Enkindler (5e Class)

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Enkindler[edit]

Creating an Enkindler[edit]

Enkindlers are mages that focus only on the element of fire and use of fire magic, it can be anything having to do with fire from just starting a spark easily to causing a scale wide inferno and the like, over time, by studying fire books and fire magic and learning the art of fire, one can become an enkindler, however, that usually means enduring hot conditions and weathers, and usually be in hot places, often where there is fire, and usually enduring temperature ranges in boiling point. Enkindlers' spells can burn plants, set places on fire, burn skin, turn things to ash and cause burns, and if their fire is strong enough, melt metals. Their area of expertise is always fire magics, and all of an enkindler's spells must be fire magic. The use of a powerful rechargeable fire "grenade" and decent melee make the enkindler a good choice for offensive players.

Quick Build[edit]

You can make an enkindler quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution, or Strength or Dexterity if you want to focus on combat over raw spellcasting firepower. Second, choose the hermit background. Third, choose the fire bolt and control flames cantrips.

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Class Features

As a enkindler you gain the following class features.

Hit Points

Hit Dice: 1d10 per enkindler level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per enkindler level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Perception, and Survival

Equipment

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

  • (a) Studded Leather or (b) chain mail
  • (a) a shortsword or (b) a rapier
  • (a) a heavy crossbow and a case of 30 bolts or (b) a pike
  • (a) a shield or (b) an arcane focus

Table: The enkindler

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th
1st +2 Cantrips, Kindle Bonus 2
2nd +2 Fighting Style, Spellcasting 3
3rd +2 Focus 4 2
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack, Fiery Verdict 4 3
6th +3 Burning Soul 4 3 2
7th +3 Focus feature 4 3 3
8th +3 Ability Score Improvement 4 3 3
9th +4 Ascetic 4 3 3 1
10th +4 Flames from Within, Additional Cantrip (total of 3) 4 3 3 2
11th +4 Focus feature 4 3 3 2
12th +4 Ability Score Improvement, Burning Soul improvement 4 3 3 3 1
13th +5 4 3 3 3 2
14th +5 Body of Ash, Additional Cantrip (total of 4) 4 3 3 3 2
15th +5 Focus feature 4 3 3 3 2 1
16th +5 Ability Score Improvement 4 3 3 3 2 1
17th +6 4 3 3 3 2 1
18th +6 Supreme Flames 4 3 3 3 2 1 1
19th +6 Ability Score Improvement 4 3 3 3 2 1 1
20th +6 Ashen Soul 4 3 3 3 2 1 1


Cantrips[edit]

As an enkindler, you cast spells by channelling your own inner fire. At 1st level, you know two cantrips of your choice from the enkindler spell list. You learn an additional cantrip of your choice once when you reach 10th level and again at 14th level.
When you gain a level in this class, you can replace one of the enkindler cantrips you know with another cantrip from the enkindler spell list.

Kindle Bonus[edit]

You can augment the power of your inner fire at the cost of your own life force. At 1st level and whenever you gain a level thereafter, you can choose to reduce your hit point maximum by half your current kindle bonus (rounded down, minimum of 1) to increase your kindle bonus by one (for example, when your kindle bonus is 9, it costs 4 hit points to increase it to 10). If this would reduce your hit point maximum to 0 or lower, your hit point maximum is instead reduced to 1. Both the reduction to your hit point maximum and the increase to your kindle bonus are permanent. You can add your kindle bonus to the damage rolls of any enkindler spells you cast that deal fire or radiant damage, as well as any enkindler class feature that deals fire or radiant damage.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting[edit]

By the time you reach 2nd level, you've extended your spellcasting ability beyond cantrips alone. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the bottom of this page for the enkindler spell list.

Preparing and Casting Spells[edit]

The Enkindler table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells known of 1st Level and Higher[edit]

At 1st level, you know two 1st-level spells of your choice from the enkindler spell list. At third level and every two levels thereafter (5th, 7th, 9th, etc.) you learn another spell. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the enkindler spells you know and replace it with another spell from the enkindler spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your enkindler spells, since your magic comes from your inner flame burning within. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an enkindler spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Focus[edit]

At 3rd level, you are able to choose a Focus around which you base your firepower: Ebony, Iron, or Ivory, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Increase[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.

Fiery Verdict[edit]

At 5th level, you learn to tap directly into your own life force for power, fueling your flames with your vitality. When you cast a spell, instead of expending a spell slot, you can take necrotic damage equal to twice the slot's level. This damage can't be reduced or prevented in any way. You cannot cast a spell in this manner with a spell slot higher than you are able to prepare.
You can use this feature a number of times equal to your level divided by 3, rounded up. You regain all expended uses when you finish a long rest.

Burning Soul[edit]

Starting at 6th level, you become inured to heat. You gain resistance to fire damage. At 12th level, this becomes immunity to fire damage.

Ascetic[edit]

Starting at 9th level, your flames can sear the very soul. Whenever you cast an enkindler spell that deals fire damage, you can have it instead deal radiant damage.

Flames From Within[edit]

Starting at 10th level, your body has become the only thing keeping the torrent of fire that is your soul from destroying everything around it. When you drop to 0 hit points, make a Charisma saving throw against your own spell save DC. On a failure, you cast fireball centered on yourself, without expending a spell slot. It is cast at a level equal to the highest-level spell slot you can prepare. You can voluntarily fail this saving throw.

Body of Ash[edit]

When you reach 14th level, your internal flames become as a star, providing all the energy your body needs. You no longer need to drink water, eat food, or sleep.

