3rd Generation Pyrokinetic (5e Class)
Creating a Pyrokinetic[edit]
When creating a pyrokinetic, there are some questions you may want to consider. When did you become one? How was your First experience coming intact with your ignition ability? How will you use these abilities?
- Quick Build
You can make a pyrokinetic quickly by following these suggestions. First, choose Charisma as your highest modifier, followed by dexterity or strength.
Class Features
As a Pyrokinetic you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Pyrokinetic level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Pyrokinetic level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Melee Weapons
Tools: Artisan's Tools
Saving Throws: Charisma and one of the following of your choice: Dexterity or Strength
Skills: Choose three from Acrobatics, Athletics, Perception, Religion, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor and a Shield or (b) Studded Leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Level | Proficiency Bonus |
Heat Points | Unarmed Strike Damage | Features |
---|---|---|---|---|
1st | +2 | 1+Cha | 1d4 | Heat Points, Unarmed Strikes, Ignition Ability |
2nd | +2 | 2+Cha | 1d4 | Fire Resistance Improvement |
3rd | +2 | 3+Cha | 1d4 | Ignition Ability Awakening |
4th | +2 | 4+Cha | 1d4 | Ability Score Improvement |
5th | +3 | 5+Cha | 1d4 | Extra Attack (1) |
6th | +3 | 6+Cha | 1d6 | Ignition Ability Feature |
7th | +3 | 7+Cha | 1d6 | Evasion |
8th | +3 | 8+Cha | 1d6 | Ability Score Improvement, Ignition Ability Feature |
9th | +4 | 9+Cha | 1d6 | Adolla Link |
10th | +4 | 10+Cha | 1d6 | Pressure of Death |
11th | +4 | 11+Cha | 1d6 | Ignition Ability Feature |
12th | +4 | 12+Cha | 1d8 | Ability Score Improvement |
13th | +5 | 13+Cha | 1d8 | Extra Attack (2) |
14th | +5 | 14+Cha | 1d8 | Ignition Ability Feature |
15th | +5 | 15+Cha | 1d8 | Adolla's Grace |
16th | +5 | 16+Cha | 1d8 | Ability Score Improvement |
17th | +6 | 17+Cha | 1d8 | Ignition Ability Feature |
18th | +6 | 18+Cha | 1d10 | Hysterical Strength |
19th | +6 | 19+Cha | 1d10 | Ability Score Improvement |
20th | +6 | 20+Cha | 1d10 | Ignition Ability Feature |
Heat Points[edit]
Many features require expending Heat Points to activate. The number of Heat Points you have is shown in the Pyrokinetic table. You regain all expended Heat Points after completing a long rest. When a Heat point is used, as long as it doesn't drain all of your heat points, it will increase your damage dealt by your pyrokinetic attack bonuses.
Unarmed Strikes[edit]
At 1st level, your unarmed strikes do 1d4 + Strength modifier Bludgeoning damage. This damage increases as shown on the table above.
Ignition Ability[edit]
At 1st level, although not fully awakened, your ignition ability allows you to create and manipulate fire. You can cast the cantrips Fire Bolt and Produce Flame without components. Additionally, you can cast Green-Flame Blade for 1 heat point without components and a weapon, meaning you can use this spell with your arms or legs.
Fire Resistance Improvement[edit]
At 2nd level, your body has begun to get used to your pyrokinetic abilities. You are now resistant to fire damage. At 12th level, you become immune fire damage.
Ignition Ability Awakening[edit]
At 3rd level, you chose ignition ability. Choose between Devil's Footprints, The Knight King, The Hybrid, and The Joker. All ignition abilities are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 8th, 11th, 14th, 17th, and 20th level. Most abilities will have a DC and an attack bonus.
- Your Pyrokinetic save DC = 8 + your Charisma modifier + your Proficiency bonus
- Your Pyrokinetic attack bonus = your Charisma modifier + your Proficiency bonus
Ability Score Improvement[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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to 3 attacks starting at 13th level.
