elemental Spells function as domain spells do for Clerics and may not be traded for different spells when leveling. They do not count against total known spell, just as cantrips do not count against such. Each Element Grants access to a set of spells, new spells are added to this set whenever you obtain higher Tiers in elements, or by buying CFs. Once gained, spells on the Element spell list are always considered prepared and it do not count against the number of spells you prepare each day. If an CF gives a spell that doesn't appear on the wizard spell list, the spell is nonetheless considered a spell for your Mage.

Cantrips[edit]

When choosing your 1st level Cantrips you must choose only from the following:

Create Bonfire, Frostbite, Gust, Lightning Lure, Magic Stone, Mending, Minor Illusion, Mold Earth, Produce Flame, Resistance, or Shape Water.

Ritual Casting[edit]

You can cast any spell you know as a ritual if that spell has the ritual tag.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, you can increase one ability score of your choice by only 1, and gain a feat. As normal you can't increase an ability score above 20 using this power.

NOTE: Unlike other classes you Do Not have ability score improvement at 12th, 16th, and 19th level. The various elements gain powers as you advance and some include the ability to specifically increase stats. It is through those you'll get ability adjustments, and you'll only have access to 2 possible feats (3 if variant human) through this class.

Fire[edit]

Elemental Mages that focus on the power of fire are often highly destructive warriors. They are better fighters than mages, sacrificing spell ability over direct combat in melee/ranged battles, often dealing high damage. They are more often than not Chaotic and even tend towards evil. Owing largely to their bloodlust and the power they received from such. When the Mage learns a Fire CP they also learn the following spells, these function as domain spells do for Clerics and may not be traded for different spells, they do not count against total known spell, just as elemental cantrips do not count against such.

Some abilities of the Fire Elemental Mage stated until combat ends in those cases, Combat is considered to have ended when You (as the mage) have not attempted an attack on a creature, and no creature has attempted an attack on your for 2 rounds.

Also important is to remember that all fire damage causing spells deal damage to the terrain, and light flammable objects like wooden buildings/hay stacks/dry grass on fire. Use this to your advantage, you never know what you can collapse ontop of someone.

Elemental (Fire) Domain Spells[edit]

Spell Level Spells
Cantrip Produce Flame, Affect Normal Fire
2nd Heat Metal
3rd Melf’s Minute Meteors
4th Elemental Bane (fire only)
5th Immolation

Tier 1[edit]

When you choose a tier 1 fire ability for the first time you learn one of the following Cantrips: Firebolt, Sword Burst, or Green-Flame Blade.


  • BLOOD POOL

This is a core ability for the Fire Elementalist. Taking this ability will alter your progression. When you are using CPs that require slot expenditure, you may instead use Blood points equal to the level.

Blood Price:
  • As an action you may convert a spell slot to add a point to the blood pool (only one regardless of the spell slot level).
  • In a short rest, you may also convert blood points into spell slots - 1 point per spell slot level, (it requires 2 Blood Points to have use of Cantrips).
Recovery: Whenever you Finish a short rest you lose 1/2 of any blood points beyond your MAX Blood Pool Base. If you have less than you MAX Blood Pool base you regain none. When you finish a long rest, your Blood Pool is refilled and your spell slots are emptied.
Going into Deficit When you expend blood points without having blood points in your pool, you take 1 point Constitution damage, Gain 1 level of exhaustion, and per point blood point deficit you lose 5 Maximum HPs.(You may not go into deficit for spell slots.)
Blood Pool Base: Your Base value for your Blood Pool equals your Elemental Mage Level+1.
  • Aura of Flame

As a bonus action you can project an aura of flame around yourself. The super-heated air around you deals 1d6 fire damage to any creatures within a 15 foot radius of you. The aura lasts up to 1 minute and you cannot choose to not damage specific creatures. You may dismiss it as a free action and it is automatically dismissed if you go unconscious. You can also form this flame into a handheld one, glowing from your palm which can be attached to projectiles or objects for the duration. Whenever you activate this power, you provoke attacks of opportunity for those in range.
At each new Fire Tier you can choose to improve this feature in one of three ways:

Increase the radius by 5 feet;
Increase the damage die by one step (Max d12);
You can choose 1 (new) target to be protected from the flames of the aura.
  • Elemental Resistance (Fire)

You gain advantage on saves versus Fire damage.

