Fire King (5e Class)
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The Last One Standing[edit]
In a kingdom of monsters, forgotten by the passage of time, a King whose people were killed by the being that is looking into his eyes at this moment. At that moment, the King sadly, after being stabbed in the back, says, "Everything would have been easier if we had talked to them over a cup of tea... now you know what will happen."
Generating an intense red weapon, like the blood on the hands of that murderer. And the real battle begins.
-Asgore, The Fallen King.
Quick Build[edit]
You can make a Fire King quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the soldier background. Third, choose the chain mail, the herbalism kit, and the shield.
Class Features
As a Fire King you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Fire King level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Fire King level after 1st
- Proficiencies
Armor: All armors, Shields
Weapons: All Simple Weapons, All Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Insight, Investigation, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain mail or (b) Leather armor
- (a) An herbalism kit or (b) Smith's tools
- (a) A polearm of your choice or (b) {{{item3b}}}
- (a) Two simple weapons or (b) {{{item4b}}}
- If you are using starting wealth, you have 5d4 × 10 gp in funds.
Level | Proficiency Bonus |
Features | Wrath of the King |
---|---|---|---|
1st | +2 | Royal Armament | |
2nd | +2 | Wrath of the King | 1d6 |
3rd | +2 | Royal FortitudeRoyal Techniques | 1d6 |
4th | +2 | Ability Score Improvement | 1d6 |
5th | +3 | Extra Attack | 2d6 |
6th | +3 | Ability Score Improvement | 2d6 |
7th | +3 | Fire Empowerment | 2d6 |
8th | +3 | Ability Score Improvement | 2d6 |
9th | +4 | Fire Revenge | 3d6 |
10th | +4 | The Consequences | 3d6 |
11th | +4 | Extra Attack | 3d6 |
12th | +4 | Ability Score Improvement | 3d6 |
13th | +5 | Will of Fire | 4d6 |
14th | +5 | Undeniable and Unbeatable | 4d6 |
15th | +5 | Devastating Attacks | 4d6 |
16th | +5 | Ability Score Improvement | 4d6 |
17th | +6 | Extra Attack | 5d6 |
18th | +6 | Soul of Fire | 5d6 |
19th | +6 | Ability Score Improvement | 5d6 |
20th | +6 | Ultimate Corpulence | 5d6 |
Royal Armament[edit]
Starting at 1st level, you can summon a weapon made of pure energy with which you are already proficient. You can perform a ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. At the conclusion, you touch the weapon and forge the bond.
Once bonded, you can't be disarmed of that weapon unless incapacitated. If it is on the same plane of existence, you can summon that weapon as a free action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but only one can be summoned with a bonus action. The weapons count as magical for resistance and immunity purposes, and you can choose for them to deal fire damage instead of their normal type. The weapon can emit a red light in a 5-foot radius (this light is not considered sunlight).
Fighting Style[edit]
You adopt a style of fighting as your specialty. Choose one of the following options:
- Archery: Gain a +2 bonus to attack rolls with ranged weapons.
- Blind Fighting: Gain blindsight with a range of 10 feet.
- Defense: While wearing armor, gain a +1 bonus to AC.
- Dueling: Gain a +2 bonus to damage rolls when wielding a melee weapon in one hand.
- Great Weapon Fighting: Reroll damage dice of 1 or 2 when wielding a two-handed weapon.
- Interception: Use a reaction to reduce damage to a nearby ally by 1d10 + proficiency bonus.
- Protection: Impose disadvantage on attacks against nearby allies using your reaction.
- Superior Technique: Learn a Battle Master maneuver and gain one superiority die (d6).
- Thrown Weapon Fighting: Add a +2 bonus to damage rolls with thrown weapons.
- Two-Weapon Fighting: Add your ability modifier to the damage of your off-hand attack.
- Unarmed Fighting: Deal 1d6 (or 1d8) bludgeoning damage with unarmed strikes.
- Close Quarters Shooter: No disadvantage when using ranged attacks within 5 feet.
- Mariner: Gain swim and climb speeds equal to your walking speed.
- Tunnel Fighter: Enter a defensive stance allowing additional opportunity attacks.
