Calefactor (5e Subclass)

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The Calefactor[edit]

Wizard Subclass

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.

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.

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 utilization of fire.

Oath of Fire

At 2nd level, you have sworn yourself to the art of pyromancy. 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 Wizard level.

Additionally, you alter the formula of your spells to create flames. When you cast a spell that inflicts acid, cold, force, lightning, necrotic, poison, psychic, radiant, or thunder damage, the damage is replaced with fire damage. If you choose not to, the spell fails.

Furthermore, you become resistant to fire damage, and immune to the effects of extreme heat or to the fire damage of your own spells.

Potent Flame

At 6th level, the flames you wield overcome their standard limitations, a consequence of your devotion. Your fire damage ignore resistance to fire.

Additionally, you cause additional damage with your spells that cause fire damage equal to your Intelligence modifier.

Conflagration

Your control over flame is exceeding, and the fires you wield are truly destructive. At 10th level, your fire damage ignore immunity to fire.

Furthermore, you gain immunity to fire damage.

The Pyre Within

At 14th level, you have unlocked the reservoir of flame within you, which can provide several benefits. Beginning at 14th level, you have a number of pyre points equal to half your wizard level (rounded down).

You can utilize these points to fuel one of the following 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 wizard 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.

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.
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