Fully Trained Body (Fire Force Supplement)
Fully Trained Body[edit]
These are soldiers that to find a way to make up for their inability to use flames they have strengthened their body to fight as equals. All Fire soldiers are trained at the Fire Force Academy. There they are taught about how to fight fire and a variety of fire tools.
Note:
Damage Dice Progression: When a feature says you increase the damage dice of an attack by 1 step or tier, it means it follows some variation of the following progression. 1>1d4>1d6>1d8>1d10>1d12>2d6>2d8>2d10>2d12>4d6>4d8>4d10>4d12>8d6>8d8>8d10>8d12… and so on, whereupon reaching d6s again the dice count doubles.
Creating a Fully Trained Body[edit]
- Quick Build
You can make a Fully Trained Body quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Strength or Dexterity. Second, choose from the backgrounds.
Class Features
As a Fully Trained Body you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Fully Trained Body level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Fully Trained Body level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one type of artisan’s tools or one musical Instrument
Saving Throws: Constitution and Strength or Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Light Fire Armor or (b) Nothing else
- (a) Fire Axe Mark 1 or (b) Nothing else
- (a) 2 Extinguisher Grenade or (b) Fire Shield
- If you are using starting wealth, you have 7d4x10 in funds.
Level | Proficiency Bonus |
Features | Martial Arts |
---|---|---|---|
1st | +2 | Unarmoured Defence, Martial Arts | 1d6 |
2nd | +2 | Stronger Constitution | 1d6 |
3rd | +2 | Hand to Hand Training | 1d6 |
4th | +2 | Ability Score Improvement, Training Style | 1d6 |
5th | +3 | Extra Attack | 1d8 |
6th | +3 | Increased Utility | 1d8 |
7th | +3 | Resistant | 1d8 |
8th | +3 | Ability Score Improvement, Further Training | 1d10 |
9th | +4 | Indomitable | 1d10 |
10th | +4 | Fighting Style | 1d10 |
11th | +4 | Continued Training | 1d10 |
12th | +4 | Ability Score Improvement | 1d12 |
13th | +5 | Survivor | 1d12 |
14th | +5 | Improved Fighting Style | 1d12 |
15th | +5 | Ability Score Improvement | 2d8 |
16th | +5 | Ability Score Improvement | 2d8 |
17th | +6 | Extra Attack(2) | 2d8 |
18th | +6 | Ability Score Improvement | 2d8 |
19th | +6 | Ability Score Improvement | 2d10 |
20th | +6 | Perfect Training | 2d10 |
Unarmoured Defence[edit]
Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Martial Arts[edit]
Beginning at 1st level you obtain the ability to deal more damage with unarmed attacks as shown in the Fully Trained Body table.
Stronger Constitution[edit]
You have built your body through non stop training. From second level your maximum and current con scores increase by 1, every level when you gain health you add your constitution.
Hand to Hand Training[edit]
When you reach 3rd level you have trained with your hands enough to better your skills. You gain proficiency in unarmed attacks and an advantage in grapple attempts.
Training Style[edit]
When you reach 4th level you choose the style of training you use allowing you to gain different skills as time goes on.
Unstoppable Hammer: you train your body to allow you to charge in as much as possible to overwhelm your enemy with physical strength. Your Skills may require a saving throw which has a DC of 8 + con + str. You become able to dash as a bonus action. You also gain the following ability:
Constitution Counterattack: Usable up to half your str modifier (rounded up) per short rest as a reaction to a fire based attack where if the person who targeted you is within 10ft of you, they must make a charisma check against your DC. If they fail then you can close the gap between and make a melee attack against your enemy after you are hit with the attack.
Skilled Weapon Usage: You train your skills with weapons to overwhelm your enemies with firefighting skill. Your Skills may require a saving throw which has a DC of 8 + dex + wis. You gain a Flameproof Cable and learn how to use this allowing you to use:
Coiled Bind: Usable up to your dex modifier per long rest as an action allowing you to bind someone causing them to make a dex save against your DC, upon a success they are not bound however upon a failure they are bound for two rounds and you can choose to move them up to 15ft horizontal distance as a bonus action per turn, they can attempt to break free at the start of their turn with a strength save.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
You may also ignore this increase to instead gain a Feats.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 17th level.
