Calefactor (5e Subclass)

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The Calefactor

Tasked with a mission to destroy a tribe of vicious orcs, a human steps forth to an encampment of the aforementioned creatures. The orcs notice him and begin an assault of javelins and rocks, but he destroys them with a swift burst of searing flame. He promptly unleashes a massive inferno upon their territory, incinerating each and every orc.

A half-elf seeks to earn the allegiance of a village of artisans, who have denied his prior attempts at diplomacy. Knowing well that he cannot merely burn them, he invokes a drought, seeking to inflict a siege upon them. Days later, enduring the intense heat proves to be too strenuous a task for inhabitants of the frozen wilderness, and they adhere to the half-elf's request on the condition that he revokes the drought.

The Essence of Flame

Calefactors wield potent magic, a result of countless hours of research, training, and attunement, yet such is limited solely to the usage of fire magic. Though one would believe this to limit their versatility, their devotion to the art of flame has provided them with special methods of heat control, unsurpassed by any other spellcaster.

Creating a Calefactor

When creating a calefactor, consider why you have devoted yourself to the flame. Were you isolated within the darkness of the underground for most of your life, observing fire for the first time years later and becoming entranced by its beauty? Perhaps your village was burned to the ground and you were the sole survivor, yet rather than condemning the flame for destroying your home, you commenced research upon it, hoping to harness its destructive capabilities for your own usage? Each calefactor bears their own reasons for their decision, yet one truth remains the same: they are devoted to the utilisation of fire.

Quick Build

You can make a calefactor quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the entertainer or hermit background. Third, choose the dagger, the arcane focus, and the explorer's pack.

Class Features

As a Calefactor you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Shields
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Intimidation, Investigation, Medicine, Nature, Religion, and Survival.

Equipment

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

  • (a) A quarterstaff or (b) A dagger
  • (a) An arcane focus or (b) A components pouch
  • (a) A scholar's pack or (b) An explorer's pack
  • Padded armor
  • If you are using starting wealth, you have 5d4 × 10 in funds.

Table: The Calefactor

Level Proficiency
Bonus
Pyre Points Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Oath of Fire, Potent Flame, Spellcasting 4 2
2nd +2 - Incandescence 4 3
3rd +2 3 The Pyre Within 4 4 2
4th +2 4 Ability Score Improvement 5 4 3
5th +3 5 5 4 3 2
6th +3 6 Incandescence feature 5 4 3 3
7th +3 7 5 4 3 3 1
8th +3 8 Ability Score Improvement, Conflagration 5 4 3 3 2
9th +4 9 5 4 3 3 3 1
10th +4 10 Incandescence feature 6 4 3 3 3 2
11th +4 11 6 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 4 3 3 3 2 1
13th +5 13 6 4 3 3 3 2 1 1
14th +5 14 Incandescence feature 6 4 3 3 3 2 1 1
15th +5 15 6 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement, Disastrous Ardency 6 4 3 3 3 2 1 1 1
17th +6 17 6 4 3 3 3 2 1 1 1 1
18th +6 18 Incandescence feature 6 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 20 Awakened Pyre 6 4 3 3 3 3 2 2 1 1

Oath of Fire

You have sworn yourself to the art of pyromancy. You become immune to fire damage, as well as the effects of extreme heat. Additionally, you learn the control flames cantrip, which does not count against your maximum number of cantrips known, and the maximum size of the cube in which you can alter flame with this spell is multiplied by a number of feet equal to your calefactor level.

Furthermore, you can alter the elements to create flame. When you cast a spell that inflicts acid, cold, force, lightning, necrotic, poison, psychic, radiant, or thunder damage, you can substitute that damage type with fire damage. If you choose not to, the spell fails.

Potent Flame

The flames you wield overcome their standard limitations, a consequence of your devotion. Your fire damage is unaffected by resistances and immunities. Additionally, when you force another creature to make a saving throw with a calefactor spell or feature, they suffer a penalty to their roll equal to your Proficiency Bonus.

