Flamesworn (3.5e Prestige Class)

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"Can you feel the Burn"
—Jarod Emberblaze, Fireborn Flamesworn

The Flamesworn are a group of Arcane Casters that beilieve that the the only way to true order is through the power if Flame. To obtain entrance to the inner sanctum of the Fire Lord Pyrrhos is the greatest honor a Flamesworn can obtain.

Becoming a Flamesworn[edit]

Entry Requirements
Alignment: Any Chaotic.
Race: Any.
Skills: Knowledge (Arcana) 4 ranks, Concentration 4 ranks.
Spellcasting: Ability to cast 3rd level spells.
Patron: None though once becoming a Flamesworn Pyrrhos must become your only deity.
Domains: None.
Special: Must be able to speak Ignan.
Table: Flamesworn
Hit Die: d4
Level Base
Attack Bonus
Special Spells per Day/Spells Known
1st +0 +0 +2 +2 Fire Resistance, Impress Flames, Aversion to Frost, Mark Of Flame [----]
2nd +1 +0 +3 +3 Ignite (Level/day ) +1 spellcasting class level
3rd +1 +1 +3 +3 Piercing Flames , Hand of Flame (1/2 Level day) +1 spellcasting class level
4th +2 +1 +4 +4 Greater Fire Resistance , Smokeless Flame (1/day) +1 spellcasting class level
5th +2 +1 +4 +4 Ignite Mind (1/2 Level day), Visions of Flame (1/day) +1 spellcasting class level
6th +3 +2 +5 +5 Inflame Soul , Sculpt Flame (1/day) +1 spellcasting class level
7th +3 +2 +5 +5 Conflagration (3/day) , Firewalk (1/day) +1 spellcasting class level
8th +4 +2 +6 +6 Bonds of Fire (1/2 Level day), Sending (1/day) +1 spellcasting class level
9th +4 +3 +6 +6 Solar Flare (1/day) +1 spellcasting class level
10th +5 +5 +7 +7 Rain of Fire (3/day) +1 spellcasting class level
Class Skills (2 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), and Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Flamesworn.

Weapon and Armor Proficiency: Flamesworn are proficient with all simple weapons as well as Rapiers and Longswords. Flamesworn are proficient with light armor but not with shields of any kind.

Spellcasting: At each level beyond first, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spontaneous spellcasting class before becoming a Flamesworn, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Mark Of Flame: The Mark of Pyrrhos is seen in the eyes of all Flamesworn. All Cold subtype monsters are considered unfriendly and connot be raised through diplomacy; Bluff and intimidate work normally but at a -4 profane penalty.

Aversion to Frost A Flamesworn finds the chill of Frost revolting and would never consider it to be a reasonable weapon. All Cold Spells are no longer usable.

Fire Resistance (Ex): A Flamesworn has a Resistance to Fire equal to half his caster level.

Impress Flames (Ex): Every time a Flamesworn inflicts Fire damage on any target he inflicts an amount of extra Fire Damage equal to his Charisma modifier.

Ignite (Sp): As a standard action, a 2nd level Flamesworn can cause any creature or object to burst into flame. A creature on fire suffers 1d6 of Fire damage per round. The creature can attempt to put itself out with a DC 15 Reflex save (see the DMG, p. 303) but make no reflex save to avoid the application of ignite. This ability can be used out to Medium range. It always hits Objects but must make a Ranged touch attack to hit a creature.

Piercing Flames (Ex): From 3rd level on a Flamesworn's Fire cuts through Fire Resistance, hardness, and Immunity. Spells Will deal 50% damage on creatures that are immune and will penetrate (1d4 + Caster Level (max 10)) Fire Resistance. Due to his deep Connection to the Element of Fire the Flamesworn must give up the ability to use Acid or Lightning Based Damaging Spells.

Hand of Fire (Su): A 3rd level Flamesworn can set fire to their Weapons without causing harm. This adds 1d6 Fire damage to all melee attacks.

Greater Fire Resistance (Ex): A 4th level Flamesworn gains Fire Resistance equal to his caster level.

Smokeless Flame (Sp): A 4th level Flamesworn can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range.

Ignite Mind (Sp): Once per day A 5th level Flamesworn can start a Fire in a creature's mind, duplicating the effects of rage or confusion for a number of Rounds equal to his Caster Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + 0.5 ½ Level + Charisma Modifier). This is a Mind influencing Compulsion effect. The Flamesworn Gains an extra use of this ability at levels 7 and 10.

Visions of Flame (Sp): Once per day a 5th level Flamesworn can contact other plane to communicate with the denizens of the Elemental Plane of Fire once per day. A Flamesworn is in no danger of becoming insane or damaged by this experience.

