Third Generation (Fire Force Supplement)

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Third Generation[edit]

Third Generations are individuals who can create fire from their bodies using their abilities. Evil Fire Soldiers are known as White Clad. All Fire soldiers are trained at the Fire Force Academy. There they are taught about how to fight and use their abilities, they are also taught how to fight fires both literally and as fire fighters.

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 Third Generation[edit]

Quick Build

You can make a third generation quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Charisma or Dexterity. Second, choose either the background. Third, perhaps one of the most important parts, come up with a self-image your character has e.g. a knight or a hero, if you don't this will hinder your capabilities.

Class Features

As a Third Generation you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one type of artisan’s tools or one musical Instrument
Saving Throws: Dexterity and Charisma
Skills: Choose two from Acrobatics, History, Perception, Intimidation, Stealth, Performance

Equipment

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

  • (a) Dungeoneer’s pack or (b) Explorer’s pack
  • (a) 1 Handgun and 20 rounds or (b) 1 Simple Weapon or (c) 1 Simple Weapon
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Third Generation

Level Proficiency
Bonus
Features Flame Charges Martial Arts
1st +2 Way of Flame, Part of the Force, Unarmoured Defence 2 + con -
2nd +2 Martial Arts 4 + con 1d4
3rd +2 Way of Flame feature 6 + con 1d4
4th +2 Ability Score Improvement 8 + con 1d6
5th +3 10 + con 1d6
6th +3 Way of Flame feature 12 + con 1d6
7th +3 Resistant 14 + con 1d6
8th +3 Ability Score Improvement 16 + con 1d6
9th +4 Extra Attack, Flame Charge Recovery 18 + con 1d8
10th +4 Way of Flame feature 20 + con 1d8
11th +4 Breath of Life 22 + con 1d8
12th +4 Ability Score Improvement, Tenokata 24 + con 1d8
13th +5 26 + con 1d10
14th +5 Way of Flame feature 28 + con 1d10
15th +5 Ability Score Improvement 30 + con 1d10
16th +5 Ability Score Improvement 32 + con 1d10
17th +6 Extra Attack(2) 34 + con 1d12
18th +6 Ability Score Improvement 36 + con 1d12
19th +6 Ability Score Improvement 38 + con 1d12
20th +6 Way of Flame feature 40 + con 1d12

Way of Flame[edit]

Starting at 1st level, you awakened the fire within yourself. Ways of the Flames are unique abilities congenitally engraved into the user's body, specifically around their heart usually following the paths of standard understanding of ki. Most Fire Soldiers awaken their ability from the ages from 4-10. You must choose one Way of Flame, all detailed under Way of Flame. Your choice grants you features at 1st, and again at 3rd, 6th, 10th, 14th and 20th level.


Flame Charges

Your training has allowed you to contain more of your heat. Your access to this energy is represented by a number of Flame Charge points. You have a number of Flame charges equal to twice your Third Generation level + your Constitution modifier, as shown in the Flame Charge column of the Third Generation table. You can spend these points to fuel various of your Third Generation class features, including your attacks, which are the features you gain from your Way of Flame.

When you spend Flame Charges, it becomes unavailable until you finish a long rest, at the end of which all Flame Charges spent returns to you.

Some Flame Charge applications require its target to make a saving throw to resist the application's effect. The saving throw DC is calculated as follows:

Flame Charge save DC = 8 + your Constitution modifier + your Charisma modifier.
Flame Charge attack roll = your Constitution modifier + your Charisma modifier.

Part of the Force[edit]

At 1st level, you receive a Fire Force Uniform which is used to show membership in the Fire Force and also acts as a layer of protection.

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 2nd level you obtain the ability to deal more damage with unarmed attacks as shown in the Third Generation table.

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.

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.

Extra Attack[edit]

Starting at 9th 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

Flame Charge Recovery[edit]

From 9th level, due to extended periods of use, your Flame Charges constantly recovers itself from the adrenaline of battle. While in combat, you regain 1 Flame Charge at the beginning of your turn, up to your maximum. The combat must be one where your life is at risk.

Breath of Life[edit]

At 11th level you have been fighting long enough to feel life within your opponents. By using a bonus action to concentrate you obtain 40ft of truesight. The turn that you are concentrating, enemies attack you with disadvantage and any attacks you make that would hit allies allows the allies to roll against your DC with advantage. This is usable up to twice your proficiency bonus per rest.

Tenokata[edit]

At 12th level you learn you can use hand symbols to channel ki making your fire strengthened in different ways depending on the symbol use. On a short rest you can change the symbol being used which will lead to one of the following effects as long as you have at least one free hand when using your flame:

Corna: This symbol similar to rock and roll increases damage dice by one as these are the flames of hell.