Beginning at 6th level, you add your Intelligence modifier to your damage rolls that inflict fire damage. Beginning at 11th level, you add your proficiency bonus to the damage roll as well. Beginning at 17th level, creatures suffer disadvantage on saving throws imposed by your calefactor spells and features.

Spellcasting

You have studied the flame, learning how to control it with magic through research and practice. As a result of your efforts, you are capable of casting spells.

Cantrips

At 1st level, you know four cantrips of your choice from the calefactor spell list. You learn additional calefactor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Calefactor table.

Preparing and Casting Spells

You know four 1st-level calefactor spells of your choice.

The Calefactor table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these calefactor spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of calefactor spells that are available for you to cast. To do so, choose a number of calefactor spells equal to your Intelligence modifier + your calefactor level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level calefactor, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Burning Hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of calefactor spells requires time spent studying your notes and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your calefactor spells, as the power of your magic is the result of copious amounts of training and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a calefactor spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus

You can use an arcane focus or components pouch as a spellcasting focus for your calefactor spells.

Incandescence

Your fiery passion for passionate fire is exceeding, but in order to further improve your magic, you must devote yourself to the teachings of a particular calefactor. At 2nd level, you choose a teaching. Choose between the Purifier and the Hellcaller, both detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th, 10th, 14th, and 18th level.

The Pyre Within

You have unlocked the reservoir of flame within you, which can provide several benefits. Beginning at 3rd level, you have a number of pyre points equal to your calefactor level, as displayed under the Pyre Points column of the Calefactor table.

You can utilise these points to fuel various pyre features. You start knowing three such features: Blazing Flash, Flames of Enfeeblement, and Backdraft. You learn additional pyre features as your calefactor level increases.

Additionally, when you successfully inflict fire damage with a calefactor spell, you can expend a number of pyre points equal to the level of the spell slot expended to treat the damage rolls as though they rolled their maximum value (e.g. a 5th-level calefactor casts the Fireball spell with a 3rd-level spell slot. They expend 3 pyre points to maximize the damage of the spell, inflicting 48 fire damage on a failed save).

When you expend a pyre point, it is unavailable until you finish a short or long rest, at the end of which you retrieve all expended pyre points.

Some of your pyre features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Pyre save DC = 8 + your proficiency bonus + your Intelligence modifier.
Blazing Flash

As an action, you can expend 1 pyre point and unleash a disorienting flash of heat in a 30-foot radius centered on yourself. Creatures within the must make a Constitution saving throw. On a failed save, they suffer an amount of d4s of fire damage equal to half of your calefactor level, rounded up. Additionally, they become stunned until the end of their next turn, On a successful save, a creature suffers half as much damage and no additional effects.

Flames of Enfeeblement

As an action, you can expend 1 pyre point to engulf a creature within 120 feet of you in debilitating flames. The creature must make a Dexterity saving throw. On a failed save, they suffer an amount of d8s of fire damage equal to half of your calefactor level, rounded up. Additionally, they suffer disadvantage on Strength-based attack rolls, ability checks, and saving throws for 1 minute. On a successful save, a creature suffers only half as much damage and no additional effects. A creatute who fails the saving throw can make a Constitution saving throw at the end of each of their turns, ending the effects on a successful save.

Backdraft

When you are subject to a melee weapon attack, as a reaction, you can expend 1 pyre point to create a shield of fire, gaining a bonus to your AC equal to your Intelligence modifier, potentially causing the attack to miss. If this feature causes a creature's attack to miss, the shield becomes a raging gale of fire, forcing the creature to make a Dexterity saving throw. On a failed save, they suffer an amount of d6s of fire damage equal to your calefactor level, rounded up, or half as much on a successful save.

Ability Score Improvement

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.

Conflagration

Your control over flame is exceeding, and the fires you wield are truly destructive. Beginning at 8th level,

Disastrous Ardency

By channeling the essence of flame, you can conjure incredible displays of heat. Beginning at 16th level,


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Calefactor Spell List

Cantrips

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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6th level

7th level

8th level

9th level

Multiclassing

Prerequisites. To qualify for multiclassing into the calefactor class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the calefactor class, you gain the following proficiencies: Simple weapons

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