Fire Elemental Variant (5e Other)

From D&D Wiki

Jump to: navigation, search



Back to Main Page5e HomebrewOther Class Features 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. and One from their Element

Equipment

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

   [Earth] Arcane Focus; Explorer's Pack or Dungeoneer's Pack; Hammer and Shield
   [Fire] Arcane Focus; Explorer's Pack or Dungeoneer's Pack; Sword, Dagger or Polearm
   [Air] Arcane Focus; Explorer's Pack or Dungeoneer's Pack; Short Bow with 20 Arrows in Quiver, or a Sling with 20 stones
   [Water] Arcane Focus; Explorer's Pack or Dungeoneer's Pack; Quarterstaff and 2 Large Wineskins

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 3CP 3 4 3 2 — — — — — — 6th +3 3CP 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

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)

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 CF 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

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. Cantrips

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

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

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 

Fire

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 damage, 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.

Elemental (Fire) Domain Spells

Spell Level Spells Cantrip Produce Flame, Affect Normal Fire 1st Chromatic Orb 2nd Heat Metal 3rd Melf’s Minute Meteors 4th Elemental Bane (fire only) 5th Immolation Tier 1

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. While you gain the use of the blood pool, a source of chaotic power for the Fire Elementalist, you will lose all your Elementalist spell slots and Ritual spells cost. Though you retain your ability to cast magic, you unlock the ability to cast higher levels spells at certain levels - 1st level spells at 1st level; 2nd at 3rd; 3rd at 5th; 4th at 13th levelWhen 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. 
       Fire Tier 2 - 
       Fire Tier 5 - When you've spent a blood point to deal damage - if you kill the creature with that strike, regain up to 1/2 of the damage it took with your finishing melee attack (does not include any damage beyond taking it to "0") back to your health. 
   Aura of Flame

As a bonus action you can project an aura of flame around yourself. The super-heated air around you deals 1d4 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. 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 d10); 
           Increase the aura's duration increases by 1 round. 
   Blood Fire

As a reaction, you may anoint your blade with your blood either immediately following a wound you received, or as a bonus action by spending a blood point. When you do your weapon is set aflame. You add fire damage equal to your highest obtained Fire Tier to damage done by your melee weapon. This effect remains for as many rounds as that strike dealt HP damage, or for the whole combat - if a blood point was spent.

   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

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 NOTE: When you obtain 2nd Tier Fire, you no longer may learn learn new spells. Your Known spells reamins 2 utility spells, but you may not switch them out. You still have access to all spells in your Elemental domain list, you've just lost the ability to use spells outside of that.


   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 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. You may purchase this multiple times, each time with new spells

   Battle Charger Requires 'Reckless Bloodlust'

Whenever you are to roll initiative, you gain a special action that takes place before other creatures can act. In this action, you can: Attack (single melee attack action), Fiery Charge or Dash. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this special action round.

   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 
   Fiery Charge

As an action you may make a move of up twice your move base in a straight line ending in a cantrip spell or a single melee attack with advantage against a single target. When you use this power, the next melee attack against you has advantage.

   Fighting Style

THIS POWER TAKES 2 PURCHASE POINTS TO OBTAIN When you choose this feature you may choose one of the following fighting styles:

           Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. You may still gain this benefit while wielding a shield as long as you do not have the shield bash ability because a shield is then considered a weapon as well as an armor piece. 
           Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. 
           Reckless: You may choose to remove your Dexterity Modifier from your AC (minimum 1) , and supplement either your To Hit or Damage roll with your Dexterity Modifier. 
           Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 
   Grudge Match Requires Blood Pool

As a bonus action you expend a blood point and you attempt to compel a creature into a duel. One creature that you can see within 80ft must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled to fight you. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The Grudge Match ends if you attack any other creature, if you cast a spell that specifically targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if on your movement you end your turn more than 30 feet away from the target - at which time you must expend a Blood point. (If you do not have any available, see Blood Pool). If you kill a Grudge Match target you gain a blood point and may end the Grudge Match.

