Fire Mage (3.5e Class)

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Fire Mage[edit]

Fire is life, but can destroy it too.

A Fire Mage is someone who burns their own soul out to burn the bodies of others. Tactically, they shine against groups of enemies, because fires spread across the battlefield like a plague.

Making a Fire Mage[edit]

Alignment: Fire is a destructive force, and a lot of Fire Mages are Chaotic. But they don't have to be.

Races: Fire Mages appear in all races.

Starting Gold: 6d6×10 gp (210 gp).

Starting Age: As Rogue.

Table: The Fire Mage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Familiar,Fire Resistance, Fire Burst, Fire Bolts, Impress Flames, Fire Magic
2nd +1 +2 +0 +3 Ignite
3rd +2 +3 +1 +3 Piercing Flames, Hand of Fire
4th +3 +4 +1 +4 Fire Immunity, Smokeless Flame
5th +3 +4 +1 +4 Fireballs
6th +4 +5 +2 +5 Mindfire
7th +5 +5 +2 +5 Visions of Flame
8th +6/+1 +6 +2 +6 Soul of Cinders, Soul Fire, Hell Fire, Sending,
9th +6/+1 +6 +3 +6 Sculpt Flames
10th +7/+2 +7 +3 +7 Conflagration, Cloak of Flames, Explosive Propulsion
11th +8/+3 +7 +3 +7 Beacon, Firewalk
12th +9/+4 +8 +4 +8 Bonds of Fire
13th +9/+4 +8 +4 +8 Fire Clouds
14th +10/+5 +9 +4 +9 Searing Light, Ray of Light
15th +11/+6/+1 +9 +5 +9 Rain of Fire
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11 Incinerate
20th +15/+10/+5 +12 +6 +12 One with the Flame

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Knowledge Arcana (int) and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Fire Mage.

Weapon and Armor Proficiency: Fire Mages are proficient with all simple weapons, as well as the whip, all martial axes, and all sizes and varieties of scimitar (including falchions). Fire Mages are proficient with light armor but not with shields of any kind, except bucklers.

Familiar ([[SED:Special Abilities Overview#ClassAbility|CA]]):A Fire Mage gets a familiar at 1st level chosen from the Familiar List. This Familiar gains the Fire Creature template.

Fire Resistance (Ex): A Fire Mage has a Resistance to Fire equal to twice his level.

Fire Burst (Sp): As a standard action, a Fire Mage can emit a burst of flame from his body, striking all creatures and objects within 5' Per Level of his position except himself. This burst of flames inflicts 1d4 of fire damage per Class Level, with an allowed Reflex Save for half (DC 10 + 0.5 ½ Level + Charisma Modifier).

Fire Bolts (Sp): A fire mage can throw bolts of fire as an attack action. A fire bolt travels out to short range, and inflicts 1d4 of fire damage per level, up to a maximum of 10d4 at Level 10. A fire bolt strikes its target with a ranged touch attack. If your Base Attack Bonus allows multiple ranged attacks, you may attack with multiple Fire Bolts as part of a full-round action. Fire Bolt counts as a thrown ranged weapon for purposes of feats that alter such weapons.

Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target, whether with his class abilities or another source of fire, he inflicts an amount of extra Fire Damage equal to his his Charisma modifier.

Fire Magic (Ex): A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating magic items.

Ignite (Sp): As a standard action, a 2nd level Fire Mage can cause any creature or object to burst into flame. A creature on fire suffers 1d6 of Fire damage per round and the creature can attempt to put itself out with a Reflex Save (DC 10 + 0.5 ½ Level + Charisma Modifier) (see the DMG, p. 303). This ability can be used out to Medium range, and it always hits.

Piercing Flames (Ex): From 3rd level on, a Fire Mage ignores the first 5 points of Fire Resistance that a target has. This ability improves to 10 at level 10 and 15 at level 20.

Hand of Fire (Su): A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks. This increases by 1d6 per 5 Class Levels, up to a maximum of 5d6 at Level 20.

Fire Immunity (Ex): A 4th level Fire Mage is immune to Fire.

Smokeless Flame (Sp): A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range.

Fireballs (Sp): A 5th level Fire Mage can hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 5' Radius per Class Level radius burst and inflicts 1d6 of Fire Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + 0.5 ½ Level + Charisma Modifier).

