Arsonist (5e Class)
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Arsonist[edit]
Fire wielders[edit]
A human in a dark costume with a fedora hat and a mask slowly walks through the street of a burning town. The fire seems to not affect him at all as he looks around completely unaroused. The flamethrower in his right hand is a dead giveaway of who is to blame for this town's departure.
A woman in a brutal leather outfit blows away a straid of her blond hair while staring at a group of hostile goblins through her red glass lenses. She smirks and waves both of her flamethrowers as they spread lots of fire around.
Arsonists are those who use flamethrowers in battle. They prefer to light up the battlefield and are never afraid to declare their presence to the enemy. Some races might find it wrong and irresponsible to use such weapons, but one cold gaze of death is all it takes to forget any morals.
Creating an Arsonist[edit]
How did you lay your hands on a flamethrower? Who taught you how to use it and what will you use it for? What are your plans for your adventure as an arsonist?
- Quick Build
You can make an arsonist quickly by following these suggestions, First, Constitution should be your highest ability score, followed by Dexterity then Strength. Choose any suitable background with skills, that will help you out of combat. Choose Athletics, Acrobatics, Medicine, and Sleight of Hand as your skills.
Class Features
As a Arsonist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Arsonist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arsonist level after 1st
- Proficiencies
Armor: Light armor, medium armor, heavy armor
Weapons: Flamethrower, simple weapons
Tools: Three tools of your choice
Saving Throws: Constitution, Dexterity
Skills: Choose four from Acrobatics, Athletics, Survival, Medicine, Intimidation, Arcana, Nature, Performance, Persuasion, and Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Blazer or (b) a diffirent flamethrower of master's choice
- (a) a Chain Shirt or (b) Studded Leather Armor or (c) a Chain Mail
- (a) an Engineering Kit or (b) a Potion of Healing
- If you are using starting wealth, you have 6d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Flamethrower Tricks, Persistent |
2nd | +2 | Hardened |
3rd | +2 | Arsonist Style |
4th | +2 | Ability Score Improvement |
5th | +3 | Tuning |
6th | +3 | Flamethrower Tricks (2) |
7th | +3 | Arsonist Style feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Overclocking (2 uses) |
10th | +4 | Flamethrower Tricks (3) |
11th | +4 | Extra Attack, Arsonist Style feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Tuning (2), Irresistable Force |
14th | +5 | Flamethrower Tricks (4), Persistent (2 uses) |
15th | +5 | Arsonist Style feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Overclocking (4 uses) |
18th | +6 | Arsonist Style feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Unstoppable Force |
Flamethrower Tricks[edit]
At 1st level, you may adopt a particular trick of using a flamethrower. Choose one of the following options. You can't take the same Flamethrower Trick option more than once, even if you later get to choose again. You can choose one more Flamethrower trick at levels 6, 10 and 14.
- Incineration
You gain a +2 bonus to attack rolls you make with flamethrowers.
- Experienced
When you get "1" or "2" on attack roll made with a flamethrower you can reroll it one time and use the new value, even if you get "1" or "2" again.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Eroding Flames
You gain a +2 bonus to damage rolls you make with flamethrowers.
- Dual Wield
You don't lose any modifiers while dual wielding weapons.
- Haste
You gain additional +5 move speed.
- Disarm
When you hit a creature with a flamethrower attack, it drops one item (of your choice) that it is holding.
Persistent[edit]
At 1st level, when you fail a Constitution or Strength based throw you can make a second throw and use it instead. You need to finish a short or a long rest in order to use this ability again.
Hardened[edit]
At 2nd level, you gain resistance to fire damage. If you already have resistance to fire damage, you become immune to it instead.
Arsonist Style[edit]
At 3rd level, you must choose a style that determines what kind of Arsonist you are. Choose from Heavy Burner, Trickster, or Exterminator, all of which are detailed at the end of this class description. Your style grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.
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.
Tuning[edit]
Beginning at 5th level, you can tune your flamethrower during the long rest. You can choose one of the following upgrades and you can change it only during the next long rest. At the same time you can have only one upgrade. Starting at level 13, you can choose and have 2 upgrades at the same time. You can't choose the same upgrade twice.
- Stream Concentrator
Your flamethrower's range increases by (10/20)
- Safety Removal
Your flamethrower gains your Constitution as bonus to attack and damage rolls.
- Brute Moding
Your flamethrower gains +3 damage roll bonus.
- Accuracy Enhancement
Your flamethrower gains +3 attack roll bonus.
- Air Blaster
Your flamethrower can now extinguish it's flames and stop projectiles aimed at you, reducing their damage by 1d12 + your Constitution mod.
