Herald of the Burning Sky (5e Class)
Herald of the Burning Sky[edit]
The Heralds of the Burning Sky are warriors imbued with the mystical Flame of Heaven, a manifestation of the power of will and determination. These fighters channel their emotions and spirit into powerful elemental abilities that burn with an intensity that can incinerate all in their path or protect that which they hold most dear. Their journey is one of self-improvement, spiritual mastery, and sacrifice for those they protect.
Creating a Herald of the Burning Sky[edit]
- Quick Build
To create a Herald of the Burning Sky quickly, follow these suggestions: First, make your highest score Wisdom, followed by Dexterity or Constitution. Second, choose the Soldier or Acolyte background.
Class Features
As a Herald of the Burning Sky you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Herald of the Burning Sky level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Herald of the Burning Sky level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom, Dexterity
Skills: Choose three from Athletics, Intimidation, Insight, Perception, Survival, History, Arcana
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword and shield or (b) Two short swords or (c) A martial weapon and a leather armor
- (a) Longbow and 20 arrows or (b) Martial weapon and shield
- (a) Explorer's pack or (b) Adventurer's pack
- (a) 2 torches and 1 crystal gem or (b) A map of a forgotten place
Level | Proficiency Bonus |
Features | Fiery Martial Arts | Willpower Points: |
---|---|---|---|---|
1st | +2 | Flame of Heaven | d6 | 2+cha |
2nd | +2 | Last Will Mode | d6 | 4+cha |
3rd | +2 | Zero Point Breakthrough: First Edition | d6 | 6+cha |
4th | +2 | Ability Score Improvement | d6 | 8+cha |
5th | +3 | X-Burner Concentrate | d8 | 10+cha |
6th | +3 | — | d8 | 12+cha |
7th | +3 | Zero Point Breakthrough: Revised | d8 | 14+cha |
8th | +3 | Ability Score Improvement | d8 | 16+cha |
9th | +4 | Flame of the Oath | d8 | 18+cha |
10th | +4 | Big Bang Axis | d10 | 20+cha |
11th | +4 | — | d10 | 22+cha |
12th | +4 | Ability Score Improvement, X-Stream | d10 | 24+cha |
13th | +5 | — | d10 | 26+cha |
14th | +5 | Axis Burning | d10 | 28+cha |
15th | +5 | — | d10 | 30+cha |
16th | +5 | Ability Score Improvement | d12 | 32+cha |
17th | +6 | XX-Burner | d12 | 34+cha |
18th | +6 | — | d12 | 36+cha |
19th | +6 | Ability Score Improvement | d12 | 38+cha |
20th | +6 | Supreme Last Will Mode | d12 | 40+cha |
Level 1: Flame of Heaven[edit]
You have awakened the powerful Flame of Heaven, a manifestation of your will.
As an action, you can focus your energy into your hands, projecting a flame of pure force. Make a ranged attack (range 20 feet). If you hit, you deal 2d8 force damage. This damage increases to 3d8 at 5th level, 4d8 at 11th level, and 5d8 at 17th level.
Willpower Points:[edit]
You gain a number of Willpower points equal to your Charisma modifier + twice your Herald of the Burning Sky level. You regain all Willpower points upon finishing a long rest.
- Unbreakable Will You can add a number of Willpower points equal to your Charisma modifier to any save.
Fiery Defense[edit]
Starting at 1st level, while you are not wearing armor or wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Charisma modifier.
X-Gloves: Fiery Martial Arts[edit]
Your training in melee combat, combined with the X-Gloves, allows you to channel the energy of the Heaven's Flame through your fists. You are an expert in swift, deadly strikes, which can be ignited with elemental power.
You can use the X-Gloves to make unarmed strikes, replacing the normal damage of your strikes as noted on the Fiery Martial Arts table.
You can use your Charisma modifier instead of Strength or Dexterity for the attack and damage of these strikes.
- Fiery Strike
When you make an unarmed attack, you can spend 2 Willpower point to have the attack deal additional fire damage equal to your Charisma modifier.
- Flame Combo
When you make an unarmed attack with the X Gloves as an action, you can use your bonus action to make a second unarmed attack. If both attacks hit, the enemy must make a Strength saving throw (DC 8 + your proficiency + your Charisma modifier) or be knocked prone.
