Fanmade Manifestations (Fire Force Supplement)
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Manifestations[edit]
This is where all the non-official Manifestations will be listed, so you may put any kind of Manifestation here. Most of these are not made by the original creator of the class, so don't expect for them to be constantly monitored or changed by them.
Manifestation Creation Guide[edit]
While the base abilities present in Fire Force are fun and all, some people just want to get more creative with their choices and do what they want, there's where the fanmade manifestations come into play! This guide will serve to aid you in creating a manifestation that's fit for the supplement.
- Pitfalls
Chances are you aren’t a professional designer or well versed with the game, so your manifestation won’t be perfect first try. That’s fine, but you can better ensure that it’s good by avoiding a few pitfalls.
1. Never steal a feature, especially from Unpowered Fully Trained class in this case, but really from anything. Chances are you’re not going to consider why that feature is only for that thing inherently, thus not going to be able to recognize when using it is appropriate. Plus, you want your manifestation to occupy its own niche rather than being directly worse or better at something else’s niche.
2. Stick with your theme. Anything you add to your manifestation which is a generic improvement and not directly tied to the manifestation should be avoided. Sticking to this rule will help avoid your manifestation turning into a themeless wishlist as opposed to a proper manifestation.
3. Avoid anything granting infinite resources. Turning hit points into Flame Charges is fine, for instance, but doing so in a way which allows a infernal to regenerate more hit points than they lose per flame charge is a no-go. Similarly, sacrificing exhaustion levels for flame charges is fine, but if you let those levels then be removed for less flame charges than they gain from the feature is a no-go. No matter what, your flames should NEVER allow for infinite gain of resources of any kind.
4. Stick with standardized rules. Things like the general rules for strengths, scaling options and especially balancing with other options. You shouldn’t break such general rules without genuinely good reason beyond “I want my Flames to be strong”.
- Concept
When creating your manifestation, think about what you want to do with it. Do you want to use laser beams? Do you want to manipulate gravity? Or do you wish to just create a funny flame golem? The possibilities are endless, however the first thing you need to think is set what does your manifestation does, which will be it's "lapse" state.
- Flame Improvements
When you have an empty level and you don't know what to put in, an Flame improvement generally is the way to go. Flame improvements can be various types of small benefits, it could be a cursed feat that fits with the technique, a damage increase, or a new effect the technique does. It's really simple but very effective in many cases.
- Extension Techniques
Extension techniques are new ways of applying your Flames but in a unique way to it's user. When making a extension, make it based around your flames but give it some changes to make it do something different. You should avoid doing things such as doing the opposite of what your manifestation does, or things that are non-related to the flames. Extensions should deal more damage and cost more than their flame counterparts, ranging from 2-10 flame charges.
- Flames blessed by Grace
A cursed technique reversal is the version of a technique that tampers with the bounds of physics. You must pick the concept of your flames and strengthen it to the max, for example, Flames that would usually allow you to fly with you feat allow you to bypass time itself and go back in time. Due to flame charges times two, flames blessed by Grace have twice as many dice from their original technique and cost twice as many fc when using it.
- Damage Scaling System
For this supplement, we use a system of determining damage scaling known as the "Hurt" system for lack of better terms. Whenever one of the following selections mentions 'per level', it represents the levels of 5th, 11th, 17th and 20th. Generally lower level and minor features obtained early in a manifestation have damage scaling whilst more advanced and powerful features have upfront and non-scaled damaging features.
"It Hurts A Bit." Damaging features that can deal damage but its focus is not primarily damage. Therefore, these features only increase by one damage dice per level
"Kinda Hurts." These techniques greatly deal considerable damage but it is not noticeable unless done by amplifying the feature. Therefore, these features increase by 2 damage dice per level.
"It Hurts Very Much." Techniques of this variety deal noticeable amounts of damage, and often inflict great injuries. Therefore, these features increase by 3 damage dice per level.
"It Hurts Me Alot." Very powerful techniques that are primarily intended for solely offensive destruction. These features increase by 4 damage dice per level.
"Hurts Til I Am Dead." The most devastating techniques, capable of destroying buildings and annihilating creatures. These features have the highest increase at 5 damage dice per level.
Second Generation[edit]
Third Generation[edit]
Path of Control[edit]
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