Awakening[edit]
Starting at 1st level, you begin to unlock the true power of your soul, breaking through any limitations placed upon your might. This awakening grants you the strength and resilience of a true king, embodying both physical and mental supremacy.
- Monarch's Strength:
- Gain a +1 bonus to your Strength score. This bonus increases by +1 at 7th, 9th, 13th, and 17th level.
- You count as one size larger for carrying capacity and strength checks. At 9th level, this increases to two sizes larger, and at 17th level, to three sizes larger.
- Monarch's Speed:
- Gain a +1 bonus to your Dexterity score. This bonus increases by +1 at 7th, 9th, 13th, and 17th level.
- You gain additional reactions equal to half your Dexterity modifier (rounded down).
- At 9th level, your speed increases by 5 feet per additional reaction granted by this feature.
- At 17th level, you gain an additional turn in combat, rolling initiative twice and taking turns separately.
- Monarch's Body:
- Gain a +1 bonus to your Constitution score. This bonus increases by +1 at 7th, 9th, 13th, and 17th level.
- Your hit point maximum cannot be reduced.
- At 9th level, gain resistance to poison damage and advantage on saving throws against diseases, the poisoned condition, and the envenomed condition.
- At 17th level, your ability scores cannot be reduced, and you become immune to effects that would cause instant death.
- Monarch's Health:
- Your hit point maximum increases by 1 per level.
- At 9th level, this bonus increases to +2 per level, and at 17th level, to +3 per level (retroactive to all previous levels).
- Monarch's Vision:
- Gain 30 feet of darkvision.
- At 5th level, gain proficiency in Perception.
- At 7th level, your darkvision increases to 60 feet.
- At 9th level, gain 30 feet of blindsight.
- At 13th level, your passive perception increases by +5.
- At 17th level, you can see through magical darkness.
Royal Lineage (Subclasses)[edit]
At 2nd level, your path as the Fire King solidifies into a specific type of monarch. Choose one of the following royal lineages, gaining features from your chosen subclass at levels 2, 6, 10, 14, and 18:
- Benevolent Monarch: Your rule is just and fair, focused on protecting your allies and creating a safe haven amidst the flames. Abilities gained through this subclass emphasize defense, healing, and bolstering those around you.
- Tyrannical Monarch: Your reign is one of power and dominance, striking fear into your enemies and asserting control through overwhelming force. Abilities in this subclass amplify your offensive power, intimidation, and the ability to punish those who oppose you.
Wrath of the King[edit]
Starting at 2nd level, you learn to imbue your bonded weapon with the power of your soul, setting your enemies ablaze. As a bonus action, you can activate Wrath of the King on your bonded weapon, provided you hold it in your hand. This effect lasts for up to 1 minute.
- Effect: Attacks with this weapon deal extra damage equal to your Wrath of the King die + your Constitution modifier.
- Limitation: Only one weapon can benefit from Wrath of the King at a time. Other creatures cannot gain this benefit.
- Usage: You can use this feature a number of times equal to your Constitution modifier. You regain half of the uses on a short rest and all on a long rest.
Royal Fortitude[edit]
Beginning at 3rd level, your royal blood grants you enhanced vitality:
- Hit Points: Your current hit points are doubled.
- Maximum Hit Points: Increase by 5 for each level gained after 3rd.
- Armor Class: While wearing medium or heavy armor, gain a bonus to AC equal to your Constitution modifier.
- Damage Reduction: Reduce all damage taken by an amount equal to your Constitution modifier + your level.
Royal Techniques[edit]
Beginning at 3rd level, the Fire King learns the ancient techniques of their caste, known as Royal Techniques. These techniques are divided into two combat styles: Fire Techniques and Martial Techniques. To switch between these styles, the Fire King must enter either the Ignition or Fire Riposte stance. Royal Techniques consume Fire Points, which are equal to the Fire King's level + Constitution modifier. All spent Fire Points are regained after a long rest. You can only use one technique per round, increasing to 2 techniques per round at level 8, and 3 at level 17.
Stance Change: Ignition & Fire Riposte[edit]
The Fire King cannot freely change between combat styles. Instead, they must enter a specific stance:
- Ignition (Fire Technique, Stance, Cost 0): Activates Fire Techniques, enhancing all fire-based abilities.