Inflame Soul (Sp): An 6th level Flamesworn has burnt his soul to ash, and is no longer susceptible to Drain and compulsion. The Flamesworn is also Immune to Fire. The loss of his Soul binds him to Flame eternally as a result he loses the ability to cast damaging Non-Fire spells. However, the full power of the elemental plane of fire is now at his command half of fire damage done is converted into Hellfire piercing all Immunities and Resistances.

Sculpt Flames (Sp): Twice per day a 6th level Flamesworn can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + 0.5 ½ Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per Caster Level.

Conflagration (Sp): Once per day At 7th level, a Flamesworn can surround himself with a nimbus of flames that extends for 60 feets in all directions from his person. All other targets in this area suffer a 1d6 for Caster level (max 10d6), but are entitled to a Reflex Save (DC 10 + 0.5 ½ Level + Charisma Modifier).You may use you may use this spell once per day and then again as a 6th level spell. fire shield at will (Hot Shield only).

Firewalk (Sp): An 7th level Flamesworn has become one with Flames. Merging his essence with the chaos of flame the Flamesworn can use Fire to transport himself. Once per day a Flamesworn may use any fire as a transport system with no limit in range. The Flamesworn must Stay within his own plane.

Bonds of Fire (Sp): A 8th level Flamesworn can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + 0.5 ½ Level + Charisma Modifier). A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the (DC 10 + 0.5 ½ Level + Charisma Modifier). The victim suffers 2d6 points of Fire Damage per round. The bonds of fire last rounds equal to half the Flamesworn Caster Level.

Sending (Sp): A 8th level Flamesworn can send a message, as the sending spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.

Solar Flare (Sp): At 9th level a Flamesworn can call the full power of the Plane of Fire. Engulfing himself in flames as bright as the sun itself illuminating and dispelling all Darkness withing 1d4 Miles. All undead suffer 10 points of damage per round. All creatures specifically vulnerable to light also suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are Dazzled. Creatures must pass a Fortitude save (DC 10 + 0.5 ½ Level + Charisma Modifier) every minute or become blind for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fortitude save to get their vision back. This effect lasts 1d6, until the Flamesworn dismisses it or he is incapacitated. A Flamesworn may increase this effect at the cost of 1d8 hellfire damage a round.(Channeled). The Flamesworn may use this ability once per day

Rain of Fire (Sp): At 10th level, the Flamesworn can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level (max 20d6), and victims are permitted a Reflex save (DC 10 + the power's level + your Charisma modifier.). The Flamesworn chooses which squares are struck with fire to a maximum of half of his caster level.

If at any time the Flamesworn attempts to use Frost in his arsenal or worships a deity other then Pyrrhos then he loses all spell and abilities of a Flamesworn. The Mark of Pyrrhos which glows in the eyes of every Flamesworn will the burn with the Power of the Fire lord himself striking the caster instantly blind and dealing 2d10 damage.

Campaign Information[edit]

Playing a Flamesworn[edit]

Combat: Spontaneous Spellcaster

Advancement: Upon Completing his full training as a Flamesworn the caster may return to his path as any Spontaneous Spellcaster or take up another non conflicting Prestige Class

Resources: A Flamesworn will help his fellow bretheren in any task assigned to him by the Firelord Pyrrhos however will most likely not help in any other quests.

Flamesworn in the World[edit]

The Powers of the Eternal Flame are vast and mighty. Your Frost Aberration have no place in a clean world

Flamesworn Thrive in warm location but will often shy away from colder climates. However stronger Flamesworn can keep themselves worn in even the coldest of areas.

NPC Reactions: Flamesworn are looked upon with disgust by all Cold subtype creatures. Though the average townsfolk has no positive or negative regard of Flamesworn the may act wary of them due to there tendency to forget others weakness to Flame.

Flamesworn Lore[edit]

Characters with ranks in Knowledge(The Planes) can research Flamesworn to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(The Planes)
DC Result
11 The Flamesworn is so devoted to the flame that it is willing to sacrifice its own soul in order to obtain greater power.
16 The Mark of Pyrrhos is placed upon all Flamesworn at birth. If no tendency towards Flame is shown by Moderate age the marks extinguishes itself causeing no harm to the caster.
21 The Inner Sactum of Pyrrhos can be found within an active volcano within the Elemental Plane of Fire. However, to enter without the permission of Pyrrhos is foolish as flame will burn away all creatures.
26 Though Flamesworn show great devotion to the Fire Lord Pyrrhos many have sough to seek his full power for themselves as many as 3 Flamesworn per year set out to slay Pyrrhos. None have ever returned.

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