Tier 3 - this becomes Resistance.
Tier 5 - this becomes Immunity.
Tier 7 - Gain 1 Hp each time you are subject to fire damage (while in combat)
  • Elemental Resistance (Necrotic)

You gain advantage on saves versus Necrotic damage.

Tier 3 - this becomes Resistance.
Tier 7 - this becomes Immunity.
  • Elemental Resistance (Radiant)

You gain advantage on saves versus Radiant damage.

Tier 3 - this becomes Resistance.
Tier 7 - this becomes Immunity.


  • Hit Die Increase This feature may only be taken at first level.

When you choose this feature your hit dice become d12's.

  • Well Armed This feature may only be taken at first level.

When you choose this feature you gain proficiency with martial and Exotic melee weapons and medium armor.
You now start off with Chain mail Armor as Equipment.

Tier 2[edit]

Must have at least three Tier 1 fire Class Powers before acquiring a Tier 2. When you first choose an ability in this tier you add one of the following spells to your Elemental Spell List: Burning Hands, Hellish Rebuke, or Scorching Ray

  • Elemental Spell

You gain two spells from the following list into your Elemental Spell list:

Affect Normal Fires
Aganazzar’s Scorcher
Hellish Rebuke
Scorching Ray

They are always known and prepared by you, ready to cast, they may never be traded when leveling up for another spell, you may cast them by spending spell slot of the appropriate level or using a blood point.
You may purchase this multiple times, each time with new spells

  • Battle Hunger

As an action you expend a Spell Slot, or as bonus action expend a blood point. When you do dark tendrils dripping liquid fire erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d4 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. When you use this power, ranged attacks against your are at advantage until the start of your next round.

Fire Tier 3 - Damage is 3d4, and you may choose to expend a(nother) blood point - If you do, you heal up to 1/2 of the damage dealt.
Fire Tier 4 - Failed saves are pushed back 10 feet.
Fire Tier 5 - Damage is 3d6, Range is 15feet, Failed saves are knocked prone.
Fire Tier 6 - Damage is 4d6, Range is 20feet
Fire Tier 9 - Damage is 6d6, Range is 40feet
  • Smoke Prism

As an action you may cast a smoke prism (3/day max) using a 2nd level spell slot or 1 blood point. Target a creature (Large or smaller) you can see within 60ft of you, that creature must make a dexterity saving throw or be imprisoned by smoldering smoke bars, these bars last for 60 turns (10 minutes). A creature that is imprisoned can make a dexterity saving throw each turn to try and break out of the smoldering smoke prism, however each time they try they take 1d4 fire damage.

Fire Tier 3 - Instead of a d4 a d6 is used for breaking out.
Fire Tier 5 - Save is at disadvantage.
Fire Tier 7 - Huge creatures can be captured.

Tier 3[edit]

Must have at least three Tier 2 fire Class Powers(EP) and be of 5th level before acquiring a Tier 3 CP.


  • Blood Pool Enhancement Requires 'Blood Pool'

Add 2 to your Blood Pool modifier.

  • Elemental Spell

You gain two spells from the following list into your Elemental Spell list:

Flame Blade
Haste
Heat Metal
Magic Weapon

They are always prepared and do not count against spells known, they may never be traded when leveling up for another spell, you may cast them by spending spell slot of the appropriate level or using a blood point.
You may purchase this multiple times, each time you may claim two more unclaimed spells

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  • Firestarter

Costs one bloodpoint or one 3rd level spell slot As an action, choose an area within 60ft of you, a stone appears in your hand you can throw up to that range, the damage radius for the stone is 30ft and the damage to all creatures within the radius is 4d12 or half damage on a successful dexterity save.

Fire Tier 4 - The fires radius is increased to 40ft
Fire Tier 6 - The fire damage is increased to 6d12
Fire Tier 8 - The fire damage is increased to 9d12
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Enraged
  • Enraged Requires 'Blood Pool' and Concentration

As an action you grow dark and hot, swelling to greater size for the duration of combat (or until concentration is lost). Your appearance changes to looking as if you are encrusted with mantle of rock over a molten lava core. Everything on you appears to be made of the same changes size with you. Any item dropped by you returns to normal appearance and size at once, and does not again grow upon being picked up by you. Your size doubles in all dimensions, and weight is multiplied by eight. This growth increases you size by one category (eg. from Medium to Large, for example). If there isn’t enough room to double your size, you attain the maximum possible size in the space available becoming squeezed. Until the effect ends, you have advantage on Strength checks and Strength saving throws. Your encrusted, enlarged weapons deal 1 die step more in damage. Ranged attacks gain advantage on you, and become vulnerable to Piercing and Cold damage.
Use of this Power expends a 2nd level Spell slot
As you level up, with each new Fire Tier you may choose one way to increase this feature after you have it. You can increase this ability in the following ways while you are Enraged:

Manifest an Aura of Fire (Requires Aura of Flame) when you Enrage, for the duration you are enraged and without provoking attacks of opportunity for starting it, you manifest an Aura of Flame.
gain resistance/immunity to fire
(If resistance is already possessed you Gain 1Hp per Die of Fire damage to which you are exposed to)
gain resistance/immunity to Slashing.
Lose vulnerability to Piercing
Gain resistance to Bludgeoning (if resistance is already possessed - gain DR2)
Gain 5 ft walking movement (stacks with other movement increases; and may be taken multiple times)


  • FlameWave Requires Aura of Flame

You take a bonus action when you dispel an active Aura of Flames, you dispel the Aura causing a wave of fire to expand 20ft out from you in all directions (around corners). All must make a Dexterity save or take half 4d10 fire damage and are moved 5ft back on a successful save, or take full damage if they fail. (You take 1 point per damage). Flammable objects in the area that are not worn or carried catch fire.
Use of this power requires you to spend a 1st level Spell Slot or expend a Blood point.

Fire Tier 4 - Those within 5ft are at disadvantage.
Fire Tier 5 - Damage is 5d10, failed saves are knocked prone, successful are pushed 10ft back.
Fire Tier 6 - The wave extends 30ft out from you.
Fire Tier 8 - Damage is 6d10, 60ft radius
  • Increased Fire Power

When you roll the damage for any spell or ability that deals fire damage you can treat any 1 as a 2 instead.

  • Spit Fire

You can use your action to exhale destructive fire in a either a 15 foot cone or a 30 foot long x 5ft wide line. When you use your fire breath, each creature in the area must make a Dexterity saving throw against your spell save DC. A creature takes 3d6 fire damage on a failed save, and half as much damage on a successful one.
Use of this power expends one 2nd Level or higher spell slot or 1 blood point.

Fire Tier 4 - Damage is 5d6
Fire Tier 5 - Damage is 6d6, Cone is 20ft; Line is 40ft long by 5ft
Fire Tier 6 - Damage is 5d8, Cone is 25ft; Line is 50ft long by 5ft

Tier 4[edit]

Must have at least three Tier 3 fire Class Power(EP) and be of 7th level before acquiring a Tier 4 CP. When you first choose an ability in this tier your effective casting level is 3 less than what is shown on the casting chart above; and you add the following spells to your Elemental Spell List: Fire Shield.

  • Elemental Spell

You gain two of the following spells in your Elemental Spell list from the following list:

Elemental Weapon
Conjure Minor Elemental
Fireball
Silent Image'

They are always prepared and do not count against spells known, they may never be traded when leveling up for another spell, you may cast them by spending spell slot of the appropriate level, or as bonus action spending 2 Blood point (+1 per spell additional slot level). You may purchase this multiple times, each time with new spells

  • Wall of fire

As an action you can summon a wall of fire 5ft wide, 10ft tall and 10ft across, any creature that moves throughout this wall will take 6d6 damage and 6d6 damage on the start of their turn each turn they spend in there.

  • Burning Blood Requires 'Blood Fire' and Concentration

As an action you expend a blood point and cause the open, bleeding wounds of one target you can see within range to burst into blood-red flame, this continues for up to 1 minute, until dismissed, or Concentration is lost. The target must make a Constitution saving throw each round. The creature takes 2d4 fire damage on a failed saving throw, or half as much damage on a successful one.
Use of this power expends 6 Blood Points

Fire Tier 5 - 3d4 fire damage
Fire Tier 7 - 4d4 fire damage and no longer requires concentration.
  • Dragon's Breath Requires 'Blood Pool' & 'Spit Fire'

You may breathe a 30-foot cone of dangerous fire, just like a dragon’s breath weapon. Each creature in the area must make a Dexterity saving throw, taking 4d10 damage on a failed save or half as much damage on a successful one.
Use of this power expends 4 Blood Points.

Fire Tier 6 - 5d10
Fire Tier 7 - Cone is 60 ft
Fire Tier 8 - 6d10
  • Guardian of Flame

(1/day) Expend a blood point to create a guardian of flame A Large fiery guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a ghostly burning sword and shield emblazoned with great fires.

Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 10 radiant damage and 10 fire damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. If the guardian is attacked and you are within a 1 mile radius it will sent a telepathic message to you alerting you to the fact of its defense.

Tier 5[edit]

Must have at least one Tier 4 Fire Class Power(EP) and be of 9th level before acquiring a Tier 5 CP. When you choose a tier 5 Fire feature for the first time your spell casting ability is reduced and Your effective casting level is 3 less than what is shown on the casting chart above.; and You may no longer gain any Water features, may not gain Air Features above 1st Tier, or Earth Above 2nd Tier.


  • Blood Pool Enhancement (2) Requires 'Blood Pool Enhancement'

Add 1 level 2 spell slot more than the chart for your level.

  • Elemental Spell

You gain two spells from the following list to your Element Spell list.

Conjure Elemental
Vitriolic Sphere
Wall of Fire
  • Elemental Spell

They are always prepared and do not count against spells known, they may never be traded when leveling up for another spell, you may cast them by spending spell slot of the appropriate level or using 2 blood points.
You may purchase this multiple times, each time with new spells

  • Ball of Fire Requires 'Furious Assault,' 'Flame Wave,' and Concentration

You manifest inside a ball of fire projecting 5ft from you in all directions setting anything not carried and flammable on fire. You burst into motion travelling at double your normal movement speed gaining a +2 AC, those within 5 feet of you take 3d8 Fire damage and lose their reaction until their next round (Dexterity Save for half) from the ball of fire and you may make your normal number of attacks divided among multiple target if you choose this round, plus for each creature attempts an attack of opportunity you may chose to and max a reposte attack. While surrounded by ball of flame you may jump over barriers 5ft in height, leap across 10ft gaps, you may pass unimpeded over non-magical difficult terrain, and even walk over water (If you end your turn while over water the ball of fire is dismissed and you fall into the water.) without needing to make a check for Acrobatics, Athletics, or even Strength or Dexterity save. The effect lasts until concentration is broken (Checks are at disadvantage) or 1 round per Fire Tier has passed. When the effect drops, you gain a level of exhaustion for different creature you reposted against - you may lower that 1 level for each blood point you spend. Use of this power expends a blood point and 3rd level spell slot