- Fire Riposte (Martial Technique, Stance, Cost 0): Activates Martial Techniques, reinforcing the Fire King's physical prowess and resilience.
The Fire King can activate either stance as a bonus action on their turn. Switching stances also resets the available technique pool to match the new combat style.
Fire Techniques[edit]
- Ignition (Stance, Cost 0)
Your inner fire ignites, boosting all fire-based techniques.
- Effect: Fire damage from Wrath of the King gains a bonus equal to your Constitution modifier.
- Ignite Effect: When you hit a creature, it must make a Constitution saving throw (DC = 8 + proficiency bonus + Constitution modifier) or be ignited, taking fire damage equal to half your Constitution modifier (minimum 1) at the start of its turn for 3 turns. This damage accumulates for each hit landed, and the charge limit is equal to your Fire King level + your attack bonus. At the start of each 3rd round, the target loses 1/4 of the maximum charges
- Ignited creatures have disadvantage on attack rolls. The charges can only be removed by magical means, such as using the spell lesser restoration, which removes half of the target's total charges, and greater restoration, which removes all charges.
The Consequences:
- Enemies automatically fail the Constitution saving throw.
- The ongoing fire damage from ignite is doubled.
- The limit on the number of charges disappears, and they also last until the end of combat or until the target uses some means to eliminate them.
- Spiral of Fire (Action, Cost 1)
Unleash a torrent of flames, scorching all within a 30-foot radius.
- Effect: All creatures within range must make a Dexterity saving throw or take 4d6 + (2 × Constitution modifier) fire damage. On a successful save, they take half damage. Creatures that fail the save are stunned until the start of your next turn and take 3 charges of ignition.
The Consequences:
- Damage increases to 6d6.
- Stunned creatures receive one aditional damage equal to xd6 + half of your constitution modifier of fire damage (x is the number of ignition charges that the creature has).
- Purging Hands (Action, Cost 2)
Summon spectral hands of fire that rain destruction upon your foes.
- Effect: Create 4 spectral hands (2 by default, 2 more during The Consequences) within 30 feet. Each hand makes 7 fire shots at targets within range.
- Damage: Each hit deals 1d6 + damage bonus + Constitution modifier fire damage. Successful hits push the target 10 feet in a direction of your choice.
The Consequences:
- Summon 4 additional hands, increasing the total to 8.
- Fire shots automatically apply ignite.
- Flame Pillars (Action, Cost 4)
Erect towering pillars of fire that incinerate anything caught within.
- Effect: Create 4 pillars of fire (10 feet wide, 40 feet tall). All creatures within the pillars must make a Dexterity saving throw or take 6d8 + (2 × Constitution modifier + damage bonus) fire damage. Creatures that fail are knocked prone and take continuous fire damage for 2 additional turns and get 3 ignition charges.
The Consequences:
- Create an additional pillar, for a total of 5 pillars.
- Creatures that fail the save receive 2 ignite stacks.
- Soul Breaker (Action, Cost 2)
Smash the ground, causing a devastating explosion of fire.
- Effect: All creatures within 15 feet must make a Dexterity saving throw or take 16d8 + (3 × Strength modifier + damage bonus) fire damage. On a successful save, they take half damage. Prone or stunned creatures hit by this ability take triple damage. Creatures that fail the save are lifted into the air, get 5 ignition charges, and get struck by a bolt of fire for an additional 12d10 damage.
The Consequences:
- Fire bolt damage increases to 8d10.
- Enemies hit gain 8 ignite stacks.
Martial Techniques[edit]
- Fire Riposte (Stance, Cost 0)
Enter a defensive stance, recovering energy and enhancing your resilience.
- Effect: Regain Fire Points equal to Wrath of the King die + Constitution modifier. Gain temporary hit points equal to 5 × the roll result.
- Additional Effect: While you have these temporary hit points, gain resistance to fire damage and advantage on Constitution saving throws.
The Consequences:
- Always gain the maximum result of the roll.
- Gain 10 times the roll result in temporary hit points.
- No usage limit while The Consequences is active.
- Resistance (Martial Technique, Passive, Cost 0)
Fortify your body and spirit, enhancing your endurance and strength.