Mantis Hand: Addition to hit for melee roll to hit attacks with flames increases by 3.

Pickaxe Fist: Melee Flame abilities cause a knockback of 10ft as the fire is focussed down the centre of the hit.

Tiger Claw: Your Flames can develop an edge, on every flame based rolls you must also roll a d6 and upon a 6 you will inflict bleed on the enemy.

Bear Paw: By using your flames to increase your sustained flame you increase AC by 2.

Crescent Moon Hand: The range of your techniques Increase if it goes over an AOE or a cone by 10ft.

Tiger Crush: By having 3 fingers up and two wrapping over each other if you have a traversal based ability it increases speed of movement with them by 15ft and if the damage is based on the movement the damage increases by 2 damage per distance unit. If their check to dodge is a dexterity save then they roll with disadvantage If its a ranged attack it increases range by 10ft if its in a straight line..

Way of Flame[edit]

Cosmic Expansion Absorption[edit]

Requirements: Blessed by Grace Feat

The Ability to absorb the heat expansion of the universe slowing time temporarily.

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A Cosmic Expansion Absorption user, source [1]
Severed Universe

Starting at 1st level. You can activate Severed Universe as a bonus action by expending 2 Flame Charges, absorbing expansion heat to distort the flow of time around your strikes. While Severed Universe is active, when you take the Attack action, you may force a creature you are targeting to make a Wisdom saving throw against your Flame save DC. On a success, the creature reacts to the attack as normal, including the possibility of evading or blocking it. On a failure, the creature is caught in the warped moment, and your attack automatically hits, dealing an additional martial arts die of force damage.

At the end of each of your turns, you may spend 1 Flame Charge to maintain Severed Universe. If you maintain Severed Universe for a number of consecutive rounds greater than your proficiency bonus, the overwhelming strain of compressing time backlashes against you. You take Xd12 cold damage that cannot be reduced by any means, where X is equal to your Constitution modifier multiplied by your proficiency bonus. This damage is reduced to d10s at 5th level, d8s at 11th level, d6s at 17th level, and d4s at 20th level.

Speed Through time

Starting at level 3, you gain another reaction and your movement speed increases by half rounded up.

Warped Dodge

Starting at level 6, for 4 FC as a reaction to an attack that doesn`t require a save you can roll a dex save against your opponents flame dc to attempt to dodge.

Move Past Expansion

Starting at level 10, by using 3 FC you can use the dodge or dash action as a bonus action instead of an action.

Slowed Multislice

Starting at level 14, By spending 8 FC you slow down time and make 10 small cuts of 1d4 to any enemy within 5ft of you.

Unseen Pierce

At level 20, due to the speed you have generated from slowed time by using 10 FC you stab through the opponent causing them to roll a con save against your flame dc. Upon a failure it inflicts bleed for 4 turns and deals 5d8 piercing damage and 2d6 fire damage, dealing half damage upon a success without inflicting bleed.

Sword of the Round Table[edit]

The Ability to create a blade of plasma.

wp8055126.png
The Knight King.
Plasma Blade

Starting at level 1, you can use 3 flame charges to summon a blade of plasma. This blade requires a hilt to be made and deals 2d6 fire damage and 1d6 slashing damage per hit. At level 8 this increases to 2d8 + 1d6 respectively and at level 14 increases again to 2d10 + 1d8 respectively.

Violet Flash

At level 3, as an action you can use 4 flame charges and half your movement to dash forward in a 20ft straight line. This causes any enemies on the path or within 5ft on either side of the path to make a dexterity save. Upon a failure they take the damage of two attacks from your plasma blade, upon a success they take half damage.

Bade of Ideals

At 6th level, You can put more flame charges into your weapon strengthening it for every 2 flame charges up to the maximum of your proficiency bonus + your charisma modifier. Each 2 Flame charges increases the damage of your plasma blade by 2, if you have your character following their self image then this increases is doubled. This strengthening lasts 1 minute from when its applied.

Plasma Defender

At 10th level, due to your blade of plasma you gain resistance against plasma based fire abilities. As a bonus action you can attempt to end a plasma based effect on someone within 5ft on you, rolling a strength check against the enemy who placed the effects flame DC. Your AC also raises by 2.

Quick Draw

At 14th level, on your first attack per turn if the enemies passive perception is less than your flame DC then your attack is made with advantage and deals an extra d10 of slashing damage.