       Fire Tier 4 - If the target has companions or allies, and if they directly target and damage you during the Grudge Match, you may expend a Blood Point and Rage as the barbarian ability - Gaining Resistance to bludgeoning, piercing, and slashing damage until the Grudge Match ends. You may also include the attacker as a valid target for the remainder of the fight. If you take a target to 0 Hp, you may (without blood point cost) continue the Grudge Match focusing on a creature that attacked you directly during the Grudge Match. They will need to make a wisdom save, and on a failed save, the creature is drawn to you, compelled to fight you. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this power doesn’t restrict the target’s movement for that turn. On a successful Save, if another target specifically targeted you, you may (as a bonus action by the end of your next round) shift the Grudge to the next viable target. Either way, your rage remains, and those targets remain viable. 
   Halo Faerie Fire

During your round if you successfully hit an enemy with a melee attack or they hit you with a melee weapon - you can use your reaction to outline the creature in harmless blue, white, red, orange and violet flames (your choice). The flames shed dim light in a 10 foot radius, and last a number of rounds equal to your Wisdom modifier. Additionally, all subsequent attack rolls against the target gain a +1 as long as the attacker can see them. You can have one enemy outlined by faerie fire at a time per Fire Tier. Use of this power grants an attack of opportunity against you by creatures within reach

       Fire Tier 3 - the attack bonus increases to a +2. You can have <Fire Tier + 1> creatures outlined. 
       Fire Tier 4 - the attack bonus increases to a +3. You can have <Fire Tier + 2> creatures outlined. 
       Fire Tier 6 - the attack bonus is +3 and Advantage. You can have <Fire Tier + 3> creatures outlined. 
   Imbue Weapon Requires Blood Pool & Concentration

You expend a blood point as an action to transform a melee weapon you are wielding (including your unarmed strike), into a shimmery fiery version of the weapon, lending devastating power to your attacks.

       Concentration: While you maintain concentration on this, you charge one melee weapon with energy. While you hold that weapon, it becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. If you use this option on a magic weapon, use the weapon’s bonuses or the power's bonuses, whichever are higher. 
       Lethal Strike (*): Each time you hit with your Weapon, you can spend up to your tier in Blood Points to increase your damage. The attack deals an extra 1d6 fire damage dealt by the weapon for each blood point you spend (1/2 if their Dexterity Save was successful). 
       Fire Tier 3 - Wrathful Weapon (1 point): Each time you attack with your this Weapon, you can spend a blood point to transform it into pure heat/fire energy. You do not make your attack roll against the target’s AC. Instead, the target makes a Dexterity saving throw against this power. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit. 
       Fire Tier 5 - Augmented Weapon (5 points): You can strengthen the energy that you have infused into your the weapon, increasing its bonus to attack rolls and damage rolls to +3 for 1 minute. 
   Marked Requires 'Blood Pool' and Concentration

As a bonus or spell action you may designate a creature that you can see within range (40ft) - thereafter if the creature travels outside the effect's range they remain marked -- until you lose concentration you deal an additional 1d4 Necrotic damage on any melee weapon damage you deal to the creature and you may choose one ability score of the creature, and while they are marked they suffer disadvantage on that abilties saves. On a passive DC 12 Perception check the creature knows it's been marked. If the target drops to 0 hit points, you can use a bonus action on your next turn of yours to mark a new creature. If you're the one who brought your mark to 0 hp you gain 1 Blood Point for defeating the Marked Creature. You may maintain the Mark while in combat (provided you maintain concentration), and for up to 30 minutes after battle ends. For each creature you marked that you did not kill, you must expend a Blood point. (If you do not have any available, see Blood Pool)

       Fire Tier 3 - The Mark may last up to an hour after combat ends and range is up to 60ft 
       Fire Tier 4 - The Mark may last up to 4 hours after combat ends and range is up to 90ft 
       Fire Tier 5 - lasts up to 12 hours after combat. 
   No Pain, No Gain Requires 'Blood Fire' and 'Blood Pool'

Before you make a melee attack - you may declare the use of this. You immediately take (Level) hp necrotic damage and gain +10 to your attack rolls until your next turn. If an attack hits, the target takes an ongoing 1 point of damage each at the start of each round until healed or bandaged.(This effect does not stack) You lose one Blood point per use at the end of combat.