- Effect: Your body hardens like tempered steel, granting the following benefits:
- Your attack rolls and damage with your linked weapon gain a bonus equal to half your level (rounded up).
- You can make an additional attack whenever you take the Attack action.
- All damage you take is reduced by 1/4, showcasing your resilience as a true monarch of flames.
The Consequences:
- You gain an additional bonus to attack rolls equal to your Constitution modifier, allowing your strikes to burn with regal might and precision.
- Shutdown Shot (Action, Cost 1)
Hurl your weapon with unerring precision, disrupting your enemy's abilities.
- Effect: Make a ranged attack within 90 feet. On a hit, the target takes 6d8 + Constitution modifier fire damage and must make a Constitution saving throw. On a failure, the creature cannot use spells or abilities until the start of its next turn.
- Additional Effect: The target is also restrained until the end of its next turn.
The Consequences:
- Can be used as a bonus action.
- The attack automatically hits.
- The target becomes stunned on a failed save.
- Wave of Cuts (Action, Cost 4)
Unleash a storm of fiery slashes that tear through your foes.
- Effect: Make 8 fire slashes at a target within 60 feet. Each slash deals weapon damage + 2d6 fire damage.
- Additional Effect: Each successful hit applies a stack of ignite.
The Consequences:
- Double the number of slashes to 16, maximizing ignite application and damage.
- Charge of Devastation (Martial Technique, Bonus Action, Level 7, Cost 3)
Unleash an unstoppable charge, embodying the fury of a king in battle.
- Effect: You move in a straight line towards a creature within 90 feet, ignoring difficult terrain and obstacles shorter than your height. Upon reaching your target, make three melee attacks with your linked weapon.
- Speed Bonus: Your movement speed is doubled during this charge, and opportunity attacks against you are made with disadvantage.
The Consequences:
- You make two additional attacks, bringing the total to five melee attacks.
- Enemies hit by this technique must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
- Soul Breaker Lunge (Martial Technique, Action, Level 5, Cost 2)
Pierce through your enemies with a devastating thrust, delivering the king's justice.
- Effect: You perform a powerful thrust in a straight line, 15 feet long and 5 feet wide. All creatures within this line must make a Constitution saving throw (DC = 8 + proficiency bonus + Strength modifier).
- On a failure, they take 3d10 + (2 × Strength modifier) piercing damage and are knocked prone.
- On a success, they take half damage and remain standing.
- Combo Opportunity: If at least one creature fails its saving throw, you may use your additional action to activate Soul Breaker immediately, without consuming your technique limit for the turn.
- Damage Boost: The damage of Soul Breaker is doubled if this combo is executed.
The Consequences:
- The range of the thrust increases to 30 feet long and 10 feet wide.
- Enemies that fail the saving throw also receive 1d10 fire damage and gain one stack of ignite.
- Ultimate Parry (Reaction, Cost 4)
Only usable during The Consequences. A supreme defensive maneuver that turns the tide of battle.
- Effect: When attacked, the attacker must make a Constitution saving throw or their attack is cancelled. Immediately perform 10 automatic melee attacks that cannot be blocked, resisted, or avoided by any means.
- Additional Effect: The attacker suffers disadvantage on all rolls until the end of their next turn.
Death Burst:
- If the attacker is reduced to 0 hit points, they explode, dealing 5d10 fire damage in a 20-foot radius.
Benevolent Monarch Techniques[edit]
- Shield of the King (Action, Cost 2)
Your flames create a barrier that absorbs harm and fortifies your allies.
- Effect: Choose up to three creatures within 30 feet. Each target gains temporary hit points equal to your Constitution modifier + 1/4 of your maximum hit points (rounded down).
- Absorbent Flame: If a protected ally takes damage, they can use their reaction to reduce the damage by an amount equal to your Wrath of the King die + your Constitution modifier.
- The Consequences: The temporary hit points granted are doubled, and the damage reduction applies to all attacks against the protected allies until the start of your next turn.
- King's Mercy (Bonus Action, Cost 3)
Your touch ignites a healing flame, rejuvenating your allies.
- Effect: Touch a creature within 5 feet. They regain hit points equal to your Wrath of the King die + 1/2 of your maximum hit points (rounded down).
- Restorative Flame: The target also ends one condition affecting them (blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned).
