Flame Master (5e Subclass)

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Flame Master[edit]

Fire is the most destructive of the elements. It can spread itself and grow with ease, and thus, is frequently used as a source of both mundane and arcane power. It is used as a weapon for alchemists, siege engineers and mages alike, and thus, it's not surprising that some warriors, in their pursuit of martial mastery, would train to bend and control this powerful force of nature.

Flame masters are warriors who bear a limited comprehension of magic, focusing only on the destructive aspects of it, specially in combat. They can wield flames like a regular combatant does with a sword, and combining the two forces makes them a force to be reckoned with. Flame masters are great adventurers, being able to shed light on the profound darkness of dungeons filled with threats and treasures, and to kindle foes, reducing them to ashes, is not uncommon that those warriors seek this path, looking for gold, trill or a way to increase their powers.

Fire Magic

At 3rd level, you learn the control flames and produce flame cantrips. You can cast those spells without components. Constitution is your spellcasting ability for these spells.

Burning Attacks

Starting at 3rd level, you can channel your magical fire to wreathe your weapons on flames. At the start of your turn, without using an action, you can choose to set a melee weapon you wield on fire. When you do so, that weapon shed bright light in a 10-foot radius, plus dim light for another 10 feet.

In addition, when you hit a creature with a weapon in flames, or whenever you damage a creature with a fire magic cantrip, you cause additional 1d4 fire damage. A creature can only take this additional damage once per turn. The damage increases to 1d6 at 10th level.

Agonizing Flames

At 7th level, the fire damage caused by your Flame Master features ignore resistance to fire damage, and treat immunity as resistance.

Blazing Armor

Starting at 7th level, you can use your bonus action to set your armor ablaze, for up to a minute. For the duration, whenever a creature within 5 feet hits you with an attack, grapples you or gets grappled by you, it takes 1d6 fire damage.

In addition, these flames empower your magic. Whenever you use your Action to cast a Fire Magic cantrip while Blazing Armor is active, you cause additional 1d6 fire damage for each damage die rolled for the cantrip.

The flames extinguish earlier if you are hit by an attack 4 times. If you take cold damage, the flames extinguishes immediately, but the cold damage taken is halved. While the armor is in flames, you shed the same light of your sword. If both are in flames, the light range doubles.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Undying Flame

Starting at 10th level, you gain resistance to fire damage. In addition, whenever you are reduced to 0 hit points, you cause fire damage equal to your level to all creatures within 10 feet of you. You cause the same damage whenever you fail a Death Saving Throw.

Indomitable flame

Starting at 15th level, whenever you use Indomitable feature, you can hurl a lash of fire to a creature within 60 feet of you, causing fire damage equal to your Fighter level.

If using this feature causes you to succeed the save, the flames are brighter and painful, knocking your target prone and causing it to have disadvantage on all ability checks it makes until the end of your next turn

Supreme Flame

At 18th level, when you hit a creature with your Burning Attacks, you can awaken a supreme flame on your weapon. This flame grants you the following benefits, for 1 minute:

  • When you activate this feature, and once per turn on a hit with the weapon, you cause additional 2d8 fire damage.
  • Your weapon gains 15 feet of reach. Attacks made at reach cause fire damage, instead of the weapon's normal damage.
  • You can use your bonus action in each turn to cast a fire magic cantrip.

Once you activate this feature, you can't use it again until you finish a long rest.

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