       Fire Tier 3 - If you sacrifice another (Level) hp and another blood point you deal maximum damage with your next successful melee attack. 
       Fire Tier 4 - You gain 3 blood points if you kill a creature in battle with this strike. 
       Fire Tier 6 - 
   Reckless Bloodlust Requires Blood Pool

You may spend 1 Blood Point to enter into a Blood Fury, during which you lose your DEXterity bonus to your AC, and your melee attacks add both your STRength and DEXterity bonuses to your Attack Rolls to hit. (You do not add either bonus to Damage Dealt). You take 1 point of necrotic damage at the start of each of your rounds while its active. While in a Blood Fury, you may not use concentration or spells, you may use any Blood point fueled power however. At the end of each of your rounds, you may choose to make a Constitution Check against DC 12 to see if you can and your Fury, otherwise your Fury continues until combat ends -When neither you nor your allies take damage for a round - this can include damage you deal to any allies). Failure on the save adds a level of Exhaustion to you once Bloodlust has passed.

       Fire Tier 3 - You may add your STRength bonus to Damage Dealt 
       Fire Tier 4 - Gain (2d6 + 2 * Fire Tier) temporary hit points 
       Fire Tier 5 - Gain an additional Attack when using a reaction to make an attack of opportunity. Using this Feature of the Power gives advantage to the next attack against you. 
       Fire Tier 6 - When you are dropped to 0 hp or knocked unconscious, you may spend a Blood Point and instead go to 1 HP. Using this feature of the Power gives a level of Exhaustion when the Fury ends 
       Fire Tier 7 - You may now cast spells while in your Blood Fury. 
   Reposte/Retributive Strike

As a Reaction if you were damaged by a creature within 60 feet of you that you can see. You point your finger, and the creature that damaged you is momentarily surrounded by sulfurous crimson flames. The creature must make a Dexterity saving throw. It takes 2d6 fire damage on a failed save and can’t take reactions until its next turn, or half as much damage on a successful one. If their attack was acid, cold, fire, lightning, or thunder based damage, you may expend a Blood point - if you do add 3 points of damage of that type to the strike. Use of this power expends either a 1st Level Spell Slot, or 1 blood point*.

       Fire Tier 3 - Spending a Blood Point adds 5 damage. 
       Fire Tier 5 - Save is at disadvantage 
       Fire Tier 6 - Blood Point adds 8 damage. 


   Warrior's Surge Requires Blood Pool

Take an additional action on top of your regular action and a possible bonus action. Use of this power requires you expend 1 blood points and you must finish a short or long rest before you can use it again. Tier 3

Must have at least three Tier 2 fire Class Powers(EP) and be of 5th level before acquiring a Tier 3 CP. When you choose a tier 3 fire feature for the first time your spell casting ability is reduced and Your effective casting level is 1 less than what is shown on the casting chart above;You add the following spell to your Fire Spell List: Haste *you are the only possible subject of the spell; and you gain advantage on saves versus effect that charm or give the frighten condition when in combat, if you are frightened or charmed moving into combat those effects are suspended and you make a new save against them at the end of combat.