Overclocking[edit]
Beginning at 9th level, you can use your bonus action to overclock your flamethrower. All your attacks during this turn will do critical damage. You recieve 4d4 fire damage at the end of this turn. You can only use this ability before your attack rolls. You can use this ability twice before finishing a long rest. The number of uses increases to 4 at level 17th.
Extra Attack[edit]
Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Irresistable Force[edit]
When you reach 13th level, your flames gain the ability to go through enemy resistance. If your target has fire damage resistance, your attacks ignore it. If your target has fire damage immunity, you treat it as resistance instead.
Unstoppable Force[edit]
Starting at 20th level, your attacks ignore fire damage resistance and immunity.
Heavy Burner[edit]
Arsonists who choose this style have trained extensively with heavy armor. Their defensive capabilities are much better and they are usually the ones taking the frontline.
- Tough
Starting at 3rd level, due to your style, you can reduce any incoming damage by 1d4.
- Bonus Proficiency
When you choose this style at 3rd level, you gain proficiency in one of the following skills of your choice: Medicine, Athletics, or Insight. Alternatively, you may learn one language of your choice.
- Resolute
At 7th level, whenever an effect requires you to make a Constitution saving throw, you may use your reaction to add 1d6 to the roll. If succeeding on the Constitution saving throw would make you only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You also gain proficiency in Strength saving throw.
- Parry
Starting at 11th level, you can use your reaction to raise your AC by 3 for one attack after the attack roll was made.
- Adrenaline
Beginning at 11th level, may take two reactions each round, instead of one. You also gain 5 temporary hits every time you use a reaction.
- Brace
Starting at 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.
- Reaction Surge
Starting at 18th level, you may take three reactions each round, instead of one. You also gain 10 temporary hits every time you use a reaction, instead of 5.
Trickster[edit]
A trickster is an arsonist whose dexterity and agility are unmatched. They move swiftly across the battlefield and evade any attacks on the way.
- Light on The Feet
Starting at 3rd level, you get +1 AC bonus and +5 Move Speed bonus. Whenever you attack a creature, you can move away from it without provoking it's opportunity attack.
- Bonus Proficiency
When you choose this style at 3rd level, you gain proficiency in two of the following skills of your choice: Acrobatics, Performance, or Deception. If chosen skill is already learned - you may treat it as an expertise, doubling the proficiency bonus for this skill. Alternatively, you learn two languages of your choice.
- Blazing Stunts
Starting at 7th level, you can use two-handed flamethrowers with only one hand without any disadvantages.
- Perfect dodge
Starting at 7th level, upon dodging an attack you can use your reaction to make one attack back.
- Startling Agility
At 11th level you can deftly dodge zonal effects, such as the red dragon's fiery breath. If you fall under an effect that allows you to make a Dexterity saving throw to receive only half of the damage, instead you receive no damage at all if the saving throw was successful, and receive only half of the damage if it failed.
- Disrupt
Starting at 15th level, before the results of a roll have been announced, as a reaction, you may give yourself advantage on a saving throw from a marked target or give the target disadvantage on their attack rolls made against you until the start of your next turn. You may use this feature a number of times equal to half your Dexterity modifier rounded up(minimum 1), and you regain all uses of this feature after you finish a long rest.
- Elegant Counter
Starting at 18th level, when you succeed at a saving throw your next attack automatically becomes critical if it hits. Your "Perfect Dodge" attacks also always do critical damage.
Exterminator[edit]
Exterminator are arsonists who focus primarily on their damage capabilites. They are masters at destroying and killing things.
- Ashes
Beginning at 3rd level, whenever you make continuous attacks against the same creatures they recieve additional 1d6 fire damage. If your attack does not affect a creature you attacked two or more times already - you lose this attack bonus until you attack them twice in a row again. This damage is increased to 2d6 at level 10 and 3d6 at level 18.
- The Threat
When you choose this style at 3rd level, you gain proficiency in one of the following skills of your choice: Intimidation, Athletics, or Insight. Alternatively, you may learn one language of your choice.
- Determined Attack
Starting at 7th level, you can use your bonus action to gain advantage on all attacks for this turn. You can use this feature 3 times before finishing a long rest.
- Critical Enhance
Starting at 10th level, your attacks do critical damage on both "19" and "20" attack rolls.
- Athlete
Starting at 11th level, you may gain proficiency in Strength saving throw. You also can add half of your proficiency bonus rounded up to all your Strength, Constitution and Dexterity ability checks.
- Critical Perfection
Starting at 15th level, your attacks do critical damage on "18-20" attack rolls.
- Refresh
Starting at 18th level, upon entering a battle with no uses of "Determined Attack" you regain two uses.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the arsonist class, you must meet these prerequisites: 14 Constitution.
Proficiencies. When you multiclass into the archer class, you gain the following proficiencies: simple weapons and flamethrowers.