Inferno (5e Class)
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- 1 Inferno
- 2 Primal Patrons
A human is with some friends when they come a cross a burning building. Knowing the occupants are in grave danger, the man swallows all the flames, saving everyone. As the people thank him, in the distance is a another pillar of red flames. When the inferno looks at it he sees his flame rival not knowing what could happen next.
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
- Quick Build
As a Inferno you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers.
Saving Throws: Constitution and Charisma
Skills: Choose two from Arcana, Deception, Insight, Investigation, Intimidation, Persuasion, and Religion.
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.
|Features||Cantrips Known||Spells Known||Spell Slots||Slot Level||Invocations Known|
|1st||+2||Primordial Patron, Primal Magic||2||2||1||1st||-|
|4th||+2||Ability Score Improvement||3||5||2||2nd||2|
|6th||+3||Primal Patron Feature||3||7||2||3rd||3|
|8th||+3||Ability Score Improvement||3||9||2||4th||4|
|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|
|19th||+6||Ability Score Improvement||4||15||4||5th||8|
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.
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.
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
You learn the Eldritch Flame Cantrip as a small gift from your patron.
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.
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
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.
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.
At 20th level your patron recognizes you as one worthy of the title of champion. Increase your Charisma score by 2, and the maximum for Charisma increases by 2. 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.
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.
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.
At 1st level, whenever you cast a fire based spell that spell ignites the ground beneath it a creature that is within standing in the 5ft flame takes 1d4 fire damage. The flames last until the end of your next turn.
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.
At 10th level, You ignore a creatures resistance to fire damage 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.
At 14th level you learn of the Primordials way to chain your flames almost infinitely. When ever 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.
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.
At 1st level, whenever you cast a fire based spell on a hostile creature(s) the spells damage becomes force and the creature(s) must succeed a Wisdom saving throw or suffer from short term madness for 1d4 minutes.
At 6th level Dalnar has gifted you with a great power At 6th level you can use 1 flame point to cover any weapon you are holding with fire that weapon now deal an additional 2d6 fire damage and sheds bright light for 10 feet and and dim light for 10ft.
At 14th level Dalnar has show you to burn brighter than ever. Whenever you use a fire point you shed bright light in a 30ft raduis for one minute.
Proficiencies. When you multiclass into the Inferno class, you gain the following proficiencies: simple weapons