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.
<!-Introduction Leader->[edit]
- Quick Build
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 polearm of your choice
- 2 simple weapons
- If you are using starting wealth, you have 5d4 × 10 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 summon a weapon made of pure energy that you are already proficient with. Also, You can perform the 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 of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are 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 can summon only one at a time with your bonus action. Your weapons count as magical for purposes of resistance and immunities and you can choose to have them deal fire damage instead of other damage types. If you attempt to bond with a third weapon, you must break the bond with one of the other two. They also can shine an intense red colored light in a 5 feet radius. This light is not Sunlight.
Fighting Style[edit]
You adopt a style of fighting as your specialty. Choose one of the following options.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- 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.
- Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
- Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- Close Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within.
Wrath of the King[edit]
Starting at 2nd level, You learn to imbue your linked weapon with the power of your soul so that it sets your enemies ablaze. As a bonus action, you can activate the wrath of the king on the weapon with which you are bound and have it in your hand. The effect of the wrath of the king last up to 1 minute.
While the wrath of the king is in effect, attacks you make with this weapon deal extra damage equal to your wrath of the king die + your constitution modifier. A weapon can hold only one active wrath of the king at a time. Other creatures can’t gain the benefit of your wrath of the king.
You can use this characteristic a number of times equal to your constitution bonus. you recover half the uses on a short rest, and all the uses on a long rest.
Royal Fortitude[edit]
Beginning at 3rd level, through the royal blood that runs through your veins and the power of your own soul, you gain greatly enhanced vitality. your current hit points doubled, and your hit point maximum increases by 5 every subsequent level. in addition, while wearing medium or heavy armor, your AC increases equal to your constitution modifier. In addition, all damage you take is reduced equal to your constitution bonus + your level.
Royal Techniques[edit]
Beginning at 3rd level, thanks to the power of your soul, you managed to learn the ancient techniques of your caste. You have access to the combat styles of fire technique and martial technique. At the start of your first turn, as a free action you can choose which techniques you want to use, but you can only choose one. As an additional action you can change combat style. Royal techniques consume fire points. You have fire points equal to your level + your Constitution bonus. You regain all fire points spent on a long rest.
- Ignition (Fire Technique, passive, cost 0):
Fire damage from your Wrath of the King gains a bonus equal to your Constitution bonus. in addition, when you hit a creature, you can have it make a constitution saving throw or be ignited and take damage from your wrath of the king on each of its turns for 3 turns. this damage can stack a maximum number of times equal to half your constitution bonus (rounded down). on a successful saving throw, the enemy is not ignited. the enemy can repeat the saving throw at the start of each of its turns. on a successful roll, reduce ignited charges by 1.
The Consecuences: Enemies automatically fail the Constitution saving throw.
- fire riposte (Fire Technique, martial technique, cost 0):
You concentrate your inner flame to fan it and regain strength. As an additional action you regain a number of fire points equal to your wrath of the king dice + your constitution modifier, and you gain temporary hit points equal to 5 times the result of this roll. This ability can be used only a number of times equal to your proficiency modifier.
The Consequences: you get the maximum result of the roll, and you gain 10 times the result of this roll temporary hit points. It no longer has limited use as long as the consequences remain active.
- Resistance (Martial Technique, passive, cost 0):
Strengthens your body, improving your stamina and attacks. Your attacks and damage with your linked weapon gain a bonus equal to half your level (rounded up), and you make an additional attack on each of your attack actions. In addition, all damage you take is reduced by 1/4.
The Consecuences: You gain a bonus to attacks equal to your Constitution bonus.
- Shutdown Shot (Martial Technique, passive, action, level 3 cost 1):
You throw your weapon at a creature within 90 feet. On a hit, the creature takes damage equal to the weapon's damage plus 4d8+ your Constitution bonus of fire damage and must make a Constitution saving throw or be unable to use spells and abilities until the start of its next turn. on a successful saving throw, the effect fails.
The Consecuences: This ability can be used as a bonus action. In addition, the attack hits automatically.
- Spiral of Fire (Fire Technique, action, level 3 cost 1):
In a 30 foot area around you bolts of fire begin to shoot out in all directions. Each creature within the area must make a Dexterity saving throw or take 2d6 fire damage + twice your Constitution bonus on a failed save. On a successful roll, they take half as much damage.
The Consecuences: The damage from this ability is increased by 2d6 and enemies that fail the Dexterity saving throw will take a charge of ignited.
- Soul Breaker Lunge (Martial Technique, action, level 5 ability cost 2):
You make a devastating thrust in a straight line 15 feet long and 5 feet wide. All creatures within range must make a Constitution saving throw or take 3d10+ twice your Strength bonus piercing damage and fall prone.On a successful saving throw, they take half damage and do not fall prone.
The Consecuences: You can substitute one of your attacks for this ability and it does extra damage equal to 1d10 fire damage.
- Purging Hands (Fire Technique, passive, action, level 5 cost 2):
2 spectral hands spawn in 2 areas within 30 feet of you. These hands begin firing fire shots at any creature of your choice within 30 feet of the hands. Each hand makes 7 shots. For each hit, deal 1d4 + your Constitution bonus fire damage.
The Consecuences:Create two additional hands.
- Charge of Devastation (Martial Technique, bonus action, level 7 cost 3): You make a relentless charge towards an enemy exceeding your own speed. Make a beeline for an enemy within 90 feet and make three melee attacks with your linked weapon against the creature.
