Inferno (5e Class)

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Inferno[edit]

Inferno[edit]

A human making his way down a town path begins to smell smoke. Acting quickly he runs to find a building on fire. Without hesitation he runs into the flames and spots two individuals unconscious. Using his magic he places protective runes on them after which he carries the two to safety.


Few have the power of the inferno but even fewer actually master it. It is said to contain two dragons souls, one, The Blue Inferno Dragon Of Incineration and the other, The Red Inferno Dragon Of Disintegration. How will you control their power?

Creating a Inferno[edit]

Quick Build

You can make an Inferno quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Hellborn background.

Class Features

As a Inferno you gain the following class features.

Hit Points

Hit Dice: 1d8 per Inferno level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Inferno level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers.
Tools: none
Saving Throws: Constitution and Charisma
Skills: Choose two from Arcana, Deception, Insight, Investigation, Intimidation, Persuasion, and Religion.

Equipment

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

  • (a) a Light Crossbow and 20 bolts or (b) any simple weapon
  • (a) a Component pouch or (b) an arcane focus
  • Two daggers
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Inferno

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Primordial Patron, Primal Magic 2 2 1 1st -
2nd +2 Primal Invocations 2 3 2 1st 2
3rd +2 Primal Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Primal Patron Feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 3 5th 5
10th +4 Primal Patron Feature 4 10 3 5th 5
11th +4 Primal Ascension(6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Primal Ascension(7th level) 4 12 3 5th 6
14th +5 Primal Patron Feature 4 12 3 5th 6
15th +5 Primal Ascension(8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 4 5th 7
17th +6 Primal Ascension(9th level) 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Primordial Champion 4 15 4 5th 8

Primordial Patron[edit]

At 1st level, you have caught the attention of primordial a being of immense power of your choice: The Incinerator or the Evoker both which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Primal Magic[edit]

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for Sorcerer spell list.

Cantrips

You know two cantrips of your choice from the Sorcerer spell list. You learn additional Sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inferno table.

Spell Slots

The Inferno table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Inferno Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Short or Long Rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Inferno table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new spell from the sorcerer spell list, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Inferno spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a channeler spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus You can use a arcane focus (found in chapter 5) as a spellcasting focus for your Inferno spells.

Eldritch Flame

A special cantrip available to the Inferno. The Eldritch Flame functions as the warlock's eldritch blast, but deals 1d10 flame damage instead of 1d10 force damage.

Primal Invocations[edit]

As you walk the earth the Primordials share with you some secret knowledge that has been long forgotten or even forbidden, these small fragments of knowledge enhance your fire capabilities as you slowly become a primordial yourself. At 2nd level, you gain two primal invocations of your choice. Your invocation options are detailed at the end of this class description. When you gain certain levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Inferno table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Primal Invocation

Primal Boon[edit]

At 3rd level, the primordials bless your flames with a boon each boon changes the color of your flames and grants a unique feature. You gain one of the features of your choice.

Pact of the Consuming Flame

You gain a special mark on your hand that turns your flames turn a deep dark blue in color. Whenever you cast a fire based spell you can as a bonus action activate your mark while active creatures have disadvantages on saving throws to resist your fire based spells additionally you have advantage on ranged spell attacks on that target. The mark can only stay active for one minute at which you must complete a Short or Long Rest to use your mark again.

Pact of the Searing Flame

You gain special tattoos on your arms that glow bright red whenever you cast fire based spells. As a bonus action you can choose one creature within 90 feet to place a fire seal on for one hour. While the fire seal is up that target is vulnerable to fire damage and you deal an extra 1d6 fire damage whenever you deal damage to the creature with fire based attacks. If the target drops to 0 hit points and the hour is not yet up you can move the fire seal to another creature with range as a bonus action on your next turn.

You can use this feature a number of times equal to your Charisma modifier after which you must complete a short or long rest to do so again.

Pact of the Soul Flame

Your patron blesses your eyes making them able to start fire with just the blink of an eye as well as your flames turn black or white in color. You can ignore the somatic component when casting fire based spells. Whenever you deal fire damage to a creature(s) you can have them make a Wisdom saving throw against your Inferno spell save DC on a failed save they become Frightened of you for one minute. A creature who succeeds the saving throw is immune to this effect for 24 hours.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th 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.

Primordial Ascension[edit]

At 11th level, your patron bestows upon you a magical secret called an ascension. Choose one 6th-level spell from the Sorcerer spell list as this arcanum.

You can cast your ascension spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Sorcerer spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Primal ascension when you finish a long rest.

Primordial Champion[edit]

At 20th level your patron recognizes you as one worthy of the title of champion. Choose 2 first level spells you always have these spells prepared and they don’t count towards your spells known and you can cast them at there lowest level without expending a spell slot. In addition, hostile creatures that are not immune to fire damage have disadvantage on saving throws to resist your fire based spells, the damage die for your fire based spells becomes a d12.

Primal Invocation[edit]

If a primal Invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Ascension Blast

Prerequisite: Eldritch Flame cantrip
When you cast the Eldritch Flame cantrip, add your Charisma modifier to the damage it deals on a hit.

