Fire Soldier (Fire Force) (5e Class)

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Fire Soldier[edit]

Fire soldiers typically wear specialized protective gear designed to withstand high temperatures and combat fire-based threats. Their uniforms often include flame-resistant jackets, trousers, and boots, along with helmets or headgear that may incorporate cooling systems or protective visors.

Each fire soldier is equipped with a unique weapon or ability related to fire or heat manipulation, ranging from traditional firearms modified for combat against infernals to more esoteric abilities like pyrokinesis or control over thermal energy. These abilities are often fueled by the phenomenon known as "pyrokinetic abilities," where individuals can generate and manipulate flames.

Fire soldiers are organized into different brigades, each with its own specialties and leadership. They operate under the auspices of the Special Fire Force, which coordinates their efforts to investigate and contain infernals while uncovering the mysteries behind spontaneous human combustion.

...To me, there are no two-bit lives, or even high-priced ones. Everyone's life is precious. -Shinra Kusakabe


Creating a Fire Soldier[edit]

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As a Fire Soldier you seek to find the cause behind spontaneous combustion and protect civilians from infernals. Or perhaps you are a spy among the Fire force that works for the White clad who worship the Evangelist who's goal is unknown except to gather the Pillars known as Adolla Bursts. Your reason behind all this? Perhaps you lost your family in a tragic fire from an infernal and wished to stop that from happening to anyone else. Or you saw the injustice within one of the companies and wished too expose the injustice from the inside.

Quick Build

You can make a Fire Soldier quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity or Strength. Second, choose the Soldier background.

Class Features

As a Fire Soldier you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fire Soldier level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fire Soldier level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Acrobatics, Athletics, Perception, Religion, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor or Studded Leather Armor or (b) an explorer's pack or a dungeoneer's pack
  • (a) One Martial Weapon of your choice or (b) A set of 5 javelins
  • If you are using starting wealth, you have If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Fire Soldier

Level Proficiency
Bonus
Oxygen Buildup Unarmed Strike Damage Features
1st +2 3+Con 1d4 Unarmed Strikes, Oxygen Buildup, Ignition Discovered
2nd +2 4+Con 1d4 Company Training
3rd +2 5+Con 1d4 Ignition Awakening
4th +2 6+Con 1d4 Ability Score Improvement
5th +3 7+Con 1d4 Ignition Burst
6th +3 8+Con 1d6 Ignition Ability feature
7th +3 9+Con 1d6 Adolla Link
8th +3 10+Con 1d6 Ability Score Improvement
9th +4 11+Con 1d6 Experienced Fire Soldier
10th +4 12+Con 1d6 Ignition Ability feature
11th +4 13+Con 1d6 Pressure of Death
12th +4 14+Con 1d8 Ability Score Improvement
13th +5 15+Con 1d8 Company Training improvement
14th +5 16+Con 1d8 Ignition Ability feature
15th +5 17+Con 1d8 Hysterical Strength
16th +5 18+Con 1d8 Ability Score Improvement
17th +6 19+Con 1d8 Company Training improvement
18th +6 20+Con 1d10 Steeled For Death
19th +6 21+Con 1d10 Ability Score Improvement
20th +6 22+Con 1d10 Master of the Flame

Unarmed Strikes[edit]

At 1st level, your unarmed strikes do 1d4 + Strength modifier Bludgeoning damage. This damage increases as shown on the table above


Oxygen Buildup[edit]

At 1st level, you gain access to Oxygen points that will be used to fuel your pyrokinetic abilities. These increase each level as shown in the table. If a character runs out of oxygen points and continues to use their pyrokinetic, they will be able to use them at the cost of HP (1d6 per usage). Every 20% (rounded up) of your HP used to continue pyrokinetic will add a level of Risk to gaining Tephrosis.

Ignition Discovered[edit]

At 1st level you have discovered you are a Third Generation Pyrokinetic. You may now cast firebolt with constitution as your spellcasting modifier and without components, and Green Flame blade for a Oxygen point. You may target your arms or legs as the target of Green Flame Blade as a part of this feature.

Company Training[edit]

You have now trained with one of the 8 fire force companies learning strategies, combat, and purpose through their teachings. You will gain one of the following features at level 2, an additional feature at levels 13 and 17.