Mindfire (Sp): A 6th level Fire Mage can start a Fire in a creature's mind, duplicating the effects of rage or confusion for a number of minutes equal to his Level. The victim must be within Long Range, and is entitled to a Will Save to negate this effect (DC 10 + 0.5 ½ Level + Charisma Modifier). At Level 12, Mindfire instead grants greater rage or improved confusion to the target (target rolls twice on the confusion table, and takes the worse option.)

Visions of Flame (Sp): A 7th level Fire Mage can contact other plane to communicate with the denizens of the Elemental Plane of Fire. A Fire Mage is in no danger of becoming insane or damaged by this experience. They may also, with 10 minutes of focused effort, watch and listen through any source of fire, be that a candle, bonfire, lantern, or torch, within 100' per Class Level.

Sending (Sp): A 8th level Fire Mage can send a message, as the sending spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.

Soul of Cinders (Sp): An 8th level Fire Mage has burnt his soul to an "Ever-Burning" ash, and is no longer susceptible to Energy Drain or Fear Effects.

Soul Fire (Sp):At the 8th level Fire Mages may choose to burn their own lifeforce to generate flames which ignore both fire resistance and fire immunity this can be done for any source of Fire Damage. Doing so will result in a hit points equal to the caster's level each round the ability is active. Entities lit on fire with Soul Fire cannot be extinguished by water or any liquids. Any spells, powers, or weapons that deal fire damage while Soul Fire is active count as Axiomatic and Holy, as well as Good Aligned for purposes of overcoming damage resistance. Using Soul Fire at low hit points will incapacitate or kill the mage.

Hell Fire (Sp):At 8th level Fire Mages may draw power from the Infernal plane to bolster their magic. Good aligned characters take damage equivalent to that of Soul Fire for each turn that Hell Fire is active, and doing so is considered an evil act. Neutral characters take half damage. Evil Fire Mages may use Hell Fire freely. Hell Fire augmented flames are considered Unholy and Anarchic, as well as Evil aligned for purposes of overcoming damage resistance. Entities lit on fire with Hell Fire cannot be extinguished by water or any liquids. Using Hell Fire at low hit points will incapacitate or kill the mage.

Sculpt Flames (Sp): A 9th level Fire Mage can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + 0.5 ½ Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a wall of fire which persists for 1 minute per level.

Conflagration (Sp): At 10th level, a Fire Mage can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a d10 of Fire Damage per level, but are entitled to a Reflex Save (DC 10 + 0.5 ½ Level + Charisma Modifier). In addition, a Fire Mage can cast fire shield at will (Hot Shield only). This ability can be activated as a full-round action, and can last for a number of turns per day equal to your class level plus your Charisma modifier. Ending the Conflagration is a swift action. Any held or worn objects by the Fire Mage are unharmed by the Conflagration, but any objects, structures, creatures, or terrain are damaged as normal.

Cloak of Flames (Sp): At 10th level, a Fire Mage can extend their power to bolster their allies. Up to 0.5 ½ Level times per day as a swift action, the fire mage can grant an ally fire immunity which lasts 1 minute per caster level. Cloak of Flames also grants the target the benefits of the Flaming special weapon ability regarding all unarmed strikes and natural weapons. At level 15, this effect is upgraded to Flaming Burst, and also extends the effects to all manufactured weapons.

Explosive Propulsion (Sp): At 10th level, a Fire Mage gains a Fly Speed (Average) equal to 10' per Class Level. Any creature in an adjacent tile to the Fire mage's path must make a (DC 10 + 0.5 ½ Level + Charisma Modifier) Reflex Save or take 1d6 damage per Caster Level. Passing through occupied or threatened tiles provokes attacks of opportunity. This ability may be used as per Overland Flight.

Beacon (Sp): An 11th level Fire Mage can create a magically permanent bonfire as a standard action within their line of sight. He always knows exactly where each Beacon he has created is, and will know if it is put out by any means. As a remote expression of the Mage's magic, any Beacon can be remotely put out by the mage at any time, and they may have up to 0.5 ½ caster level beacons active simultaneously, up to a maximum of 10 at Level 20.

