Fire Planetouched Warrior (5e Subclass)
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Planetouched Warrior[edit]
Fighter Subclass
You have become attuned to essence the Fire elemental plane. Those who manage to form a bond with the spirit of their plane are gifted with the powers of the beings that inhabit them.
- Path of Fire
At 3rd level, your skin cracks and glows a burning red as the spirits of the plane of fire fill your soul. You can use an action to imbue your attacks with searing heat. For the next hour, when you hit with a weapon attack, you deal an additional 1d4 fire damage. This bonus increases to 1d6 at 7th level, 1d8 at 10th level, 2d6 at 15th, and 2d8 at 18th. When you use this feature, you can't use it again until you finish a long rest.
You also gain resistance to fire damage, and you are immune to diseases as they are burned out of you.
- Thermal Eyes
At 7th level, you have to ability to sense and detect the heat signatures of everything around you. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray..
- Pyromancer
At 10th level, the flame in your heart strengthens and you given the ability to call forth the scorching flames of the Plane of Fire. Once, you can use your action to cast one of the following flame based spells from the list below. When you use this feature, you can't use it again until you finish a short or long rest.
- hellish rebuke (4th-level)
- burning hands (6th-level)
- fireball (3rd-level)
Constitution is your spellcasting ability for these spells.
- Beacon of Hope
At 15th level, you become a beacon that keeps the darkness at bay. As a bonus action, you can cause your body to erupt in a fiery glow, emitting a bright light out to 20 feet and dim light out to 40 feet. In addition, allies within the bright light deal an additional 1d4 fire damage when they hit with a weapon attack. When you use this feature, you can't use it again until you finish a long rest.
- Final Resolution
At 18th level, the Plane of Fire has melded with your spirit. Once per long rest, you may use a bonus action to cause your body to burst in flames as you become a humanoid Fire Elemental.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the elemental, but you retain your alignment, personality, and any ability scores that are higher than the elemental's ability scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the elemental. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.
- When you transform, you assume the elemental's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in elemental form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You retain the benefit of any features from your class, race, or other source and can use them if the elemental form is physically capable of doing so.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the elemental's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- Choose up to two targets that will be unaffected by you. Those targets are immune to the fire damage of your new form. At the start of your turn, you take 1d6 necrotic damage and all creatures within 15 feet of you take 5d10 fire damage.
- If you are in this form for 30 or more rounds, your speed and jump distance doubles, and fire damage you deal is doubled until your revert to your normal form.
- You may revert to your normal form as a bonus action. When you revert, you gain 1 level of exhaustion for every 5 rounds you were in this fire elemental form.
When you use this feature, you can't use it again until you finish a long rest.
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