Level 2: Last Will Mode[edit]
You channel your will into a state of extreme power. As an action, you can spend 4 Willpower points to enter Last Will mode and gain the following benefits for 1 minute:
- Attribute Boost: +2 to your Strength, Dexterity, and Constitution.
- Heavy Strike: +2 to all attack and damage rolls with weapons or skills that use Heaven's Flame.
- Mental Agility: You can take a bonus action to unleash a melee attack or cast a skill that consumes Flame.
- Increased Movement: Your speed increases by 15 feet.
- Precise Intuition: You gain advantage on attack rolls, and you can add your Charisma modifier to Wisdom and Dexterity checks.
- Regeneration: At the start of each of your turns, you regain hit points equal to your level + your Constitution modifier.
- Resilient: When your hit points drop to 0, you can spend 1 Willpower point to remain conscious and have 1 hit point. You can do this a number of times equal to your proficiency.
Level 3: Phoenix Mantle[edit]
Your cloak is no mere ornament; it is a living shield of flame that moves at your will, defending you from attacks and protecting you from harm. While wearing it, you can channel the Flame of Heaven to activate its defensive properties. You can spend 6 points to summon your cloak for 1 hour gaining the following abilities:
As a reaction when you are targeted by a melee or ranged attack, you can engulf your body in defensive flames, gaining a +4 bonus to your AC until the start of your next turn and the attacker takes fire damage equal to 1d8 + your Charisma modifier.
You can use this reaction a number of times equal to your Charisma modifier (minimum 1) and regain all uses after a short or long rest.
Elemental Defense: You can use your reaction to spend 1 Willpower point and gain resistance to one type of elemental damage (fire, cold, lightning, or force) until the end of your next turn.
Level 4: Intangible Fire Veil[edit]
The flames on your cloak become ethereal, fading and reappearing to protect you from attacks. While wearing the cloak:
- You are resistant to fire and radiant damage.
- You can automatically cast Dispel Magic once per day without expending resources, but only to dispel effects affecting your body or your immediate surroundings.
- Additionally, critical attacks against you have a 50% chance to become normal attacks.
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.
Level 5: Basic Mastery of the X-Gloves[edit]
The X-Gloves synchronize with your sky flames, allowing for devastating melee attacks that combine strength and speed.
- Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Glove Damage: Your unarmed damage increases to 1d8. This damage is considered heavenly fire or bludgeoning damage (your choice).
- Flame Blast: Once per turn, you can add a boost to your unarmed attack, dealing an additional 1d6 fire damage. This damage increases to 2d6 at level 11 and 3d6 at level 17.
You can optionally use this boost to double your jump length.
- Air Strike: You can use your flames to propel yourself into the air and perform a ranged attack with your fists, hitting an enemy within 20 feet.
Level 6: Absolute Zero – First Edition[edit]
for 5 points of willpower, You can unleash the freezing technique to stop your opponent's flow of energy. As an action, choose a creature you can touch; the creature must make a Constitution save (DC = 8 + your proficiency + your Charisma modifier). On a failed save, it is frozen in time for 1 turn or until it takes damage. While frozen, it is vulnerable to all types of damage. On a successful save, its speed is halved and it cannot use magical abilities until your next turn.
Level 7: Explosive Strike[edit]
You can channel Heaven's Flame into a devastating attack. As an action, you make a single unarmed attack that deals 5d8 force damage and 5d8 fire damage instead of its normal damage. The enemy must make a Dexterity saving throw (DC 8 + your proficiency + your Charisma modifier) or be pushed 15 feet.
This ability can be used a number of times equal to your Charisma modifier (minimum 1) and recharges after a short or long rest.
Level 7: Hyper-Intuition[edit]
You have an almost supernatural awareness of your enemies' movements:
- You can sense invisible creatures and hidden attacks within 30 feet.
- You have advantage on Perception, Investigation, and Initiative checks.
- Once per turn, you can automatically avoid a melee or projectile attack if you are not incapacitated.
- You can add your Charisma modifier to Wisdom checks.
Evasion[edit]
Your instinctive agility allows you to dodge certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subject to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Level 9: Zero Point Breakthrough: Revised[edit]
You improve the Zero Point technique, turning it into a tool to absorb the power of your enemies.
for 8 points of willpower, As an action, you can attempt to absorb the flames (energy or magic) of an enemy. The enemy must make a Constitution saving throw. If they fail, they lose a large portion of their power (DM discretion). You gain this absorbed power for the next minute. On a successful save, you cannot use that ability on the same enemy for 24 hours.