Supreme Flame[edit]

Starting at 18th level, your fire magic becomes even more potent. Whenever you cast a spell that deals fire or radiant damage, you can reroll the damage dice, taking the higher result.

Ashen Soul[edit]

When you reach 20th level, you become wreathed in an aura of pure flame. Any creature that touches you or hits you with a melee attack while within five feet of you takes 2d6 fire or radiant damage (your choice). You still take damage as normal. You can activate or deactivate this aura with a bonus action.

Foci[edit]

The focus an enkindler chooses embodies the approach they take in pursuit of greater and greater prowess with fire. These foci act as a means of concentrating their power into one or more specific branches of fire-wielding. Once chosen, the focus cannot be changed. An enkindler's choice of focus often reflects their personality.

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Ebony[edit]

Enkindlers who choose the Ebony focus develop and improve the control they have over the infernos they create. Instead of increasing their raw output, they focus on directing greater portions of their current output towards their enemies or suppressing it until the time is right.

Keeper of the Flame[edit]

When you choose this focus at 3rd level, you learn one 1st-level spell from the enkindler spell list and the fire bolt cantrip. If you already know this cantrip, you learn a different enkindler cantrip of your choice. Neither counts against your number of cantrips or spells known. Henceforth, you may not exchange fire bolt for another enkindler cantrip when you gain a level in this class.

Lingering Flame[edit]

Starting at 7th level, you can delay your detonations, releasing them when enemies approach. You can cast glyph of warding without expending a spell slot, choosing the "Spell Glyph" effect and storing an eligible enkindler spell you know. With this feature, glyph of warding takes only 1 minute to cast and does not require material components.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Flame of the King[edit]

Starting 11th level, you can take 3 necrotic damage to cast fire bolt as a bonus action. This damage can't be reduced or prevented in any way.

Acute Bomb[edit]

At 15th level, you can use a bonus action to take necrotic damage equal to half your total hit points. If this damage drops you to 0 hit points, your Flames from Within ability activates as normal. You then make a death saving throw, returning to the number of hit points you had immediately before you activated this ability on a success.

Iron[edit]

Enkindlers who choose the Iron focus primarily attempt to channel their pyrokinetic abilities and fight in direct combat simultaneously. They wreath their weapons in flame, casting spells in the same breath they use to attack.

Carthus Flame Arc[edit]

Starting at 3rd level, your weapon attacks deal additional fire damage equal to Your kindle bonus

War Casting[edit]

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Controlled Flames[edit]

At 11th level, you can spare your allies from the brunt of your explosions. When you cast an enkindler spell that allows its targets to make a saving throw for half damage, you can allow any number of creatures you can see that are affected by the spell to take no damage on a success and half damage on a failure.

Improved War Casting[edit]

Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Ivory[edit]

Enkindlers of the Ivory focus maximize the damage they cause with their flames. They emanate heat and greatly increase the size of their blazes.

Combustion[edit]

Starting at 3rd level, you can use your bonus action to unleash a small wave of fire. All creatures within 5 feet of you must make a Dexterity saving throw against your spellcasting save DC, taking fire damage equal to your kindle bonus on a failure.

Life in the Flame[edit]

When you reach 7th level, your hit point maximum increases by 7 and increases by 1 every time you gain another level in this class.

Burning Intensity[edit]

At 11th level, you can add your Wisdom modifier to your kindle bonus.

Chaos Storm[edit]

Starting at 15th level, you become deeply attuned to your fire magics. When you activate your Flames from Within ability, you can choose to add one and a half times your kindle bonus to the damage roll. This is in addition to the bonus to damage your kindle bonus normally provides. Once you use this feature, you must finish a short or long rest before you can use it again.

Spell List[edit]

Cantrips: Create Bonfire, Control Flames, Green-flame Blade, Fire Bolt, Produce Flame.
1st-level spells: Burning Hands, Faerie Fire, Fog Cloud, Hellish Rebuke, Longstrider, Shield.
2nd-level spells: Aganazzar's Scorcher, Continual Flame, Darkvision, Flame Blade, Flaming Sphere, Heat Metal, Pyrotechnics, Scorching Ray.
3rd-level spells: Elemental Weapon (fire only), Fear, Fireball, Flame Arrow, Gaseous Form, Haste, Melf's Minute Meteors, Stinking Cloud.
4th-level spells: Arcane Eye, Conjure Minor Elementals (fire only), Fire Shield, Vitriolic Sphere, Wall of Fire.
5th-level spells: Cloud Kill, Conjure Elemental (fire only), Flame Strike, Immolation, Passwall, Scrying.
6th-level spells: Fizbans's Platinum Shield, Investure of Flame, Tasha's Otherworldly Guise.
7th-level spells: Delayed Blast Fireball, Fire Storm, Forcecage, Plane Shift.

Multiclassing[edit]

Ability Score Minimum. As a multiclass character, you must have at least a Strength or Dexterity score of 13 and a Wisdom score of 13 to take a level in this class (or to multiclass out of this class).

Proficiencies Gained. If enkindler isn't your initial class, here are the proficiencies you gain when you take your first level as an enkindler: light armor, medium armor, shields, simple weapons.

Spell Slots. Add half your levels (rounded down) in the enkindler class to the appropriate levels from other classes to determine your available spell slots.

Additional Notes. You can choose to increase your kindle bonus even when you level up in a class other than enkindler. However, your kindle bonus cannot exceed your level in the enkindler class.


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