Commanding Speech

You gain proficiency in Persuasion and Intimidation skills.

Minor Flame Armor

You can cast Mana Shield at will, without expending a spell slot or material components.

Primal Vision

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Arcane Barrier

Prerequisite:5th Level Pact of the Searing Flame
You can place a fire seal on one friendly creature within 30ft of you while they have this seal they do not become vulnerable to fire damage and they deal an 1d6 fire damage on their attacks. Additionally if they would take damage from a spell you can choose to take the damage instead.

Burnout

Prerequisite:5th Level Pact of the Searing Flame
While your Mark is active and a creature dies from a fire spell you cast you gain hitpoints equal to half of the damage you dealt.

Primal Patrons[edit]

The Primordial beings that serve as patrons for the Inferno are mighty inhabitants the worlds long before the gods even came here. While not gods themselves they possess immense power. Various patrons give Infernos access to different powers and invocations, and the secret ways of using fire but expect significant favors in return.

The Incinerator[edit]

You made a pact with one of the most powerful primordials the Incinerator. This patron thrives and is the embodiment of flame, they are the natural phenomena of the world from a volcanic eruption to the friction of two stones even the sun they aim to bring about the natural burning of all things whether it be the forest and it’s trees or lava creating new and fresh land. Whatever the case they chose you to carry out this plan and now you must answer the call.

Expanded Spell List

The Evoker lets you choose from an expanded list of spells when you learn a Inferno spell. The following spells are added to the Inferno spell list for you.

Incinerator Expanded Spells
Spell Level Spells
1st Blast, Hellfire Bolt
2nd Hellfire Harpoon, Withering Ray
3rd Black Flame(Damage type is fire), Afterburner
4th Mordenkainen's Force Missiles,Lava Line
5th Infernal Law, Fire Volly


Ancient Flames

At 1st level, whenever you cast a fire based spell you add double your proficiency bonus to the attack.

Primal Resistance

At 6th level, you gain resistance to fire damage and have advantage on saving throws on spells and effects that deal fire damage such as a red dragons fire breath. Additionally can you withstand high temperatures like extreme heat.

Cindering Flames

At 10th level, You ignore a creatures resistance to fire and treat immunity as resistance whenever you attack it with a fire damage spell or attack. In addition whenever you take fire damage you can use your reaction to absorb the remaining damage as temporary hit points.

Chaotic Flame

At 14th level you learn of the Primordials way to chain your flames almost infinitely. Whenever you reduce a creatures hit points to zero with using a fire based attack the creature explodes with fire, dealing fire damage in 5 foot cylinder and damage equal to xd12 in fire damage x being your proficiency bonus. In addition whenever this feature reduces another creatures hit points to zero the next explosion damage is increased by 1d12 and size by 5 feet.

The Evoker[edit]

Weilders of the ghostly flames these primordials are the essence fire. A primordial who dies but is not yet done with living comes back as the Evoker. Representing the spiritual side of fire they use thier flames to attack the soul of thier victims searing it and making they vulnerable to fire in the process. The Evoker aims to show others that fire is not just mindless destructive but is light and life.

Expanded Spell List

The Evoker lets you choose from an expanded list of spells when you learn a Inferno spell. The following spells are added to the Inferno spell list for you.

Evokers Expanded Spells
Spell Level Spells
1st Necrostrike, Armor of Prometheus
2nd Internal Flame, Ethereal Hunter
3rd Black Flame(Damage type is fire), Arcane Sight
4th Elemental Blessing Rune, Summon Tree Nymph(The summon is a Fire Elemental)
5th Healing Fire, Witchfire
Evokers Curse

At 1st level, whenever you cast fire based spell on a hostile creature(s) you can have the spells damage become force and the creature(s) must succeed a Wisdom saving throw or suffer from short term madness for 1d4 minutes.

Flame Recovery

You learn another way to use fire the way to heal wounds of yourself or other creatures by simply touching them. At 6th level, You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Inferno Level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.

This feature has no Effect on Undead and Constructs.

Primordial Gift

Your patron gifts you with a companion to aid you in your travels an fire elemental. At 10th level you can cast conjure elemental as a ritual that lasts until you dismiss it as an bonus action and it can never become hostile toward you and always listens to your spoken commands. Your elemental can hold spells for you to do so you must spend 5 minutes giving your elemental a spell, the spell must have a spellcasting time of one action and must deal fire damage. Your elemental can hold a number of spells equal to your Charisma modifier (minimum 1) and your elemental loses all held spells when you start a Short or Long Rest.

Searing Soul

At 14th level, you can use the flames you produce to attack the very soul of a creature. Whenever you deal fire damage to a creature(s) they must succeed a Wisdom saving throw or suffer from Long-Term Madness for 1d12 minutes. Additionally when a creature dies while still inflicted with madness that you caused you gain a spell slot. When you use this feature you can’t do so again until you finish a Long Rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Inferno class, you must meet these prerequisites: Dexterity 13 Charisma 13

Proficiencies. When you multiclass into the Inferno class, you gain the following proficiencies: simple weapons


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