Evasion[edit]
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Adolla Link[edit]
At 9th level, you can begin to tap into the world of Adolla through links and observing creatures' emotions. As a bonus action, you can know any creature’s alignment within 100 ft that you can see. You can use this ability the amount of times equal to your proficiency bonus. You regain all uses at the end of a long rest
Pressure of Death[edit]
At 10th level, you experience the true stress of situations and accept the possibility of death. When you have 1/3rd of your hit points or less, you take less damage to all attacks equal to your proficiency bonus. You can use this ability once, regaining use after a long rest.
Adolla’s Grace[edit]
At 12th level, you came in contact with a woman in black and have been given her grace. As a free action, you go under the effects of action surge and all of your abilities that cost Heat points can be used for free. This lasts for only one turn. This ability can be used once regaining it after a long rest.
Hysterical Strength[edit]
At 14th level, you are able to utilize 100% of the full potential of your Ignition Ability. As a full action, for 3 turns, your flames turn blue and your damage die for all attacks doubles(2d4 goes to 4d4). As well as having 1/3 of your allowed heat point being added to your character. Additionally, if someone succeeds a saving throw against your attack, the damage is halved, even if the opponent has evasion. After using this ability, you gain 1d4-1 level(s) of exhaustion. This ability can be used once regaining it after a long rest.
Subclasses[edit]
Devil’s Footprints[edit]
This ability allows the user to ignite, control, and utilize flames from your feet. While doing so, you leave ashes on the floor in the shape of feet.
- Devil's Footprints
At the 3rd level, you can use your ignition ability for many uses…
- You gain 30 ft of flying
- You can spend 1 heat point to stay in the air at the end of your turn. However, to stay in the air for more turn will cost you one extra point(i.e. 2 turns=2 points, 3 turns=3 points, etc)
- When making an unarmed strike, you can use 1 Heat point to use your legs and your ignition ability, adding your pyrokinetic attack modifier to the damage roll.
- When attacking with your legs, they deal magical bludgeoning damage for the purpose of resistances and immunities
- Rapid-Man Kick
At level 4th, you can use your flying ability to propel yourself forward for a devastating kick. As an action for 3 heat points, You move forward in a 60 ft straight line. Anyone in that line must make a dexterity saving throw. On failure they take 5d6 fire damage. This damage increases on the 8th level(6d6), 11th level(7d6), 14th level(8d6), 17th level(9d6), and 20th level(10d6). If you end up 5ft next to an opponent who succeeded the save, they can make an attack of opportunity on you.
- Cunning Action
Starting at 6th level, your quick thinking and agility allow you to move and act quickly. You can take an extra bonus action on each of your turns in combat. This action can be used only to take the dash, disengage, or hide actions.
- Spin Move
Starting at 8th level, you mesh your breakdance moves along with your ignition ability to the test. As an action for 2 heat points, you spin on your head while propelling his legs in a 5ft radius around him. All opponents make a strength saving throw, on failure, they take 2d8 fire damage and get pushed 15 ft directly away from you. On a success, they take half damage and take no knockback.
- “I am not a devil! I have to be a hero”
Starting at 12th level, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being frightened for 1 minute, and can make a free saving throw against any frightened conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.
- Hand sign
At level 14, you learn how to utilize hand signs in order to redirect and concentrate the energy in your body. As a bonus action, you may move your hand freely to make a hand sign. There are two hand sign to use and will be listed below…
- Rapid: When using the rapid hand sign you push your thumb on the middle of your index finger while point all other fingers outward, when using this hand sign, you gain the following features. Your flying speed increases by 15ft. Additionally, when using Rapid-Man Kick and Spin Move, the DC for the save is increased by 2.