Company 1 - Faith in Sol
  • Through your faith in Sol you feel calm in perilous situations. You gain advantage on saves against abnormal status effects such as frightened or charmed.
Company 2 - Chain of Command
  • With your militaristic training you fight best with others when following orders. When within 15 feet of an ally you gain and allies within range gain +2 to attack rolls.
Company 3 - Ruthless Efficiency
  • You stay focused on the mission given to you over all else, even the lives of others. As long as an ally is knocked unconscious you may spend your reaction to do another attack as part of the attack action. (At DM discretion, NPC's may be more hostile or unwilling to help you due to your selfish actions and ignoring those who need help.)
Company 4 - Compassion of flames
  • Your time spent learning to put the lives of the people over the mission and yourself you have learned to control your flames more precisely. When using a flame based attack that would hit an ally who is in the line of fire it will not affect them. NPC's will be more likely to help you or provide you info due to your selfless actions. (At DM discretion)
Company 5 - Scientists research
  • After countless hours researching in the labs of Company 5 you have gained insight into creating new technology. You gain the features of the Artificer initiate feat and once per long rest can create an item from on hand materials. (Discuss with DM on what an item may do if it is special.)
Company 6 - Medical Training
  • You have gained medical training from your time spent saving patients at Company 6. You gain medical proficiency and a Healer's kit that refreshes every long rest.
Company 7 - Freedom from Protocol
  • Your proto-nationalist ideology seeps through into your fighting. When no allies are within 10 feet of you, You gain +2 on attack rolls. If no ally is within 30 feet you gain advantage on attack rolls.
Company 8 - Burning Determination
  • In your search for the truth with Company 8 you have gained an indomitable will power. Once per long rest when you would be knocked unconscious you may instead stay awake with 1 HP and regain 5 Oxygen points.

Ignition Awakening[edit]

At 3rd level, you chose a Pyrokinetic Ability. Choose between Devil's Footprints, Ricochet, Voltage Nova, Hybrid, and Knight King, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 14th. Attacks granted by subclass will have a attack bonus.

  • Your Attack bonus on pyrokinetic ability attacks is your Constitution modifier + your proficiency.
  • Subclass features require a bonus action to use unless specified elsewhere.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Ignition Burst[edit]

At 5th level, Through your dedication to your pyrokinetic training you have gained the ability to attack twice with the attack action. You gain a third attack at level 13.

Adolla Link[edit]

At 7th level, Adolla Link is a phenomenon that occurs when somebody experiences a connection to the world of Adolla, or a connection to another individual who is connected to Adolla. For a small moment you step into the plane of Adolla, the sensation heightens your senses to the max in order to predict any potential danger.

  • At the start of combat you gain a +3 to initiative and can no longer be suprised.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Experienced Fire Soldier[edit]

  • You get this feature at 9th Level.
  • As your experience with flames grows so does your body's ability to withstand flames.
  • You gain resistance to fire damage and immunity at level 15. (This feature does not affect Tephrosis.)
  • Along side this you have learned how to get around the defenses of those resistant to your flames. Your fire damage ignores fire resistance.

Pressure of Death[edit]

The overwhelming "Pressure of Death" is felt from having to fight an actual life-or-death battle. From this awakening you find strength and determination when you feel death encroaching upon you.

  • You gain this feature at level 11
  • When Half HP or lower all your ignition abilities cost half their normal cost. (This also applies to spending HP to use ignition abilities. Instead halving the damage you sustain to use the ability.)

Hysterical Strength[edit]

Hysterical strength is a technique that allows a Third Generation pyrokinetic to utilize 100% of the full potential of their Ignition Ability, whereas only 30% is usually used. This makes the users flames much stronger than usual and have a much higher temperature.

  • You gain this feature at 15th level.
  • As a free action you may begin to use Hysterical Strength, you will also gain the benefits of "Pressure of Death".
  • Hysterical Strength increases all instances of fire damage by 3d10.
  • Your strength and constitution score increase by 2 temporarily.
  • Hysterical strength lasts 5 minutes. Once Hysterical strength ends gain 1 point of exhaustion.
  • This feature may be used an amount equal to your proficiency bonus.