   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. You may purchase this multiple times, each time you may claim two more unclaimed spells hackgu26cz2.jpg

   Blazing Sword Requires Concentration

You create a floating, spectral sword within 30ft that lasts for until dispelled. At the beginning of each round that the sword exists you take 2 points of necrotic damage. the duration or until you cast this spell again. When you cast the spell, you can make a melee attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d4 + your Wisdom ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Use of this Power expends a 2nd level Spell slot or 1 Blood Point

       Fire Tier 4 - d6 force 
       Fire Tier 5 - 2d4 force 
       Fire Tier 6 - 2d6 force 
       Fire Tier 7 - 2d8 force 
   Elemental Charge Requires Concentration

THIS POWER TAKES 2 PURCHASE POINTS TO OBTAIN THE FIRST TIME You may use your bonus action to imbue a melee weapon you are wielding with fire or Necrotic damage. A weapon charged in this way deals an extra 1d4 damage of the appropriate type. You can only charge a weapon that you are proficient with and able to touch at the time of casting. The charge lasts for 1 minute and you may only have one weapon charged at a time. You may choose one way to increase this feature when you first take it at Tier 3 and as your advance to each new Tier. You can increase this ability in the following ways:

               Increase the damage die by an additional die (max 5d4),
               Charge an additional weapon at the same time (Max of 4)
               Charge a weapon wielded by another person (must be within your threatened reach)
               Charge a weapon with a different element (cold, acid, lightning, thunder)
               Grant +1 bonus on attack (Max +3)
               Charge lasts up an additional 30 minutes out of combat (Max 2 hours)

You may expend 2 points of blood to gain 1 additional temporary enhancement per point spent. The following rules still apply after increasing this ability. You must use an action to charge the weapon(s), you must be touching the weapon(s) to charge it, you must choose the damage type when you charge the weapon(s), you can only charge a weapon for someone else if you and they are proficient with the weapon(s). The weapon(s) remain charged until concentration is lost, or 30 minutes without combat gave passed. Use this feature expends a 3 level Spell Slot, or 2 Blood Points. You may use this ability no more than (Wisdom Modifier) per long rest

   Elementary Maneuvers Requires 'Blood Pool' & 'Fighting Style'

THIS POWER TAKES 2 PURCHASE POINTS TO OBTAIN THE FIRST TIME You may take this CP Multiple times, each time you do, you gain a new maneuver you may use.

           Disarming Attack: When you hit a creature with a weapon attack, you can expend a blood point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding, and the target must make a Strength saving throw, On a failed save, it drops the object you choose, The object lands at its feet. 
           Evasive Footwork: When you move, you can expend one blood point, Add your value of your highest Fire Tier to your AC until you stop moving (ie a full round of not movement) or your movement is stopped on your round (grappled,restrained, etc) (or until combat ends). 
           Feinting Attack: You can expend one blood point and use a bonus action on your round to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature, If that attack hits, Add your value of your highest Fire Tier to that attack's damage roll. 
           Menacing Attack: When you hit a creature with a weapon attack, you can expend one blood point to attempt to frighten the target. The target must make a Wisdom saving throw, On a failed save, it is frightened of you until the end of your next turn. 
           Savage Attack: When you make a weapon attack roll against a creature, you can expend one blood point, if you have advantage on the attack roll and successfully hit the target, You deal the maximum damage to the creature. Attacks against you have advantage until the start of your next round. If the strike brings the target to 0 HP. you regain 1 Blood Point. 
           Pushing Attack: When you hit a creature with a weapon attack, you can expend one blood point to attempt to drive the target back. If the target is not more than one category larger that you, it must make a Strength saving throw, On a failed save, you push the target up to 15 feet away from you. 
           Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one blood point, and attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach, If the original attack roll would hit the second creature, it takes damage equal to half of the previous damage + Strength Bonus. The damage is of the same type dealt by the original attack. 
           Trip Attack: When you hit a creature with a weapon attack, you can expend one blood point to attempt to knock the target down, and if the target is one category larger or less than you, it must make a Strength saving throw, On a failed save, you knock the target prone. 

G2Z30.jpg 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) 
   Extra Attack

THIS POWER TAKES 2 PURCHASE POINTS TO OBTAIN You may make 2 attacks during an attack action.