  • Channel Flame Requires 'Blood Pool' and Concentration

As an action while you are within 30 feet of an active source of flames at least the size of a Large bonfire, you may channel that fire into a deadly attack. The fire bends streaming toward and through you and to become a line of fire 60-foot long and 5 feet wide. All creatures in that line must make a Dexterity saving through. A creature takes (4d4 + Fire Tier) fire damage on a failed save, or half as much on a successful one. As a bonus action, you may change your facing so that you attack a different area. This effect lasts for up to a minute as long as the fire you are channeling from continues to burn. While using this power ranged attacks have advantage against you. Use of this power expends 3 Blood Points

Fire Tier 6 - The effect becomes a 60ft Cone.
  • Firestorm

Once per long rest, create an area - 20 5'x5' continuous cubes are shot through with sheets of roaring flame that equal a wall of fire spell in effect. Creatures within the area of fire and 10 feet or less from the edge of the affected area receive 2d8 points of damage plus additional damage equal to the caster's level (2d8 +1/level). A successful Dexterity saving throws results in one-half damage.

The Mage can also reverse this, fire quench, smothering twice the area of effect of a fire storm spell with respect to normal fires, and the normal area of effect with respect to magical fires. Fire-based creatures, such as elementals, salamanders, etc., are knocked prone and have disadvantage on all saves/skill checks and attacks until the end of the next round.

Tier 6[edit]

Must have at least one Tier 5 fire Class Power(EP) and be of 11th level before acquiring a Tier 5 CP. When you choose a tier 5 Fire feature for the first time your spell casting ability is reduced and Your effective casting level is 4 less than what is shown on the casting chart above.


  • Blood Pool Enhancement (3) Requires 'Blood Pool Enhancement (2)'

Add 3 to your Blood Pool modifier. (total of 8)

  • Elemental Spell

You gain the following spells in your Elemental Spell list from the following list:

Flamestrike
Investiture of Flame

They are always prepared and do not count against spells known, they may never be traded when leveling up for another spell, you may cast them by spending spell slot of the appropriate level or using 2 blood points.
You may purchase this multiple times, each time with new spells

  • Increased Fire Power (2) Requires 'Increased Fire Power'

You may now add your Wisdom modifier damage dealt by your Fire based Spells.

  • Lava puddle

More of a cinematic experience than a logistical feature, lava puddle acts as the cantrip bonfire but does 8d8 fire damage to those who step on it instead of the original damage. It also applies a secondary effect to the creature on the creatures next turn where it takes 4d8 fire damage again. To create a lava puddle all you need to do is focus for one minute and then stomp on the ground vigorously until the heat becomes so much that magma flows underneath your feet, be careful to move away quick though if you are not immune to fire !

Tier 7[edit]

Must have at least two Tier 6 fire Class Powers(EP) and be of 13th level before acquiring a Fire Tier 6 CP. When you choose a Fire Tier 7 Fire feature for the first time and your effective casting level is 5 less than what is shown on the casting chart above.


  • Blood Pool Enhancement (4) Requires 'Blood Pool Enhancement (3)'

Add 2 to your Blood Pool modifier. (total of 10)

  • Desiccate

As an action you choose a spot within 120 feet of you and all creatures within 10ft radius of that point have the moisture baked/sucked out of them - dealing 6d8 necrotic damage. Each creature makes a constitution saving throw for half damage (undead and constructs are not affected and plants/fungi/water elemental save at disadvantage).
Plants in the area become dry and flammable.
Exposed ponds, lakes, streams, wineskins are drained of up to 6 gallons.
Use of this power expends a 7 level Spell Slot, or 6 Blood Points.

  • Extra Attack (2) Requires 'Extra Attack' & Surge of Adrenaline

You can spend your bonus action to make a single attack.

  • Increased Fire Power (3) Requires 'Increased Fire Power (2)'

You may now add your Wisdom modifier to damage dealt by your Fire CP attack's damage.