Steeled For Death[edit]

"Steeled for Death" is the extreme feeling that surpasses the Pressure of Death. When one doesn't simply fear death, but accept that death is coming for them, it allows the user to unleash their full potential and use an attack stronger than anything they have ever achieved before. This technique allows its user to commit unimaginable feats of strength, in which standard attacks will become insanely powerful. (For this feature there is two options.)

  • You gain this feature at 18th level.
  • You may make one of your ignition attacks or special ignition attacks increase in damage by 12d10 fire damage.
  • Or alternatively, you may collude with you DM to make a special attack unique. The Damage, effects, and aesthetic are completely up to player as long as the DM approves.
  • After using this ability you gain 4 points of exhaustion.

Master of the Flame[edit]

You have achieved complete mastery over your flame. Surpassing the drawbacks of your power.

  • You gain this feature at 20th level.
  • You no longer need to spend oxygen points to use ignition abilities. If a ability is reliant on the amount of points used for damage, you may use a max of 10 points without incurring points towards Tephrosis.
  • Additionally you may now handle 1 extra point of exhaustion without suffering its effects. (Ex. 1 Exhaustion point does not incur the normal disadvantages.)

Ignition Ability Paths[edit]

Devil's Footprints[edit]

This ability allows the user to ignite, control, and utilize flames from your feet. While doing so, you leave ashes on the floor in the shape of feet.

  • You gain flying speed of 30ft + your Con modifier x10
Strategist

At 6th Level, you are quick to pick up on battle strategies and pick out weaknesses on enemies to exploit. Your deductive reasoning is far better than your peers.

  • You may spend an action finding a weak point on your target, when attacking this weak point the attack becomes a critical hit.
  • You additionally gain a +3 to investigation and insight checks.
Hand Signs

At level 10, you learn to use hand signs to direct the energy flow in your body, changing aspects of your flames.

Tora Hishigi[edit]

use this hand sign to direct focus and power to your feet; this allows you to use Rapid, which increases the thrust of his flames and compresses them into a single jet, as opposed to how your flames normally spread out in every useless direction, giving you an exponential boost in speed and power.

  • You may now use Rapid-Man Kick which deals 4d6 fire damage for 3 oxygen points. You deal an additional 1d6 fire damage per additional point.
  • This handsign takes a bonus action to use, and will increase your flight speed by double.
Corna[edit]

Corna is a hand sign that is utilized in order to create huge explosions. It consists of the user holding their hands in the sign of the horns.

  • Your Unarmed attacks deal an additional hit die that deals force damage to the target.
  • You gain access to the Hellfire attack. This attack shoots darkened flames from his feet in the shape of a demon's head, trapping and burning anyone caught inside the demon's jaws as it chomps on an enemy before creating a massive explosion. This attack deals 6d10 force damage for 5 oxygen points, you deal an additional 1d6 force damage per additional point.
Adolla Burst

At level 14, you discover that your flames is pure. A pillar from the world of Adolla itself. Giving you enchanced abilities when in contact adolla's grace through an Adolla link.

  • you gain the ability to enter a state of light speed, causing your body to split into subatomic particles in the process. The particles then surpass the speed of light, allowing them to go a few seconds back in time to the point before your body broke apart. As a result, Your body is re-materialized. As a full action turn you can effectively stop time for two rounds. During this time, only you can move freely. During this time, extra actions are still extra actions and movement speed is automatically doubled without the use of dash. You can make an attack against creatures or interact with an object that is being held by a creature without breaking this effect. If an object is thrown at an enemy, at the end of Time Stop, the enemy must succeed on a saving throw against your pyrokinetic DC Dexterity saving throw with disadvantage for each attack, taking half damage (rounded down) upon success; attacks that hit will deal critical damage. Your attacks are considered automatic criticals for the duration. At the end of the 2 round time resumes and you go back to the place you started time stop in. After this ability is used, you gain 3 levels of exhaustion.
  • Your Pyrokinetic DC is 8 + Con mod + Proficiency modifier

Ricochet[edit]

manipulates flames through the use of firearms, such as a submachine gun or a pistol. Affecting, trajectory, strength of propulsion, and ricocheting off surfaces.

