Fire Born (5e Subclass)
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A Fire Born studies the basic building of nature, deciding to harness the power of fire, lava, and smoke. Eventually they transcend their mortal forms and become elemental beings themselves.
Before one can become a Fire Born they must first meet peacefully with a fire or smoke elemental or creature with a fire subtype that can choose to test their affinity to fire. The Trial of the fire born is unknown to the participant and up to the DM.
A Fire Born often are intrigued by all forms of nature before they ever take levels in the prestige class, these spellcasters typically find themselves drawn to the fire energy type. They find satisfaction in the unleashed purity of the fire energy forms, and they become a Fire Born to grow closer to fire's purity.
Fire Born history stretches back through the ages. Very few have been made even in the last millennia and those that have rarely dedicate themselves fully to the task. There has been no deity that Fire Born lore points to but it seems that they simply worship the elements themselves and nature as more powerful than any deity ever to exist. At one time the Fire Born were not the only elemental children. There are even rarer classes (Fire Born, Air Born) that they ruled with. As man came to being and began settling more and over taking nature itself many of them have dwindled to non-existence. Only the Fire Born are even seen rarely because of the fire climate that the fire spirit dwells in the Fire Born are the most active of the classes. Fire Born are chosen before birth and their nature drives them into the class. When they are born they are visited by the very elemental that will test them. This elemental will sometimes bear supernatural gifts to the child that can only be unlocked by the Fire Born through years of personal search. Many times the character will be restless before taking up the Fire Born path, they often get a sense of incompleteness or just a yearning for something.
The main organization of Fire Born is a group known as The Children of the Elements (Elemental Children) were once a great and powerful group. Very few, if any, have been made in the last millennia. And the ones who have been made, are rarely able to find the resources to dedicate themselves to the task. None are known to worship deities, but rather worship nature itself, and the elements themselves. As man came to being, and began settling more, and overtaking nature itself, many of them have dwindled into non-existence. Only the Snow Born are even seen rarely, because of the cold climate that the cold spirit dwells in. The Snow Born are the most active of the classes.
Elemental children are all chosen before birth and their nature drives them to this path. When they are born they are visited by the very elemental that will test them. This elemental will sometimes bear supernatural gifts to the child that can only be unlocked by the Snow Born through years of personal search. Many times the character will be restless before taking up the path -- they often get a sense of incompleteness or just a yearning for something.
- Trials of the Fire Born
To become a fire born, you first must succeed on the trials of the fire born. Roll a d4 and, depending on the roll, you must complete 1 of the following trials:
- 1: Cast a harmful fire spell on a nearby creature
- 2: Sit in a fiery pyre, until they reach the point at which they might die. (If they stay in, until released at the last moment, then they pass)
- 3: Create a small fire in a bowl using no spell components
- 4: Survive a week in a lava-heated climate with nothing but what they can carry.
These tests can take any amount of time as the participant is taken to the frozen time dimension and no time passes in the normal dimension.
This is an adaptation from a 3.5e homebrew. For the 3.5e version, look at 
- Fire Affinity
Starting at 2nd level, you have a great domain over fire magic. Whenever you cast a spell that causes acid, cold, lightning or thunder damage, you can replace the damage of that spell by fire damage.
In addition, your spells that cause fire damage ignore the Magic Resistance trait from creatures.
- Fire Focus
At 6th level, you add +1 to the save DC and spell attacks of any spell you cast that causes fire damage. This bonus increases to +2 at 10th level.
In addition, you spells that cause fire damage ignore resistance to fire.
- Fire Adaptation
Also at 10th level, you are immune to the effects of extreme heat, and are resistant to fire damage. You also at this point begins to look slightly more elemental (a little red, orange or yellow in the eyes, hot and smoky to the touch, possibly a faint orange glow begins to show through your skin).
You also are immune to spells or effects that force you to sleep.
- Wild Fire
Also at 10th level, you can use your connection with the wilds to, instead, attune yourself with the primordial plane of fire. You can spend two uses of your Wild Shape to assume the form of a fire elemental, or to conjure one (as the conjure elemental spell, not requiring spell slots).
- Fire Perfection
At 14th level, a Fire Born, through long association with elemental entities and extensive study of their secrets, completely transcends her mortal form to become an elemental creature.
Your type changes to elemental. You no longer needs to eat, sleep, or breathe, though you still need to rest in order to gain the benefits of a long rest. You are immune to fire and poison damage and to the stunned, paralyzed and poisoned condition, and critical hits against you become normal hits.
Unlike a normal elemental, you retains a soul separate from your body. You can be raised from the dead as normal for a humanoid creature.
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