Flame Demon, Variant (5e Class)

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Flame Demon[edit]

What is the Flame Demon[edit]

Being a flame demon gives you pyrokinesis abilities with the added benefit that the user can control how hot the flames are, meaning you could make the flame extremely hot and have it never extinguish even underwater. However you can only control your flames within a 15ft radius, until you get a better grasp of your power, and if the flames leave your radius they keep the same properties they had while in your radius. If you overuse your ability it will cause you to overheat and risk heat stroke as well as losing control over your flames for some time.

Creating a Flame Demon[edit]

As you make your Flame Demon, think about their life and how their powers affected it. Was their childhood normal, or were they bullied or abused? When they grew up, did they go into the military, or did they advance their ability on their own?

Consider why you left your town or city. Do you have a mission that you must accomplish? Were you cast out for misconduct? Did you go out into the world to find that drive you need?

Most Flame Demon's lean towards chaotic alignments, whether that be Chaotic Good, Chaotic Neutral, or Chaotic Evil.

Quick Build

You can make a Flame Demon quickly by following these suggestions. First, Strength score should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose Gauntlets for added flavor

Class Features

As a Flame Demon you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Simple, Martial Weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Performance, Persuasion and Survival.

Equipment

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

  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • (a) Pair of Gauntlets or (b) Any two martial weapons
  • If you are using starting wealth, you have 5d4*10 in funds.

Table: The Flame Demon

Level Proficiency
Bonus
Flame Die Black Flame Die Range Features
1st +2 1d4 --- 15ft Flame Control, Unarmored Defense
2nd +2 --- 2d4 --- Black Flame Mode, Fighting Style
3rd +2 --- --- --- Spear of Destiny
4th +2 --- --- --- Ability Score Improvement, Gauntlet Master
5th +3 1d6 2d6 --- Extra Attack, Improved Black Flame Mode
6th +3 --- --- --- Incinerate, Magical Attacks
7th +3 --- --- --- Hell Cage, Temperature Control
8th +3 --- --- --- Ability Score Improvement, Hold Down
9th +4 --- --- --- Prometheus Flame
10th +4 --- --- --- Extra Attack
11th +4 1d8 2d8 --- Linear Formation, Advanced Black Flame Mode
12th +4 --- --- --- Ability Score Improvement, Heat Raiser
13th +5 --- --- --- Intense Training, Artemis Barrage
14th +5 --- --- --- Greater Flame Control
15th +5 --- --- --- Eruption, Black Ballista
16th +5 --- --- --- Ability Score Improvement, Thermal Detection
17th +6 1d10 2d10 --- Perfected Black Flame Mode, Wings of Icarus, Extra Attack
18th +6 --- --- 20ft Flame Boost, Range Increase
19th +6 --- --- --- Ability Score Improvement, Burning Touch
20th +6 2d10 2d12 --- Zone Control, Perfected Temperature Control

Flame Control[edit]

You can use your action to briefly control or produce flames within 15 feet of you, causing one of the following effects of your choice:

• Create a harmless, instantaneous sensory effect related to fire such as a shower of sparks, a puff of smoke, a ray of light, or produce a gentle heat.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Warm up to 5 pounds of nonliving material for up to 1 hour. This does not cause it to melt or change form but can burn it if its flammable and not being worn.
• Fire that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute. If the design is a weapon it lasts for 1 attack and does normal damage but instead of slashing, piercing, or bludgeoning it deals non-magical fire damage.
Inner Flames

You also have found ways to use your flames for offensive assaults, as a bonus action you can coat your weapon(s) in a covering of flames. While your weapon(s) are coated they deal an additional 1d4 non-magical fire damage. The die for your inner flame increases to 1d6 at 5th, 1d8 11th, 1d10 at 17th, and 2d10 at 20th level.

Losing Control

If you roll a natural 1 twice, within three rounds, on your Flame Die you take 2 rolls of your Flame Die in fire damage.

Unarmored Defense[edit]

While you are not wearing any armor, your Armor⁠ Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

Black Flame Mode[edit]

While fighting you have learned how to harness your inner rage and produce Black Flames, flames that are hotter than any other flames you can produce. These flames are active for 1 minute and while the black flames are active you can deal additional 2d4 fire damage ontop of any fire based attacks. The die for your Black Flames increases to 2d6 at 5th, 2d8 at 11th, 2d10 at 17th, and 2d12 at 20th level. Because of the uncontrollable nature of Black Flames, your own body is damaged by its power and your allies may be put in danger. At the beginning of each of your turns, you and each creature within 15 feet of you take fire damage equal to half your level (rounded up). You may transform into Blac Flames Mode equal to your Proficiency Modifier and you regain all uses on a long rest. You can choose to exit the mode with an action.

Prerequisite

To enter this mode requires an action and you must have already activated Inner Flames.

Raging Unrest

If you roll a natural 1 on your Black Flame Die you take 2 rolls of your Black Flame Die in fire damage.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options.

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.

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.

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 (UA)

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.


Spear of Destiny[edit]

You have learned how to condense your flames into a large sturdy spear. As an attack action, you can create your spear of destiny and target and area within 60ft of you. upon impact, the spear explodes dealing 4d6 fire damage in a 15-foot radius all creates in that radius must succeed a Dexterity Save, DC 8 + Proficiency Bonus + Constitution Modifier take full damage on a failure and half damage on a success. The damage of spear of destiny increase to 6d6 at 6th, 7d6 at 11th, and 8d6 at 16th. You may use this skill once per short or long rest.

Gauntlet Master[edit]

You have trained yourself to using your fists when wearing gauntlets to be immensely powerful, compared to others. You gain the following benefits.