- Corna: When using the conra hand sign, you put your hands high above your head in a “rock on” motion. When using this hand sign, you gain the following abilities. Your flying in decreased by 10ft, however all sources of damage from you is increased by 2 damage dice. Additionally you gain the ability to perform Hellfire. As an action, you use 8 heat points to jump on an opponent 5ft away from you. This attack creates a big explosion that requires making a constitution saving throw or take 10d10 fire damage and be burned. If they succeed, they take half and do not get burned. The enemy takes 1d6 fire damage until they take an action to put it out. This explosion also creates a radius of 15ft around the enemy being hit. All creatures in the radius also must make a constitution saving throw or take 5d10 fire damage, taking half on a success. You regain the use of this ability at the end of a long rest
You can take a bonus action switching hand sign but you must have both hands free at all times to be able to use the hand signs.
- Adolla Burst
At the 15th level, you gain the ability to enter a state of light speed, causing your body to split into subatomic particles in the process. The particles then surpass the speed of light, allowing them to go a few seconds back in time to the point before your body broke apart. As a result, Your body is re-materialized. As a full action turn you can effectively stop time for two rounds. During this time, only you can move freely. During this time, extra actions are still extra actions and movement speed is automatically doubled without the use of dash. You can make an attack against creatures or interact with an object that is being held by a creature without breaking this effect. If an object is thrown at an enemy, at the end of Time Stop, the enemy must succeed a your pyrokinetic DC Dexterity saving throw with a disadvantage for each attack, taking half damage (rounded down) upon success; attacks that hit will deal critical damage. Your attacks are considered automatic criticals for the duration. At the end of the 2 round time resumes and you go back to the place you started time stop in. After this ability is used, you gain 3 levels of exhaustion for 1d8+1 rounds.
Knight King[edit]
The Knight King is an ability that allows the user to generate plasma on any type of hilt, making a sword. This hilt can be made of any type of material.
- Knight King’s Trusty Excalibur
At 3rd level, you gain a hilt made of metal. As a bonus action, you ignite this hilt with plasma, effectively creating a plasma sword. This sword deals your unarmed damage die, dealing radiant damage instead. As long as you have 1 heat point you can have the sword activated for as long as you please. If for whatever reason this hilt is destroyed, you can no longer use this ability. If your hilt is destroyed in combat, you may make a DC 14 perception check. On success, you can find a replacement hilt to use 1d8+1 turns. When out of combat, you can gather materials to create one yourself. When crafting a hilt, make an intelligence check. The number of the resulting number is specified as such…
-;1 and below:The hilt has the same properties as if you found one in combat -;2-12: The hilt can not deteriorate to normal usage and deals normal damage -;13-20: The hilt can not deteriorate to normal usage and gains a plus 1 to attack and damage rolls -;20 and up: The hilt can not deteriorate to normal usage, gains plus 1 to attack and damage rolls, and as a bonus action you may have all of your sword’s attacks gain 5ft of range until the beginning of your next turn
Additionally, when using the sword you may use an ability known as Violet Flash. As one attack from your attack action, for 2 heat points you swing your sword above your head, then swing down dealing harm to any foes in a 15 foot line. Make an attack roll with your sword, on hit dealing additional 2d6 radiant damage. This damage increases on the 6th level(3d6), 8th level(4d6), 11th level(5d6), 14th level(6d6), 17th level(7d6), and 20th level(8d6).
- Abnormal Stamina
At 6th you have learned to keep your sword active for longer periods of time. You gain heat points equal to your charisma modifier. Additionally you become resistant to radiant damage.
- Breath of Life
At 8th level, you can differentiate real from illusions around one’s self. As a full action turn, all attacks targeted around you are made with disadvantage. Additionally, you are able to see through any illusion based spell(ex: Major image or Alter self)
- Non Self
At 11th level, you have learned the art of attacking the enemy without thinking. When you receive melee damage, you can use your reaction to counter it. You roll a Dexterity saving throw with a DC equal to the result of the attacker's attack roll. If you succeed, you take half the damage and you can counter with a single melee weapon attack against the attacker. If you fail you take damage as normal. You can use this ability once per long rest OR you can expend 1 heat point to do it again.
- Plasmantle
At 14th level, you gain the ability to admit and manipulate plasma on your back, resembling a cape. As a bonus action, you may spend 2 heat points per turn to activate this ability. During this time you gain a plus 2 to AC and when you are being attacked with advantage, you cancel out the advantage unless there are 2 different sources of advantage.
- Violet Flash Eightfold Strike
At 17th level, you begin to master the technique of Violet Flash. As an action, for 10 heat points, you can make 8 attacks with your sword, dealing your normal unarmed strike damage. Additionally, you may as a bonus action, expend 2 more heat points to increase the critical range on these attacks to 18-20. You may only use this ability once per long rest.
- Violet Flash Earth Driver
At 20th level, you can use Violet Flash to its fullest extent. As an action you pour all of your heat points you have into one strike, swinging your sword in a horizontal motion. Because of the amount of energy being put into this move, the range is increased dramatically into an 80 ft cone. Any creature in this range must make a constitution saving throw, or take 2d10 radiant damage multiplied by the amount of heat points used in this attack, taking half on a success. If the opponent's maximum hit points are below 100, they are killed instantly, reducing to ash. After this move is executed, you gain 5 levels of exhaustion. You can only use this move once per long rest. NOTE:WHEN USING ADOLLA'S GRACE, ACT AS IF YOU WOULD USE 10 HEAT POINTS
Hybrid[edit]
As a hybrid, not only are you able to create and manipulate flames but you can also manipulate flames that you have not created.
- 2nd and 3rd Generation Pyrokinetic
At the 3rd level, you are able to control any type of fire in a 10 ft radius. The range that you can control flames increases on the 6th level(15 ft), 8th level(20 ft), 11th level(25 ft), 14th level(30 ft), 17th level(35 ft), and 20th level(40 ft). The amount of fire you can control is 1 heat point per 5 ft of fire. At the 11th level, you can control 5 ft of flame for free.
- Iai Hand Sword First Form
- Fire moon
At the 6th level, you are able to ignite and create a sharp-blade of flames on the palm of your hand, and swing it in the direction of their target, creating a crescent-shaped flame that blows the target backward. As an action, for 2 heat points you cause anyone in a 15 foot cone to make a dexterity saving throw or take 4d6 fire damage and be knocked back 10 ft. On a success they take half damage and do not get knocked back.
- Iai Hand Sword Second Form
- Moonlight
At the 8th level, you can use your ignition ability to cross your arms and fire off a x-shaped attack which radiates a blinding light. As an action, for 2 heat points all creatures in a 20 ft radius must make a constitution saving throw or be blinded for 1 minute(10 turns). All creatures blinded can make the save at the end of each of their turns.
- Iai Hand Sword Third/Fifth Form
- Daybreak/Sunset
At the 11th level, you can ignite sharp-blades of flames on the palm of your hand and can either strike upwards or downwards. After making an unarmed strike, you can use your bonus action and 5 heat points to make a strike upwards or downwards. If you decide to strike upwards, the target must make a constitution saving throw or become stunned until the beginning of their turn. If you strike downwards, the target must make a strength saving throw or become prone.
- Iai Hand Sword Fourth Form
- Red Sun
At the 14th level, you can concentrate your flames into one big beam of heat. As a full action turn, for 8 heat points you can create a 10 ft wide by 60 ft long beam of fire. All creatures in this area must make a dexterity saving throw or take 10d10 fire damage. On a success, they take half damage. You can only do this once, regaining use at the end of a long rest.
- Iai Hand Sword Seventh Form
- Sun Wheel
At 17th level, you can create a ring of flames behind you, then throw it at your opponents. As an action, for 10 heat points you create a flame wheel 5 ft behind you. While having the flame wheel active, you are concentrating on it. If you are hit, you must make a concentration saving throw, on failure losing the flame wheel. The flame wheel cannot do anything until the turn after it is created, after this you may throw it. This flame wheel is a 10 foot radius of fire that can travel at your speed. The wheel can’t go anywhere past 100 ft of you. Anyone in this 10 ft radius must make a constitution saving throw, on failure taking 4d10 every turn fire damage. This wheel may last 4 turns. You can only do this once, regaining use at the end of a long rest.