- The Consequences: You can use this ability on up to three creatures simultaneously, and all conditions affecting them are removed.
- Flames of Sanctuary (Reaction, Cost 4)
Erect a wall of fire that shields your allies from harm.
- Effect: When an ally within 30 feet is hit by an attack, you can create a barrier of flame that grants them resistance to all damage until the start of your next turn.
- Protective Blaze: The barrier deals fire damage equal to your Constitution modifier + your Wrath of the King die to any creature that makes a melee attack against the protected ally.
- The Consequences: The ally also becomes immune to being frightened, charmed, or paralyzed while within the barrier.
- Divine Flame (Action, Cost 5)
Summon the ultimate blessing of fire, healing your allies and burning your foes.
- Effect: All allies within 30 feet regain hit points equal to your Constitution modifier + 1/2 of your maximum hit points. Enemies within the same range must make a Dexterity saving throw (DC = 8 + proficiency bonus + Constitution modifier) or take fire damage equal to your Wrath of the King die + your Constitution modifier.
- Healing and Burning Light: Allies also gain temporary hit points equal to the healing received, and enemies that fail the saving throw are stunned until the end of their next turn.
- The Consequences: Healing is maximized, and enemies take double damage.
Tyrannical Monarch Techniques[edit]
- Burning Decree (Bonus Action, Cost 2)
Your command is absolute, and those who defy you are seared by fire.
- Effect: Choose a creature within 60 feet. It must make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failure, it is charmed or frightened (your choice) and takes fire damage equal to your Wrath of the King die + your Constitution modifier.
- Imposing Will: While charmed or frightened, the creature has disadvantage on all saving throws against your abilities.
- The Consequences: You can target up to three creatures, and creatures that fail are also restrained by chains of fire.
- Punishing Flames (Action, Cost 3)
You unleash a wave of fire that punishes all who dare to stand against you.
- Effect: Create a 30-foot cone of fire. All creatures within the area must make a Dexterity saving throw (DC = 8 + proficiency bonus + Constitution modifier) or take fire damage equal to your Wrath of the King die + 1/2 of your maximum hit points.
- Dominion of Flame: Creatures that fail the saving throw are also knocked prone and take ongoing fire damage equal to your Constitution modifier at the start of each of their turns for 3 turns.
- The Consequences: Damage is doubled, and affected creatures cannot regain hit points until the effect ends.
- Executioner’s Wrath (Reaction, Cost 4)
Your rage strikes down those who defy your rule, cutting them down with fire and fury.
- Effect: When a creature within 30 feet of you makes an attack against you or an ally, you can force it to make a Constitution saving throw. On a failure, it takes fire damage equal to your Wrath of the King die + 1/4 of your maximum hit points and is paralyzed until the end of its next turn.
- Royal Punishment: You gain temporary hit points equal to the damage dealt if the creature is reduced to 0 hit points.
- The Consequences: You can use this ability without expending its cost while The Consequences is active.
- Hellfire Command (Action, Cost 5)
Summon an inferno that consumes the battlefield, leaving only ashes in its wake.
- Effect: Create a 40-foot radius zone of hellfire centered on you. All creatures of your choice within this zone must make a Constitution saving throw (DC = 8 + proficiency bonus + Constitution modifier). On a failure, they take fire damage equal to your maximum hit points and are stunned until the start of your next turn.
- Absolute Control: Creatures that fail the saving throw also lose all resistances and immunities to fire damage until the end of your next turn.
- The Consequences: Damage is doubled, and stunned creatures are also paralyzed.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 4, or you can increase two ability scores of your choice by 2. 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. The number of attacks increases to three at 11th level and to four attacks at 18th level.
Fire Empowerment[edit]
Starting at 7th level, the power of fire courses through your veins, making you as volatile as the flames you create.
- Damage Resistance: You gain resistance to all types of damage.
- Hit Point Maximum: Your hit point maximum increases by an amount equal to twice your level.
- Additional Action: Once per turn, you can take one additional action.
Recharge: You must finish a short or long rest before using this feature again.
Fire Revenge[edit]
Starting at 9th level, you can use your enemies' own power against them, inflicting terrible attacks.
