Fire Warrior of the Lost (5e Subclass)
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Fire Warrior of The Lost[edit]
Sorcerer Origin
Fire warriors are masters of magic and combat who combine the two to devastating effect, imbuing weapons with magical fire and capping their spells with combat feats, making them among the deadliest warriors of the forgotten ones. They are most adept at close combat, but those who have studied extensively and fought numerous battles often gain the ability to unleash devastating spells while in the heat of battle.
- Armored Caster
Beginning at 1st level, you’ve spent much of your time learning to cast spells with deadly efficiency despite being encumbered by even heavy armors. You gain proficiency with light and medium armor.
Additionally, you can use your Charisma modifier, instead of Dexterity, for your AC and initiative rolls when wearing light or medium armor.
- Fire Weapon
Also at 1st level, you learn to imbue a weapon with your fire magic. When you finish a long rest, you can touch a magic or nonmagical simple or martial melee weapon that lacks the heavy or two-handed property, which becomes your Fire Weapon.
You gain proficiency with the Fire Weapon. Additionally, when you attack with it, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack.
You can use your Fire Weapon as a spellcasting focus. You also can cast the green-flame blade cantrip while wielding the Fire Weapon.
Starting at 3rd level, your Fire Weapon becomes a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 6th level and +3 at 14th level.
Your Fire Weapon benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can’t benefit from your fire weapon powers, and to them, it functions as the weapon was before being imbued.
- Burning Blade
At 6th level, whenever you cast a spell of 1st-level or higher that causes fire damage, your Fire Weapon catches fire until the end of your next turn.
While in flames, your weapon emits a bright light of 20-foot radius and dim light for another 20 feet. When you hit an opponent with the Fire Weapon, or deal fire damage, you can add 1d6 per level of the spell slot used to cast the spell to the damage dealt, causing the flames to disappear.
In addition, while wielding your Fire Weapon, you add your Charisma modifier to the damage rolls of your sorcerer cantrips that cause fire damage.
- Fire Flurry
Also at 6th level, while wielding your Fire Weapon you can attack twice, instead of once, when taking the attack action. You may use one of your cantrips in place of one of these attacks.
- Flamestrike
At 14th level, when you hit a creature with your Fire Weapon, you can cause additional 4d6 fire damage on a hit. This fire damage ignores resistance and immunity to fire.
You can use this ability a number of times equal to your Charisma modifier (minimum of once), and can't use it again until you finish a long rest.
- Fire Armour
At 18th level, the first time you attack with your Fire Weapon on your turn, you can transfer some or all of its bonus to your armor class, instead of using the bonus on any attacks that turn. For every 1 you reduce your attack and damage rolls by, you gain +1 to your AC. As long as you continue holding your Fire Weapon, the AC bonus remains in effect until the start of your next turn.
You also gain resistance to fire damage, and any creature within 5 feet that hit you with an attack while your AC is increase by Fire Armor takes 1d6 fire damage.
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