Increased Utility[edit]
At 6th level, you've become practiced in the items that the fire force uses allowing you to deploy 3 fire force items within one action.
Resistant[edit]
At 7th level, your strength as a soldier allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:
Brawn - Strength
Evasion - Dexterity
Endurance - Constitution
Discernment - Intelligence
Intuition - Wisdom
When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.
Further Training[edit]
At 8th level, your training in your style provides you with a new way to attack depending on the style you previously chose.
Unstoppable Hammer: Your martial dice increases by an extra tier and you gain an expertise with unarmed attacks.
Bear Hug Grapple: By grabbing the enemy into a grapple you can use the enemy to defend yourself causing them to be targeted by attacks thrown at you, if the attack misses them it is seen as hitting you however any attacks made by allies against the grappled target is made with advantage.
Skilled Weapon Usage: You gain proficiency in the Fireproof Cable. Cabled Blades: Up to half your dexterity modifier (rounded up) per long rest you can make an attack roll against 3 enemies within 25 ft dealing 2d6 damage to each of them. The damage dice increases by 1d6 every 3 levels.
Indomitable[edit]
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Fighting Style[edit]
At 10th level you adopt a particular style of fighting as your specialty. Choose one of the following options.
Heavyweight Fighting
You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy melee weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.
Classical Swordplay
While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and AC so long as you are not using Heavy Armour or a Shield.
Dual Wielding
When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.
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.
Protector
When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target’s Armor Class against that attack. You must be wielding a shield or a melee weapon.
Ranger
You gain a +2 bonus to attack rolls you make with ranged weapons.
Continued Training[edit]
At 11th level, your training style improves again based on the chosen style.
Unstoppable Hammer: Full Power Hit: Once per turn when you make an unarmed attack you can cause the enemy to make a constitution save against your DC, if they fail the check then they are pushed 10ft back and are knocked prone, upon a success the attack happens as usual.
Skilled Weapon Usage: Cabled Trap: As a bonus action you can lay your cable in a 5x5 square within 30ft of you, if the enemy walks into the trap they have to make a dex save against your dc or be bound taking 1d8 damage per turn trapped unless they make a strength save to escape. If you use your fireproof cables or leave a 30ft radius around the trap then the trap will leave.
Survivor[edit]
At 13th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 2 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. This increases to 5 at level 18.
Improved Fighting Style[edit]
At 14th level, with years of training you have developed improved versions of your fighting style. Whenever you use your fighting style, it will gain its respective benifit shown below:
Improved Heavyweight Fighting.
You cannot roll 1 or 2 in a damage die for an attack you make with a melee weapon that you are wielding with two hands, needing to reroll until you get at least a 3.
Improved Classical Swordplay.
While wielding a finesse weapon and no other weapons, you deal addtitonal damage equal to your dexterity modifier.
Improved Duel Wielding Fighting.
You can now choose to attack with both of your weapons in one attack action, still being able to use your bonus action to attack with the other. You may only use this with your first attack action.
Improved Dueling.
The damage rolls bonus increases to 4, and you will gain +1 attack roll bonus when attacking with a melee weapon in one hand and no other weapons.
Improved Protection.
You gain an addtitonal reaction exclusively for this feature. Addtitionally, you can grant a creature within 5ft. of you advantage on a harmful dexterity saving throw.
Improved Ranger.
You will now gain a +3 bonus on ranged weapons attack rolls.
Perfect Training[edit]
At level 20, your respective training peaks at this stage.
Unstoppable Hammer The natural number you need to crit decreases to an 18 or higher and upon doing so you deal an extra dice of damage for that attack.
Skilled Weapon Usage You can do an extra attack as long as each of your attacks are made to a different person with each attack.
Fire Force Variant Rules[edit]
Momentum Feats[edit]
When a soldier approaches death, they may strengthen their bodies or awaken to new abilities. This rule serves as an alternative ways to get feats, meaning you just need to do certain acts on the campaign to unlock them.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into other unpowered classes by moving levels into other unpowered classes, you must meet these prerequisites: 14 Intelligence.
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