Flame Demon (5e Class)
From D&D Wiki
- 1 What is the Flame Demon
- 2 Creating a Flame Demon
- 3 Class Features
- 3.1 Table: The Flame Demon
- 3.2 Flame Control
- 3.3 Flame Die
- 3.4 Relentless
- 3.5 Maneuvers
- 3.6 Inner Flames
- 3.7 Losing Control
- 3.8 Unarmored Defense
- 3.9 Fighting Style
- 3.10 Gauntlet Master
- 3.11 Ability Score Improvement
- 3.12 Extra Attack
- 3.13 Magical Attacks
- 3.14 Intense Training
- 3.15 Linear Formation
- 3.16 Flame Boost
- 4 Subclasses
- 4.1 Master of Black Flames
- 4.2 Dominator
- 4.3 Tactician
- 5 Multiclassing
What is the Flame Demon
Being a flame demon gives you pyrokinetic 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
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.
As a Flame Demon you gain the following class features.
- Hit Points
Weapons: Simple, Martial Weapons
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Performance, Persuasion and Survival.
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.
|1st||+2||1d4||Flame Control, Unarmed Defense|
|2nd||+2||---||Fighting Style, Flaming Archetype|
|4th||+2||---||Ability Score Improvement, Gauntlet Master|
|6th||+3||---||Magical Attack, Flaming Archetype Feature|
|8th||+3||---||Ability Score Improvement,|
|11th||+4||1d8||Linear Formation, Flaming Archetype Feature|
|12th||+4||---||Ability Score Improvement,|
|16th||+5||---||Ability Score Improvement, Flaming Archetype Feature|
|17th||+6||1d10||Flame Boost, Extra Attack|
|19th||+6||---||Ability Score Improvement,|
|20th||+6||2d10||Flaming Archetype Feature|
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.
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the Flame Die to the attack’s damage roll.
- Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
- Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
- Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
- Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
- Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
- Silver Tongue
When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
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.
If you roll a natural 1 twice, within three rounds, on your Flame Die you take 2 rolls of your Flame Die in damage.
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.
You adopt a particular style of fighting as your specialty. Choose one of the following options.
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.
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.
At 4th level, you have trained yourself to using your fists when wearing gauntlets to be immensely powerful, compared to others. You gain the following benefits.
- • You gain proficiency in both Gauntlets
- • 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.
Ability Score Improvement
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.
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.
Starting at 6th level, any melee attack you make that is imbued by your fire counts as magical damage in regards to resistances and immunities.
Starting at 9th level, 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.
At 11th level you can use your action to 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 making them invisible) With this active you can even feel the smallest movements like breaths or twitches. You can do this twice per long rest
Starting at 17th level, 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.
Master of Black Flames
Black Flame Mode
Starting at 2nd level 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. At the end of each of your turns, you and each creature within 15 feet of you take fire damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or spell. Because of the uncontrollable nature of Black Flames, your own body is damaged by its power and your allies may be put in danger. You may use Black Flames equal to your Constitution Modifier and you regain this ability on a long rest.
To enter this mode requires an action and you must have already activated Inner Flames.
Starting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Improved Black Flame Mode
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.
Advanced Black Flame Mode
Starting at 11th level your advanced training with 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
Starting at 16th level, as an 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 3d6 damage. This ability can be once per long rest.
You must be in Black Flame Mode to use this ability.
Beginning at 20th level, as an 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.
You must be in Black Flame Mode to use this ability.
Perfected Black Flame Mode
At 20th level you've mastered your Black Flame Mode meaning, you now take your proficiency bonus in damage instead of half your level rounded up.
Spear of Destiny
Starting at 2nd level you have learned how to condense your flames into a large sturdy spear. As an action, you can create your spear of destiny and target and area within 60ft of you. upon impact, the spear explodes dealing 2d6 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 3d6 at 5th, 4d6 at 11th, and 5d6 at 16th. You may use this skill once per short or long rest.
Beginning at 2nd level you can use your action to 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.
Starting at 5th level, as an action you can create a cage of fire around you and hopefully an opponent, equal to what you 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.
Beginning at 11th level, you've learned how to withstand even hotter temperatures, due to you using your abilities for quite some time, giving you resistance to fire damage that isn't caused by something specified in your abilities.
Beginning at 16th level, you can produce a flash of sunlight in a 20-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 fire damage and is Blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Starting at 20th level, you can now perfectly manipulate the fire you create and use it to the fullest extent, while in the radius of Hell Cage. This means that if you roll a natural 1 on a Flame Die you can roll it again, but you have to keep the new roll even if it is a natural 1.
Perfected Temperature Control
Beginning at 20th level your extensive training has allowed you to make your flames exceptionally hotter than you originally thought. This allows you to bypass a creatures immunity to fire damage making them resistant instead.
At 2nd level, you gain a +1 bonus on initiative rolls. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).
Beginning at 2nd level, after you take the attack action you can use your bonus action to grapple your opponent with your flames adding your flame die to your grapple check. You can do this up to your Constitution Modifier per long rest.
At 5th level, as an action you can create a flame so bright that it blinds opponents within your radius. You can do this up to half of your Constitution Modifier rounded up. This ability recharges on a short or long rest.
All normal blindness rules stay the same
Starting at 11th level, as an 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 1d6 fire damage. You can do this once per long rest.
Starting at 11th level, you use your entire turn 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 gauntlets 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.
Starting at 16th level, 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. You can do this once per long rest.
At 20th level you can use you reaction to deal 3d10 fire damage to a creature that has just damaged you.
Constitution 13 or Strength 13