- Effect: When you are in Wrath of the King mode, your next attack deals additional fire damage equal to the damage you reduced on your last turn.
The Consequences[edit]
Starting at 10th level, when your life is on the verge of death, the flames inside you burn much more intensely, in order to show your enemies the consequences of facing you.
- Trigger: When your hit points are reduced to 0, you die as normal. After one dead turn, you are resurrected in a 30-foot explosion of intense fire.
- Explosion Damage: All creatures not allied with you must make a Dexterity saving throw or take damage equal to 5 × Wrath of the King die + Constitution modifier + Strength modifier (fire damage).
- Immortality Effect: You gain immunity to effects that would kill you instantly. Your damage reduction cannot be negated by any means while this transformation is active.
- Regeneration: Severed limbs are regenerated as fiery constructs before returning to normal form. You become immune to dismemberment.
- Enhanced State:
- Gain maximum hit points.
- Automatically enter Wrath of the King mode if not already active.
- Take 2 turns instead of 1.
- Can use both Fire Techniques and Martial Techniques simultaneously, and all techniques are enhanced.
- Damage Reduction: Changes from 1/4 to 1/2.
- Visual Effect: One pupil glows deep red, casting light in a 5-foot radius.
Duration: This state lasts until combat ends or until you dismiss it as a bonus action.
Aftermath:
- Gain 3 levels of exhaustion.
- Become stunned for 1 minute due to intense pain.
- After 1 minute, you fall unconscious and can only wake up by reducing 1 level of exhaustion from this skill.
Recharge: This feature can be used once per long rest.
Will of Fire[edit]
At the beginning of 13th level, the fire of your soul burns so brightly that no evil can break your will.
- Condition Immunity: You become immune to being frightened or charmed.
- Constitution Charisma Swap: You can use your Constitution modifier for any Charisma checks or saving throws.
Undeniable and Unbeatable[edit]
Starting at 14th level, you become a martyr of strength in combat.
- Wrath of the King Benefits:
- Your attacks cannot have disadvantage.
- Enemies cannot have advantage against you.
- Use your Constitution modifier instead of Charisma or Dexterity for saving throws.
- Survival Effect:
- If you drop to 0 hit points while in The Consequences mode, you can make a DC 10 Constitution saving throw to drop to 1 hit point instead.
- Each subsequent use increases the DC by 5.
- The DC resets to 10 after a short or long rest.
Devastating Attacks[edit]
Starting at 15th level, your attacks become the embodiment of the power of your inner fire.
- Critical Hits:
- Score a critical hit on a roll of 19 or 20.
- Critical hits deal triple damage instead of double.
- Creatures hit by a critical attack become vulnerable to fire damage until the start of their next turn.
- Immunity Breaker:
- If the target has immunity or resistance to fire damage, these traits are nullified until its next turn.
Soul of Fire[edit]
Starting at 18th level, your body and soul become one with fire, granting you immense power.
- Saving Throw Mastery:
- If your total for a Strength or Constitution check or saving throw is less than your Strength or Constitution score, you can use that score instead.
- Your hit points and statistics cannot be reduced by any means.
Ultimate Corpulence[edit]
At 20th level, you become the embodiment of fire's power.
- Ability Increase:
- Your Strength and Constitution scores each increase by 4.
- The maximum for those scores is now 34.
Benevolent Monarch[edit]
As a Benevolent Monarch, your reign is marked by compassion, strength, and the unwavering support of those you protect. Your flame is a guiding light that brings hope and safety to your allies, and your reputation as a just ruler precedes you wherever you go.
Royal Protection (Level 2)[edit]
Your aura embodies the strength of a true king, shielding your allies from harm and inspiring unwavering resolve.
- Protective Aura: You emit a protective aura in a 15-foot radius. Allies within this aura gain temporary hit points equal to your Constitution modifier + 1/4 of your maximum hit points (rounded down) at the start of each of their turns. These temporary hit points do not stack.
- Fiery Shield: As a reaction, when an ally within your aura is hit by an attack, you can reduce the damage they take by an amount equal to your Wrath of the King die + your Constitution modifier. The attacker then takes fire damage equal to the reduced amount.
- King's Presence: You gain proficiency in Charisma saving throws. If you already have this proficiency, gain expertise (double proficiency bonus) instead.