The Consecuences:You make 2 additional attacks.
- Flame Pillars (Fire Technique, action, level 6 cost 4): You create 3 pillars of fire that are 10 feet wide and 40 feet tall. Each creature within the pillars must make a Dexterity saving throw or take 4d8 + twice your Constitution bonus fire damage. On a successful saving throw, he takes half damage.
'The Consecuences: You create one more pillar of fire and now creatures that fail the dexterity save will also have an ignited stack.
- Parry (Matial Technique, reaction, level 6 cost 1): You gain a bonus to AC equal to half your attack bonus against your next attacks. If you manage to stop the attack, you can make an attack or use a technique as part of the same reaction.
The Consecuences:You can use this reaction to gain this bonus to a Strength, Dexterity, or Constitution saving throw.
- Wave of Cuts (martial techniques, action, level 6 cost 4): Slash four times in the air, shooting 4 slashes of fire energy at a target within 60 feet. Make one attack per slash. On a hit, it deals damage equal to your weapon's damage plus 1d6 fire damage.
The Consecuences:you make 4 more cuts.
- Soul Breaker (Fire Technique, bonus action, level 6 cost 2):
You make a terrifying slam to the ground, creating a wave of destructive fire energy. All creatures within 15 feet centered on you must make a Dexterity saving throw or take 6d8 + three times your Strength bonus fire damage. On a successful saving throw, you take half damage.
Additionally, if the area where you stick your weapon is a prone or stunned creature, it must make a Constitution saving throw or take double damage from this ability. on a successful save, take half damage as normal
The Consecuences: this ability deals an additional 2d8 per fire. additionally, the creature that fails the Constitution saving throw is lifted into the air by being impaled, then hit with a bolt of fire that does an extra 4d10 damage and takes 2 stacks of ignited.
- Ultimate Parry (Martial Technique, only on The Consecuences, reaction, level 12 cost 4): A creature that makes an attack against you must succeed on a Constitution saving throw or its attack is cancelled. In addition, you will make ten melee attacks against the creature that cannot be stopped canceled, reduced, resisted or avoided by any means and hit automatically.
You can also make your own techniques, but these should be discussed with your DM to reach an agreement on their cost, damage or use. You can only have a number of created techniques equal to your strength modifier.
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. 30 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. You gain resistance to all damage and your hit point maximum increases by an amount equal to twice your level.
Additionally, On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Fire Revenge[edit]
Starting at 9th level, you can use your enemies' own power against them, inflicting terrible attacks on them. When you are in wrath of the king, the next attack you make will deal 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 you the consequences of facing it. When your hit points are reduced to 0, You will die as usual, and after one dead turn you will be resurrected in a 30-foot explosion of intense fire. all creatures not allied to you must make a dexterity saving throw or take 5 times the damage of your Wrath of the King dice + your constitution modifier + strength fire damage modifier. You become immune to effects that would kill you instantly and your damage reduction cannot be negated by any means while the transformation is active. you regain maximum hit points and enter on wrath of the king mode if you haven't already activated it. Also, any severed limb will automatically regenerate when this ability is activated, being rebuilt in the form of fire and then returning to its normal form, and you become immune to dismemberment while the ability is active. Your senses of speed and strength are heightened to their maximum point, allowing you to take 2 turns instead of one. You can also use the fire techniques and the martial techniques at the same time and these will be improved (the techniques already say how they will be improved)
In addition, you gain resistance to all damage and your damage reduction changes from 1/4 to 1/2.
While these buffs are active, one of the pupils of your eyes will begin to glow a deep red, creating light within 5 feet of you. This state lasts until the combat ends, or as a bonus action you decide to discard it. When this transformation ends, you gain 3 exhaust points and are stunned for 1 minute due to the acute and intense pain generated by using this skill, causing you to fall unconscious after this minute and you will only wake up when you can reduce 1 level of exhaust generated by this skill. You can use this feature once per long rest and you regain its use after a long rest.
Will of Fire =[edit]
At the beginning of level 13th, the fire of your soul burns so brightly that no evil can break your will. You become immune to being scared or charmed. Additionally, you can use your constitution bonus for any Charisma check or saving throw.
Undeniable and Unbeatable[edit]
Starting at level 14th, you become a complete martyr of strength in combat. When you're in wrath of the king, no attack you make can have disadvantage and enemies can't have advantage in attacks against you. In addition, when you must make a Charisma or Dexterity saving throw, you can use your constitution bonus instead of your original one.
Further, If you drop to 0 hit points while you're in consequence effects and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Devastating Attacks[edit]
Starting at level 15th, your attacks are the embodiment of the power of your inner fire, devastating everything you attack. Your weapon attacks score a critical hit on a roll of 19 or 20. In addition, all critical hits do triple damage, instead of double. In addition, the creature that receives a critical attack will become vulnerable to fire damage until its next turn. In case the target has immunity or resistance to fire damage, these are canceled until his next turn.
Soul of Fire[edit]
Starting at level 18, your body and soul become one with the fire, becoming incredibly powerful. 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 in place of the total. Additionally, your hit points and statistics cannot be reduced by any means.
Ultimate Corpulence[edit]
At 20th level, you embody the power of the fire. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 34.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Fire King class, you must meet these prerequisites: 15 Constitution, 15 Strength
Proficiencies. When you multiclass into the Fire King class, you gain the following proficiencies:Simple Weapons, Martial Weapons, Ligh Armor, Medium Armor, Heavy Armor.
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