  • NovaBlast

A beam of concentrated sunlight bright energy burst from the mage's palm in a sweeping motion up to 60ft out. The target can be an object, magical force creation, or creature. Creatures targeted by the sweeping beam must make a Constitution Saving throw versus your spell DC. On a failed save the target is blinded for 1 minute and takes 8d6+40 Force or Radiant Damage. Undead and Oozes have disadvantage on their saving throws. The beam lights a 60ft brightly and another 60 dimly. When the beam dissipates, if they are in the dark - all creatures without dark vision have their vision halved for 1 minute. If a target is reduced to 0 hp, it is disintegrated. A disintegrated creature and everything it was carrying (except magic items) is reduced to a fine grey dust. The creature can be restored to life by means of a true resurrection or a wish spell. The spell automatically disintegrates Medium or smaller non-magical object, or magical force construction. If the target it Large or larger a 10 cubic foot portion of it is destroyed. Use of this ability expends a 6th level or better spell slot, or 6 blood points.

  • *Style Mastery Requires Fighting Style

You may gain an additional Fighting Style (see Fighting Style) or choose from below.

Requires a fighting style. You must choose the same style mastery as your previously chosen fighting style. The mastery benefits are added to the fighting style benefits. Also, your weapons shimmer with a faint ruddy orange glow gaining the Fire damage type along with their other damage, although they do not add damage - they can be used to ignite flammables if held against them for one minute or counteract effects of mild cold when travelling.

  • Spell Enhancement

You gain a single 7th Level spell slot.

  • Superior Critical Requires Improved Critical

When you choose this feature your weapon attacks score a critical hit on a roll of 18 - 20.

Tier 8[edit]

Must have at least two Tier 7 Fire Class Powers and be of 15th level before acquiring a Fire Tier 8 CP. When you first choose an ability in this tier your spell casting ability is reduced your effective casting level is 6 less than what is shown on the casting chart above.


  • Blood Pool Enhancement (4) Requires 'Blood Pool Enhancement (3)'

Add 2 to your Blood Pool modifier. (total of 10)

  • Enhanced Aura of Fire Requires 'Aura or Fire' & 'Concentration'

Your Fiery Aura now includes a swirling cloud of smoke shot through with white-hot embers when it manifests, in a 15-foot-radius sphere centered on you. The cloud spreads around corners and is heavily obscured. It lasts as Fiery Aura, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud may move 10 feet directly away from you in a direction that you choose at the start of each of your turns.

  • Spell Enhancement Requires you to NOT have Blood Pool

You gain a single 8th Level spell slot.

  • Blazing Sword Enhancement Requires 'Blazing Sword' and Concentration

As an action you create a sword-shaped plane of force that appears within 30feet of you. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d8 necrotic damage. Until you are out of battle or concentration is lost, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. Use of this Power Expends 6 Blood Points

Tier 9[edit]

Must be 17th level before acquiring a Fire Tier 9 CP. When you first choose an ability in this tier your spell casting ability is reduced, your effective casting level is 7 less than what is shown on the casting chart above.


  • Channel Combat

You may use this as an action once per long rest, and using it gives a level of exhaustion. Blazing orbs of fire plummet to the ground at four different points you can see within 200 feet. Each creature in a 30-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. You automatically Save for 1/2 damage if you are part of the area of effect.

Fire Mastery[edit]

All your spells that deal fire damage deal 1 additional die of damage of the appropriate type. All you weapons gain an aura of fire and deal d4 additional fire damage.

When mage establishes concentration (Up to Wis bonus times a day) Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The heat and flames don’t harm the mage. Until concentration is lost.

• The Mage is immune to fire damage and has resistance to cold damage.
• Any creature that moves within 5 feet of the mage for the first time on a turn or ends its turn there takes 1d10 fire damage.
• The Mage can Fly - 40 ft move (gaining altitude is considered difficult terrain).
• The Mage can use Their action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction of their choice. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. (Using this causes the Mage to make a Constitution check to see if they lose Concentration)

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