• Your gauntlets now do 1d8
• You have a +1 bonus to attack and damage rolls with gauntlets.
• When you have a free hand or hand wielding a gauntlet, you can use your reaction when being attacked to increase your armor class by 2. This effect lasts until the start of your next turn.
• You cannot be disarmed of gauntlets unless you are unconscious.

You are also allowed to make another melee attack with your unarmed strikes as bonus action

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level in this class and to four when you reach 17th level in this class.

Improved Black Flame Mode[edit]

At 5th level your rage completely overtakes you allowing you to stay dead set on destroying your enemies. This makes you immune to the charm effect while in this mode. And you can now choose a number of creatures up to your proficiency bonus to not be affected by your black flame radius

Incinerate[edit]

LVL 6

As an attack action you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity Save equal to 8 + Proficiency + Constitution Modifier. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

Magical Attacks[edit]

LVL 6

Any melee attack you make that is imbued by your fire counts as magical damage in regards to resistances and immunities.

Hell Cage[edit]

LVL 7

As an attack action you can create a cage of fire around you and hopefully an opponent, equal to what your max flame control range is, trapping you and your opponent in a fire ring for a 1 on 1 fight. To forcefully exit or enter the cage it requires a Strength Save equal to 8 + Flame Die + Proficiency Bonus taking 4d6 on a failure or half as much on a success. You can use this ability once per long rest.

Temperature Control[edit]

LVL 7

Now that you've used your abilities for quite some time you've learned how to withstand even hotter temperatures, giving you resistance to fire damage that isn't caused by something specified in your abilities.

Hold Down[edit]

LVL 8

As a bonus action you can use your flames to grapple your opponent adding your flame die to your grapple check.

Prometheus Flame[edit]

LVL 9

As an attack action you can create a flame so bright that it blinds opponents within your radius. You can do this up to half of you Dexterity Modifier rounded down. This ability recharges on a short or long rest.

All normal blindness rules stay the same.

Linear Formation[edit]

LVL 11

As an action you can coat a 15ft radius in tiny strands of flames allowing you to sense the movement of objects with in it (no one within the radius knows what is happening since they can’t feel the flames due to their size and making them invisible) With this active you can even feel the smallest movements like breaths or twitches.

Advanced Black Flame Mode[edit]

At 11th level the Black Flames that engulf you, get even hotter and will start to burn incoming projectiles. As a reaction you can reduce the damage of ranged attacks by your Black Flame Die + your Constitution Modifier + your Flame Demon level

Heat Raiser[edit]

Your normal flames have started to burn at another level. At 12th level the damage from your flame die is considered magical.

Intense Training[edit]

LVL 13

You have trained your combat skills with great intensity, increasing your skills notably. You gain proficiency in Athletics and Intimidation. If you already have proficiency in one or both of these abilities, you gain double proficiency.

Also, when you deal fire damage to a creature, you ignore fire resistance.

Artemis Barrage[edit]

LVL 13

You use your action and bonus action to create and load fire arrows into your weapon(s). This takes a turn to charge but once charged you fire two arrows out of your weapons doing double your fire die with each arrow. You can also target two different enemies if they are both within your range. If you choose to you can also charge this ability for another turn gaining the ability to fire 4 arrows but you will take half of this damage yourself due to how long you had to hold the flames. You regain this ability after a long rest.

Greater Flame Control[edit]

LVL 14

You now do not need to expend any actions to use flame control, the flames can retain their shape up to 5 minutes, and the weapons you form with flame control can now last 3 attacks. You also have proficiency over the weapon you create.

Eruption[edit]

LVL 15

As an attack action you can make a 15ft area within your range difficult terrain for everyone except you, by shoving your hands in the ground and heating it up creating magma. Whenever an enemy starts or ends their turn in this area they take 2d6 fire damage. You can do this once per long rest.

Black Ballista[edit]

LVL 15

As an attack action you can create a giant arrow made of pure black flames. The arrow has the properties of an actual arrow and will pierce enemies defenses dealing 4d10 damage. This ability can be used once per long rest.

Prerequisite

You must be in Black Flame Mode to use this ability.

Thermal Detection[edit]

LVL 16

As an action, you can enhance your vision to detect heat signatures and body heat from living things or objects, allowing you to detect people who are invisible or hiding while in your radius for 1 minute.

Perfected Black Flame Mode[edit]

LVL 17

At 17th level you no longer take damage while being in this mode, and can use your Black Flame Mode constitution modifier + proficiency modifier amount of times.

Wings of Icarus[edit]

LVL 17

Starting at 17th level, as an attack action you can jump high into the air and proceed to rocket down at onto your opponent, and finish them with a Black Flame empowered kick to the head dealing 5d6 damage. This ability can be used once per long rest.

Flame Boost[edit]

LVL 18

As a bonus action you can now project flames from your hands and feet, giving you a flight speed of 20ft for 1 minute. You can do this twice per long rest.

Range Increase[edit]

LVL 18

You've gotten use to your new found abilities after some time using them and you are now able to increase your range to 20ft for 1 minute. You can do this as many times up to your Dexterity Modifier.

Burning Touch[edit]

LVL 19

You can now use you reaction to deal 3d10 fire damage to a creature that has just damaged you.

Zone Control[edit]

LVL 20

You can now perfectly manipulate the fire you create and use it to the fullest extent. You have advantage on all fire based attacks.

Rolling a natural 1 on a Flame/Black Flame Die allows you to roll it again, but you have to keep the new roll even if it is another natural 1 while in the radius of Hell Cage.

Perfected Temperature Control[edit]

LVL 20

Due to your extensive training you are now able to make your flames way hotter than you originally imagined. This allows creatures without resistance or immunity to fire to be vulnerable to your fire.

Multiclassing[edit]

All the normal multiclassing rules still apply.

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