- Recharge: You can use this reaction a number of times equal to your proficiency bonus. All expended uses are regained after a long rest.
Flame of Hope (Level 6)[edit]
Your fire mends wounds and inspires courage, burning away fear and doubt.
- Healing Flame: As an action, choose up to three creatures within 30 feet. These creatures regain hit points equal to your Constitution modifier + half your maximum hit points (rounded down). Additionally, they end one condition affecting them (blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned).
- Fire of Resolve: When you activate this feature, allies affected gain advantage on saving throws against fear and charm effects until the end of your next turn.
- Royal Command: When interacting with non-hostile creatures, your reputation as a benevolent monarch grants you advantage on Charisma (Persuasion) checks. If your Charisma modifier is lower than your Constitution modifier, you can use your Constitution modifier instead.
- The Consequences Enhancement: When in The Consequences, this ability also removes two conditions and grants immunity to fear and charm for 1 minute.
Embrace of Flames (Level 10)[edit]
Your flames envelop your allies, shielding them from harm and enhancing their strength in battle.
- Flame Ward: When an ally within 30 feet is targeted by an attack or harmful spell, you can use your reaction to teleport to their side, swapping places and becoming the target of the attack instead. You gain temporary hit points equal to your Constitution modifier + 1/4 of your maximum hit points.
- Empowering Fire: When an ally within your aura hits an enemy with an attack, you can use your reaction to add fire damage equal to your Wrath of the King die to the attack.
- Fame of the Benevolent Monarch: Once per long rest, you can call upon your reputation to rally support. Gain a pool of d10s equal to your proficiency bonus that you can grant to any ally within 60 feet to add to their attack rolls, saving throws, or ability checks.
- Recharge: You can use each effect of Embrace of Flames a number of times equal to your proficiency bonus per long rest.
Monarch's Sanctuary (Level 14)[edit]
Create a haven of flames where allies find strength and enemies find ruin.
- Sanctuary of Fire: As an action, create a 30-foot radius zone of golden flames for 1 minute, centered on you.
- Effects:
- Healing Light: Allies that start their turn in the sanctuary regain hit points equal to your Constitution modifier + 1/2 of your maximum hit points (rounded down).
- Protective Blaze: Enemies that enter or start their turn in the sanctuary must make a Dexterity saving throw (DC = 8 + proficiency bonus + Constitution modifier) or take fire damage equal to your Wrath of the King die.
- Presence of a King: While in your Sanctuary of Fire, allies within the zone have advantage on saving throws, and your Charisma-based abilities have their range doubled.
- The Consequences Enhancement: Allies in the sanctuary become immune to all damage from spells and gain resistance to all other damage types while within the zone.
King's Revival (Level 18)[edit]
Your legend grants life and hope, as your flames become a beacon of eternal protection.
- Phoenix King's Blessing: When you enter The Consequences, all allies within 60 feet of you regain hit points equal to your Constitution modifier × 10, plus 1/2 of your maximum hit points (rounded down).
- Flame of Resurrection: If an ally within 30 feet of you drops to 0 hit points, you can use your reaction to envelop them in fire, restoring them to half their maximum hit points. They gain immunity to all damage until the start of their next turn.
- Divine Presence: You gain advantage on all Charisma checks, and creatures that are friendly to you are immune to being frightened while within 60 feet of you.
- Usage: You can use Flame of Resurrection once per long rest unless you are in The Consequences, in which case it can be used a second time without expending its use.
- The Consequences Enhancement: The healing effect of Phoenix King's Blessing is maximized, and Flame of Resurrection can be used an unlimited number of times while The Consequences is active.
Tyrannical Monarch[edit]
As a Tyrannical Monarch, your reign is marked by power, dominance, and fear. Your flames are a force of reckoning, burning those who dare to defy you. You are the king whose wrath is a storm of fire and steel, and whose commands are absolute.
Fear of the King (Level 2)[edit]
Your mere presence on the battlefield strikes terror into the hearts of your enemies.
- Aura of Tyranny: You emit an aura of intimidation in a 15-foot radius. Enemies within this aura must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) at the start of their turns. On a failure, they are frightened until the start of their next turn.
- Cruel Command: You gain proficiency in Intimidation. If you already have proficiency, gain expertise (double proficiency bonus) instead. When you make an Intimidation check, you can use your Constitution modifier instead of Charisma.
- Dominating Strike: When you hit a creature with a melee attack while it is frightened, it takes additional fire damage equal to your Wrath of the King die.
- The Consequences Enhancement: Frightened creatures within your aura have their speed reduced to 0 and take fire damage equal to your Constitution modifier at the start of each of their turns.
King's Judgement (Level 6)[edit]
Your strikes carry the weight of a monarch's wrath, punishing those who dare to oppose you.
- Judgement Strike: As an action, choose a creature within 60 feet that you can see. The target must make a Constitution saving throw (DC = 8 + proficiency bonus + Constitution modifier). On a failure, it takes fire damage equal to half your maximum hit points and is stunned until the end of your next turn. On a success, it takes half damage and is not stunned.
- Intimidating Presence: You can use your bonus action to force a creature within 30 feet to make a Wisdom saving throw. On a failure, the creature is frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns.
- The Consequences Enhancement: You can use Judgement Strike as a bonus action, and Intimidating Presence affects all creatures of your choice within 30 feet.
Monarch's Wrath (Level 10)[edit]
Your fury is a weapon, and those who defy you are burned by your ire.
- Burning Command: When you use a Royal Technique that deals damage, you can add fire damage equal to your Constitution modifier + 1/4 of your maximum hit points.
- Absolute Authority: You can use your action to issue a decree. All creatures of your choice within 30 feet must succeed on a Wisdom saving throw or be charmed or frightened (your choice) until the end of your next turn. While charmed, creatures must use their actions to obey your commands to the best of their ability.
- Punishing Flames: When you reduce a creature to 0 hit points, all enemies within 10 feet of the target take fire damage equal to your Wrath of the King die.
- The Consequences Enhancement: Punishing Flames triggers on any successful attack, and Burning Command's damage is doubled.
Throne of Flames (Level 14)[edit]
Your domain becomes a battlefield, where only the strong survive and the weak are ash.
- Throne of Tyranny: As an action, create a 30-foot radius zone of intense fire and ash for 1 minute. Enemies within this zone must make a Constitution saving throw (DC = 8 + proficiency bonus + Constitution modifier) at the start of their turns. On a failure, they take fire damage equal to your Wrath of the King die and are restrained by fiery chains.
- Executioner's Call: When you take the Attack action, you can forgo one of your attacks to force a creature within your Throne of Tyranny to make a Wisdom saving throw. On a failure, it is paralyzed until the start of your next turn.
- Unyielding Flame: While you are within your Throne of Tyranny, your attacks cannot have disadvantage, and frightened or charmed creatures automatically fail saving throws against your abilities.
- The Consequences Enhancement: Enemies that fail the saving throw to resist Throne of Tyranny take double damage, and you gain advantage on all saving throws while within the zone.
King's Execution (Level 18)[edit]
Your ultimate technique is a display of absolute power and ruthless efficiency.
- Executioner's Flame: When you activate The Consequences, choose a number of creatures up to your Constitution modifier within 60 feet. Each creature must make a Constitution saving throw (DC = 8 + proficiency bonus + Constitution modifier). On a failure, the creature takes fire damage equal to your maximum hit points and is disintegrated if reduced to 0 hit points.
- Fear Incarnate: You gain immunity to the frightened condition. Enemies within 30 feet of you have disadvantage on saving throws against being frightened or charmed.
- Royal Decree: As a reaction, when a creature within 60 feet of you makes a saving throw, you can impose disadvantage on the roll. You can use this reaction a number of times equal to your proficiency bonus per long rest.
- The Consequences Enhancement: Executioner's Flame deals double damage, and Royal Decree can be used without a limit while The Consequences is active.
Multiclassing[edit]
Prerequisites: To qualify for multiclassing into the Fire King class, you must meet these prerequisites:
- Ability Scores: 15 Constitution, 15 Strength
Proficiencies: When you multiclass into the Fire King class, you gain the following proficiencies:
- Weapons: Simple Weapons, Martial Weapons
- Armor: Light Armor, Medium Armor, Heavy Armor
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