  • You ignore 3/4's cover with your shots
  • You are given a firearm of your choice between a pistol or submachine gun. (Both deal 1d8 piercing damage)
  • You may spend a oxygen point to increase the damage of a bullet by 1d8 fire damage.
  • You may spend a oxygen point to make a bullet non-lethal while still dealing damage with a -2 penalty to the damage.
  • Counter shot - As a reaction when you are shot with a projectile you may shoot back with a firearm you have equipped.
Bouncing shot[edit]

At 6th level, You fire a bullet that will bounce off walls as many times as oxygen points spent. (minimum 1 oxygen point) Each bullet may travel 30 feet after bouncing off a wall. If it travels more than 30ft before hitting a wall it loses momentum and the attack ends. The user may choose where the bullet bounces to.

Ramping up[edit]

At 10th level, you learn to amplify the power of a bullet's launch to its maximum.

  • For 4 oxygen points minimum you may increase a bullets damage by 4d10 (1 additional die per extra point spent), This action will destroy the weapon you are using making it unusable.
  • You may acquire another weapon after a long rest to replace the one lost.
Snipers retort[edit]

At 14 level, you have acquired a weapon perfect for your fighting style. Giving you more freedom with your ignition ability.

  • You gain a sniper rifle that deals 3d6 piercing damage base. Plus 1d6 fire damage for any oxygen point used on an attack with this weapon.
  • When using "counter shot" you now steal force from the enemies shot stealing 2 hit die of damage from the enemy attack roll and adding it onto your own.

Voltage Nova[edit]

Level 3[edit]

"Increase"[edit]
  • You flames manifest in making your physical body stronger in stages.
  • Stage 1: Your body produces heat at an extreme level, burning any who come close to you. When in Stage 1 you produce a 15 foot sphere (25 at level 10, 35 at 14) of heat that deals 1d6 (2d6 at level 10, 3d6 at level 14) damage to anyone who steps inside, ends their turn inside, or is inside when your turn begins. You may add your proficiency bonus to your unarmed strikes.
  • Stage 2: Your strength and Constitution scores increase by 2. The sphere increasing to 25 feet (35 at level 10, and 45 at 14) and dealing 2d6 damage (3d6 at level 10, 4d6 at level 14)
  • Stage 3: Your strength and constitution scores increase by 4. The sphere increases to 35 feet (45 at level 10, and 55 at 14) and dealing 3d6 (4d6 at level 10, 5d6 at level 14). Additionally you may add your strength modifier to your unarmed attacks a second time.
  • You may spend 2 oxygen points to begin leveling up and each subsequent level up will require twice as many oxygen points.

Level 6[edit]

  • Your unarmed strikes deal an additional damage die of fire damage.
Last Breath[edit]
  • When you are about to be knocked unconscious you may as a free action attack the creature targeting you. If the target is killed than you prevent yourself from being knocked unconscious.
  • If the target is still alive after the attack they are marked with a "Heat" symbol. If you attack the target with the "Heat" Symbol heat flares within their body and you deal an additional 1d6 fire damage.

Level 10[edit]

Heat Strike[edit]
  • You have learned to instill heat into your strikes right before impact, increasing the impact of the blow. An amount of times equal to your proficiency bonus per short rest your attack can reverberate through the targets body creating a second impact after a time lag of 1 round. This attack deals the same amount of damage die as the attack that brought it about.
  • Each use of this ability costs 2 oxygen points

Level 14[edit]

  • Your heat has reached its Apex, and your mastery over your internal temperature is perfected.
  • You have a permanent increase in Strength and Constitution scores by 2
The Immovable Castle[edit]
  • Your Sphere has become an impenetrable fortress to enemies and protective castle to allies.
  • Allies no longer take damage from your Heat Sphere ability.
  • For 6 Oxygen points you may anchor yourself to the ground and become immovable (Your movement speed is decreased to 0 until you cancel the ability with a bonus action). When anchored your sphere of heat increases in damage by 2 damage die.
  • While anchored your unarmed strike range now becomes the range of your sphere.
  • While inside your sphere you are considered one size larger than normal.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Fire Soldier class, you must meet these prerequisites: 13 Constitution or Strength Score

Proficiencies. When you multiclass into the Fire Soldier class, you gain the following proficiencies: Choose 2 from Acrobatics, Athletics, Perception, Religion, and Stealth

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