   Flame brand Requires Concentration

As a bonus action you may produce a Fiery blade into your free hand. The blade is similar in style to a favored blade but is considered to have the weapon properties light and finesse. The blade will last until concentration is lost or combat ends. If you let go of the blade it does disappear, but it duration remains and it may again be summoned as a bonus action at any time during the duration of the effect. During your action you may make an attack with the blade for 2d8 fire damage. The blade sheds bright light for 10ft and dim light for 20 additional feet. Use of this power requires you to expend a 2nd level spell slot or 1 Blood point

       Blood point - The blade Deal Necrotic or Radiant damage (your choice) 
       Fire Tier 5 - damage is 3d8 
       Fire Tier 7 - damage id 4d8 
   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 5d8 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 6d8, failed saves are knocked prone, successful are pushed 10ft back. 
       Fire Tier 6 - The wave extends 30ft out from you. 
   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.

   Lunge Requires Warrior Strike

You are considered to threaten all spaces up to 10ft away from you, even without a reach weapon.

   Offense Tactics

THIS POWER TAKES 2 PURCHASE POINTS TO OBTAIN THE FIRST TIME You gain one of the following features of your choice.

   Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra ld8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
   Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
   Wounding Once on each of your turns when you hit with a weapon attack, when you first deal damage to a creature, the strike will deal 1 point of necrotic damage to creature at the beginning of each of their rounds. This effect continues until either they spend a full round binding their wounds, or the creature receives healing or healer's kit success.
   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 2d6 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 3d6 
       Fire Tier 5 - Damage is 4d6, Cone is 20ft; Line is 40ft long by 5ft 
       Fire Tier 6 - Damage is 4d8, Cone is 25ft; Line is 50ft long by 5ft 
   Warrior Strike

Once per short rest you may reroll the damage die for a melee weapon attack and use either total. You can't reroll the damage if it has already been rerolled as in with the great weapon fighting style.

       Fire Tier 5 - you may choose to automatically do maximum damage with one melee weapon attack You must declare this before rolling damage - and you may only do this once per short rest by expending 2 blood points. 
       Fire Tier 7 - you may use the maximum damage feature twice per short rest. 

Tier 4

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 and you may no longer acquire Tier 4 or better Class Power from Water.


   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 3 Blood points (+1 per spell additional slot level). You may purchase this multiple times, each time with new spells

   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 

Furious Assault Requires the 'Fiery Fists' and 'Fiery Charge' When you are using your Fiery Fists ability you can use your action to begin a furious assault. You charge across the battlefield in a fiery burst of speed attacking everyone in your path. You move double your normal movement speed, and may make two unarmed strikes against every enemy you pass during your movement phase. You also have a +2 to your AC until the end of your turn. All opportunity attacks against you are also made with disadvantage. This ability recharges on a long or short rest.

   Improved Critical

THIS POWER TAKES 2 PURCHASE POINTS TO OBTAIN When you choose this feature your weapon attacks score a critical hit on a roll of 19 or 20. Tier 5

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 3 to your Blood Pool modifier. (total of 5)

   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. 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. 
   Fighting Style (2)* Requires Fighting Style

You may gain an additional Fighting Style (see Fighting Style).

   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

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 
       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. 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.

   Spell Enhancement Requires you to NOT have Blood Pool

You gain a single 6th Level spell slot. Tier 7

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 Earth 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.

           Dueling Mastery - When you are wielding a melee weapon in one hand and no other weapons, you gain an additional bonus of +4 to initiative. You may still gain this benefit while wielding a shield (even if you have the shield bash ability). 
           Great Weapon Mastery - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and choose the better result. The weapon must have the two-handed or versatile property for you to gain this benefit. 
           Two-Weapon Master - You may use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You may also draw or stow two one-handed weapons at a time instead of just one. 
   Spell Enhancement Requires you to NOT have Blood Pool

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

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

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.


   Charnel 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 15d6 fire damage and 15d6 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.

   Spell Enhancement Requires you to NOT have Blood Pool

You gain a single 9th Level spell slot. Fire Mastery

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)

---

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors