Hellborn (3.5e Class)

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Hellborn

A Hellborn is a person who has been cursed to carry a demonic presence with them. The presence gives them great power over fire and demons, but it is difficult for good or lawful Hellborns to remain good or lawful if they use their powers. Some Hellborns choose to fight their curse, but others embrace it.

Making a Hellborn

Hellborns are typically powerful blasters, using their fire spells to ignite and incinerate foes. However, they usually have very low Charisma due to their curse.

Abilities: High Strength, Constitution and Intelligence are very useful skills for Hellborns, while Wisdom and Charisma are not really necessary at all for them.


Races: Any race that has flesh and blood and is not already demonic is able to join the Hellborn class.

Alignment: Any.

Starting Gold: 5d10x10 gp (250 gp)

Starting Age: Simple.

Table: The Hellborn

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st + + + + Ignition
2nd + + + + Pyroblast
3rd + + + + Great Pyroblast
4th + + + + Summon Demon, Banish Demon
5th + + + + Combustion
6th + + + + Flame Breath
7th + + + + Flight by Fire, Burning Aura
8th + + + + Superheated Flames, Incinerate
9th + + + +
10th + + + + Ring of Fire
11th + + + +
12th + + + +
13th + + + +
14th + + +
15th + + + +
16th + + + +
17th + + + +
18th + + + +
19th + + + +
20th + + + + Heat Death

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (The Planes) (Int), Ride (Dex), Survival (Wis), Swim (Str).

Class Features

The Hellborn’s class features revolve around fire and demons. All of the following are class features of the Hellborn.

Weapon and Armor Proficiency: Hellborns are proficient in explosives and axes.

Spells: A hellborn casts arcane spells. A hellborn is not required to prepare his spells ahead of time. To learn or cast a spell, a hellborn must have an Intelligence score equal to at least 10 + the spell level. Hellborns choose their spells from the following list.

0—

1st—Flame Arrow, Flame Strike, Magic Missile

2nd—Burning Hands, Flaming Sphere

3rd—Acid Arrow, Acid Fog

4th—Incendiary Cloud

5th—Fireball

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

8th—<-spells, spells, spells->

9th—Fire Storm

Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Power Points/Day: A Hellborn’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Ignite (Ex): At 1st level, the Hellborn’s spells all gain the Fire descriptor, and, if the spell is a damaging spell, their damage is converted to Fire damage.

Pyroblast (Sp): At 2nd level, he can throw an explosive fireball at his foe, doing 5d6 Fire damage.

Great Pyroblast (Sp): At 3rd level, he can throw an explosive fiery boulder at his foe, doing 10d8 Fire damage.

Summon Demon (Sp): At 4th level, he can summon a demon to do his bidding.

Banish Demon (Sp): At 4th level, he can send a demon back to the Abyss.

Combustion (Sp): At 5th level, he can cause a creature to spontaneously ignite, dealing 3d8 Fire damage every round for five rounds, or until the creature succeeds a Fortitude check.

Flame Breath (Sp): At 6th level, he can breathe a 5-ft-wide, 5-ft-long cone of fire in front of him, doing 6d10 damage.

Flight by Fire (Sp): At 7th level, he can emit jets of fire from his feet, allowing him to fly until he chooses to stop the jets.

Burning Aura (Sp): At 7th level, he can wreath himself in flames for however long he wants. Anything attacking him while the aura is active receives 1d4 of Fire damage.

Superheated Flames (Su): At 8th level, he attunes his fire spells, giving them a +7 bonus to damage.

Incinerate (Sp): At 8th level, he can cause a creature’s blood to boil from heat. The creature must succeed a Fortitude check or burn to death.

Ring of Fire (Sp): At 10th level, he can create an 8-ft-wide ring of fire around his body, doing 9d10 Fire damage to any creatures around him.

Heat Death (Sp): At 20th level, he can create a 30-yard-wide ball of fire that lasts for 10 rounds. Any living creatures caught in the fireball receive 28d12 Fire damage every round. After the fireball goes out, the victim continues to receive Fire damage for 1d8 rounds. If the victim receives a critical hit from the fire, they will burn to death.

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->.

Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information

Playing a Hellborn

Religion: Due to being conduits of demonic power, Hellborns are often compelled to join demonic cults, with many succumbing to this temptation, often being accepted immediately due to their dark powers. Others choose to worship evil deities, seeing them as above the lords of the Abyss and thus worthy of worship. Neutral deities are only slightly less preferred, and usually are uncaring enough to accept the Hellborns. The few that worship good deities tend to do so secretly, as while the deities themselves may be willing g to accept the Hellborns, the acolytes of those deities are usually not so accepting of them.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: Hellborns typically serve as offensive powerhouses of fiery destruction, burning and scorching enemies both far away and up close.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

Fall into the Abyss!
—Edward Altor, Human Hellborn

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: NPCs typically react to Hellborns with either fear or spite.

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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