- Crimson Moon
At the 20th level, you are able to create a devastating blow that only the strongest can survive. For 14 heat points, make an unarmed strike, on hit the creature must make a constitution saving throw or take 12d20 fire damage. On success, the creature takes half damage. If for any reason the creature has disadvantage on this save, the attack automatically hits, but you can still roll for a chance of a critical hit. You can only do this once, regaining use at the end of a long rest.
Joker[edit]
With the ability, you can create various card-shaped projectiles that can cut an inflammable coat or explode with tremendous force.
- The Deck
Starting at the 3rd level, your ignition ability allows you to make attacks from a far. These cards have the light and finesse property applied. The cards can be thrown with a range of 20/60ft. These cards deal the same damage as your unarmed strikes. Additionally, you can use 1 heat point as a bonus action to make the card explode on contact, dealing an extra 1d6 fire damage.
- Adept Acrobatics
Your training has led you with immense speed and agility. At 6th level, you become proficient in acrobatics. If you are already proficient, you now have expertise in it.
- Tricky Trickster
At the beginning of 8th level, people have a hard time to have a read on you with your poker face. Whenever any creature tries to make an insight check on you, it is made with disadvantage. Additionally, you become proficient in either sleight of hand or persuasion.
- Card-Throwing Connoisseur
At 11th level, your technique in card throwing has improved drastically. Your cards can now be controlled to an extent while being thrown. If you know the current location of a creature that you can't attack because of line of sight or cover, You can use 2 heat points to turn the card in such a way that the card can hit them. As an example, if a creature is around the corner, you can use 2 heat points to curve the card around the corner and hit them.
- Nauseating Narcotics
At the beginning of the 14th level, you can emit a psychedelic smoke that causes others to hallucinate. As an action, you can emit this smoke by using 5 heat points. Doing so forces any creatures within a 20 ft radius of you to make a constitution saving throw or become stunned for 1 minute. Creatures can make a saving throw at the beginning of each of their turns until they succeed. Any allies have advantage on this saving throw. You can use this ability an amount of times equal to your proficiency bonus, regaining uses at the end of a long rest.
- Four Cards
At 17th level, you can use more cards for more fire power. As an action, you fire 4 cards towards an enemy for 5 heat points. Roll to a ranged attack. On hit this attack deals 4d12 fire damage. This ability can be stacked with The Deck’s ability but you must expend a heat point for card you choose(4 cards explode=4 heat points used)
- “I’m a Smoker…..I’m a Joker”
At 20th level, you can use your special card to cut almost anything. As an action, you summon this card in your hand. You can't throw this card and must attack at a close range with it. Make an attack roll and on a hit, the card deals 2d10 slashing damage. Additionally the creature being hit must make a strength saving throw or will lose any limb of your choice. If this attack is being made on a creature that is affected by Nauseating Narcotics, they automatically fail the saving throw. This can only be used once and can be regained at the end of a long rest.
Variant Rules[edit]
Extra heat points/Risk of Tephrosis[edit]
Your flames run off of your oxygen intake. However you can continue fighting when you are running out of oxygen with the risk that can cripple you for the rest of your life. You can now go into the negatives of heat points. When you do go into the negatives and take a long rest, you go to 1 heat point plus 2d6. Once you reach the negative about of your heat points, you can not use any fire based ability on this class and gain Tephrosis. Tephrosis is a disease that causes your body to char when you use your ignition abilities. Whenever you use an ability that uses heat points, you take 6d4 fire damage. Only a greater resteration or wish spell can heal Tephrosis.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the 3rd Generation Pyrokinetic class, you must meet these prerequisites: 13 in Cha.
Proficiencies. When you multiclass into the 3rd Generation Pyrokinetic class, you gain the following proficiencies: Simple Weapons
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