Firewalk (Sp): At 11th level a Fire Mage can walk into any of his previously created Beacons, and appear at another Beacon of his choosing. Any creature not immune to fire who steps into a Beacon will be transported to another Beacon of their choice unharmed, but will experience being burned to ashes in the process, and must succeed a fortitude save of DC 20 or else be Stunned, Sickened, and Shaken for 10 rounds. Cloak of Flames, or any other ability which grants fire immunity, counteracts this. At Level 15, Beacons can be used for Interplanar travel.

Cold Fire (Sp):At 12th level a Fire Mage can create anti-entropic flames at will. These flames rapidly conduct heat away from the target, allowing the fire mage to convert any other spell or ability to Cold type damage at will with the penalty of reducing the damage die for spells affected by Cold Fire by one size, 1d8 becomes 1d6, etc. While active, the Fire Mage gains immunity to Cold as specified under Fire Immunity.

Bonds of Fire (Sp): A 12th level Fire Mage can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + 0.5 ½ Level + Charisma Modifier), and will entangle the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the Use Rope Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them.

Fire Clouds (Sp): As a Full Round Action, a 13th level Fire Mage can create huge billowing clouds of Fire. The Fire Clouds must be created within Long range, and persist for 3 rounds whether they are still in range or not. The cloud is shapeable, and covers at most 3 10' cubes per Level. Each round, everyone and everything inside the cloud suffers 1d6 of Fire damage per level, but is entitled to a Reflex save for half damage (DC 10 + 0.5 ½ Level + Charisma Modifier).

Searing Light (Sp): A 14th level Fire Mage can call levels of illumination that are painful and destructive as the unmitigated baleful glare of the sun itself. All darkness within 5 miles is dispelled, and everything is illuminated. All undead suffer 10 points of damage per round. All creatures specifically vulnerable to light suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are Dazzled. Creatures must pass a Fortitude save (DC 10 + 0.5 ½ Level + Charisma Modifier) every minute or become blind for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fortitude save to get their vision back, but if they fail this save the blinding is permanent. This effect lasts until the Fire Mage dismisses it or he is incapacitated.

Ray of Light (Sp): As an attack action, a 14th level Fire Mage can fire a ray of Light at any target within Short Range. It inflicts 1d6 of Light Damage per level if it hits with a Ranged Touch Attack. Undead take 1 extra damage per Class Level. Creatures specifically vulnerable to Light, such as Vampires, suffer an additional 1 damage per Class Level. If your Base Attack Bonus allows for multiple ranged attacks as part of a full round action, you may use Ray of Light multiple times.

Rain of Fire (Sp): At 15th level, the Fire Mage can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level, and victims are permitted a Reflex save (DC 10 + 0.5 ½ level + Charisma Modifier). The Fire Mage chooses which squares are struck with fire, and the only limits to how many squares can burn is how many squares the Fire Mage can see. There are no range limits to this power save line of sight.

Magmatic Edge (Sp): At 16th level, the Fire Mage can imbue one weapon with a level of heat and energy that ignores all but the most resilient of resistances. Choose one weapon. As a standard action, the Fire Mage may imbue the entirety of their fire into the weapon, allowing it to hit at touch, and deal 1 fire damage per hit die for a number of turns equal to half their Fire Mage Level rounded down. Doing so is an enormous effort, however, and the Fire Mage may not use any of their other Spell-like abilities until the duration has ended. They may end it early as a full-round action.

Incinerate(Sp): 19th level fire mages can focus their flame into an ultra hot beam after three turns of charging, any enemy hit by the beam must make a fortitude saving throw (DC 20 + caster level + Charisma Modifier) or be completely incinerated, succeeding the save they then take 4d6*level of Fire Damage. Any armor or equipment worn by the target that is not explicitly fire resistant is destroyed after being hit, regardless of the save. Any goods that are flammable will be also incinerated.

One with the Flame (Ex):At the 20th level the Fire Mage is able to become a being of fire for ( + Charisma Modifier) once per day becoming completely incorporeal and setting any hostiles who come within 10ft ablaze. They are able to cast all their spells instantaneously while in this form with the exception of One with the Flame. If activated with Soul Fire or Hell Fire, the active time is halved but all attacks will be cast as augmented (without the loss of health aside from entering the state) alongside the Fire Mage being a incorporeal Soul Fire with the passive fire effect gaining the properties of Soul Fire. The Mage can still be harmed by magical attacks and energy attacks that do not deal Fire Damage.

External Links[edit]


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