Excaliber, The Blade of the World

At 20th level, You can use 10 Flame Charges to extend your blade and thicken its width. This allows you to do a sweeping motion with your blade causing anyone in a 40ft radius semi-circle infront of you to make a dexterity save with disadvantage. Upon a failed save each person affected takes 3 times the damage of a hit from your plasma blade, upon a success they only take the damage of a single plasma blade hit.

Delusions Personified

Requirements: Blessed by Grace Feat

Your overwhelming delusions manifest with such conviction that reality begins to conform to your self-image. Work with your DM to determine abilities that reflect the nature of your delusions. These abilities should thematically align with how you perceive yourself. For example, a character who views themselves as a noble knight from a video game might gain powers like short-range teleportation, glowing weapon strikes, or other game-inspired features. The strength and nature of these abilities should be discussed with your DM to ensure they are balanced.

Black Ash[edit]

The Ability to create clouds of ash, solidifying it to make different abilities.

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The Ashen Reaper producing his ashen smoke, source [2]
Ashen Weapons

Starting at level 1, You can use flame charges to create weapons out of the ash you produce. Weapons last 1 minute unless ended early by you as a bonus action, you can create a maximum amount of weapons up to your proficiency bonus. The created weapons deal an extra d4 of fire damage, this damage increases to d8 at level 10 and d12 at level 16

Cost Weapons
1 Flame Charge Dagger
2 Flame Charges Rapier, Javelin, Flail and Warhammer
3 Flame Charges Trident, Battleaxe, Longsword and Katana
4 Flame Charges Light Crossbow, Glaive, Halberd and Lance
5 Flame Charges Greataxe
Ashen Cloud

Starting at level 3, For 3 FC you can push out a cloud of ash in a 10ft radius around yourself obscuring the vision. Any attacks against your AC from within the cloud is made with an extra disadvantage against you and any attacks made by people in the cloud that causes you to make a dexterity save allows you to make the save with advantage.

Hidden Eclipse

Starting at level 6, You expel a cloud of ash mixed with solidified ash caltrops as you move through it. You create a 20ft cone in front of you causing any enemies to make a con save against your flame dc. Upon a failure, each enemy takes 3d4 fire damage and 2d4 piercing damage, on a success they take half as much damage. You can place yourself anywhere in this cone after this attack. The damage increases by a dice at level 10 and 15.

Ashen Body

Starting at level 10, it takes twice as many levels of tephrosis to feel the effects. Every level of tephrosis grants an extra dice of damage to your attacks.

Dense Cloud

Starting at level 14, By controlling the density of a cloud of ash beneath you, you gain the ability to fly. By using 6 FC you create a cloud for 3 turns you gain a flying speed up to 40ft, you can dispel this as a bonus action.

Canabbalism

At level 20, For 12 FC you push your ash into the body of an enemy within 45ft, this causes the enemy to make a constitution saving throw. Upon a failure they take 4d12 fire damage and d12 force damage, upon a success they take half damage.

Dark Field

Requirements: Blessed by Grace Feat

Upon being blessed you gain the ability to create large ashen structures at range. For 12 FC you can push a layer of ash over a 15ft range around you forming large spikes of ash, making your enemy make a dex saving throw. Upon a failure the enemy takes 7d8 Piercing damage, upon a success they take half damage.

Fire Force Variant Rules[edit]

Fanmade Ways of Flame[edit]

Some times people do not wish to play with the normal fire (but why would you play with fire?), and want to inovate. These Ways of Flames have been created from the ground up, and are not official to the anime. They will be listed at Fanmade Manifestations.

Flame Charge Exhaustion[edit]

Inexperienced soldiers tend to have low reserves of Flame Charges, which leads to them spending more than their body can handle. You may spend more Flame Charges than you can handle, for example, you have 20 Flame Charges and spend 22, making you go to -2 Flame Charges. Whenever you reach 0 or less Flame Charges, you gain one level of exhaustion and cannot spend or regain anymore Fire Charges until you have at least 1 Flame Charges, unless it is by taking a rest. Doing this as a Third Generation causes a condition Known as Tephrosis causing you to gain one level of Tephrosis upon using more than your Flame Charge Capacity.

Momentum Feats[edit]

When a soldier approaches death or is as dumb as a rock, they may refine their flames 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.

Extension Techniques[edit]

This rule extends a hand of creativity towards both players and their DMs regarding Ways of Flame.

Based on a Third Generations Way of Flame, abilities and self-image, they are capable of creating Extension Techniques which further the efficiency of this Way of Flame. A character can only have a total number of Extension Techniques equal to their proficiency bonus. Players can discuss with their DMs when creating an Extension Techniques to determine their features and how many Flame Charges they should cost.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Third Generation moving levels into other Third Generation Ways of Flames, you must meet these prerequisites: 14 Constitution.


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