You can use stability as a reaction to automatically absorb ranged magic or energy attacks, empowering your next attacks with a bonus proportional to the absorbed attack.
Level 10: Hyper Last Will Mode[edit]
You have awakened your hidden power as a Herald of the Burning Sky. for 10 points of willpower, You can enter Hyper Last Will Mode as a bonus action. While in this state, your body becomes engulfed in pure celestial flames, apart from the benefits of Last Will Mode, you get the following:
- +20 ft. movement speed.
- Resistance to fire damage, radiant damage and psychic damage.
- Advantage on unarmed attack and dodge rolls.
- At the start of each of your turns, you regain hit points equal to your level + your Constitution modifier + your Charisma.
- Burning Will Projection: You can fire a burst of flame up to 60 feet (1d12 + your Charisma modifier fire damage + 1d12 radiant damage.).
- Temporal Flight: You can use your fire to propel you. You gain flight with a speed equal to your movement speed.
- Flame of Supreme Intuition: You can predict enemy movements. All attacks they make against you have disadvantage.
The state lasts for 1 minute or until you disable it. You can use this skill a number of times equal to your proficiency per short or long rest.
Level 11: X-Burner[edit]
You have mastered the ultimate attack of the Sky Flame: the X-Burner, a technique that combines a massive burst of power in a frontal area with perfect recoil control, allowing you to balance raw power and stability.
for 8 points of willpower, As an action, you unleash a devastating and destructive burst of flame in one direction, all Creatures in a 90ft line must make a Dexterity saving throw (DC = 10 + your proficiency bonus + your Charisma modifier). On a failed save, they take 20d6 fire damage and 20d6 radiant damage and are pushed back 60 feet. On a successful save, they take half as much damage and are not pushed back.
You can use this ability a number of times equal to your Charisma modifier.
Perfect Control:[edit]
If you use a bonus Concentration action before executing the attack, you can adjust the ratio of Offensive Flame to Defensive Flame:
- Full Power: An additional +10d6, but you are knocked back 20 feet.
- If you use Full Power while flying, your speed is tripled.
- Maximum Stability: You ignore all knockback from any source, but damage is reduced by 10d6.
- You can use Maximum Stability as a reaction to avoid being knocked back.
Level 13: Oathflame[edit]
You bring forth your purest power by using Oathflame, establishing a bond with your allies. You can share some of your flame with allies within 30 feet of you, giving them advantage on their attack rolls, gaining false life equal to your level + your charisma each turn, and increasing their damage by 1d8 radiant fire for 1 minute. While under this effect, you and your friends are immune to instant death.
You can use this ability once per rest.
14th Level: Phoenix Wing Guardian[edit]
The cloak gains wings of flame that unfold to envelop you completely, providing supreme defense. As an action, you can deploy Phoenix Wing Guardian, gaining the following benefits for 1 minute:
- Immunity to fire, radiant, and psychic damage.
- Creatures attacking you take half of the damage dealt as fire and radiant damage.
- Critical attacks become normal attacks.
- You gain a bonus reaction to move up to 60 feet when attacked, without provoking attacks of opportunity.
Once this ability is used, you cannot use it again until you complete a short or long rest.
Level 15: Guardian of the Blazing Lion[edit]
You have been recognized by the Flames of Heaven themselves as their Herald, as an action, you can spend 10 Willpower Points to summon the Blazing Lion of Heaven, an avatar of flames that fights at your side:
Guardian of the Burning Lion[edit]
Large celestial, lawful good Armor Class 30 (natural armor)
Saving Throws Str +12, Dex +15, Con +11, Wis +12, Cha +11 Inspiring Presence. Friendly creatures within 30 feet of the Guardian have advantage on saving throws against fear and charms. Spiritual Synchronization. While the Lion is present, you increase your AC by +4 and gain resistance to fire and psychic damage. Fiery Lion Form. As an action, the Guardian can transform into a giant fiery lion for 1 minute. In this form:
Guardian's Radiance. As a bonus action, the Guardian can emit a radiant glow in a 30-foot radius. Friendly creatures within this radius regain 10 (5d6 + 7) hit points. Divine Defender. When an ally within 10 feet of the Guardian is attacked, it can use its protect reaction to consume and burn half the damage. ACTIONS'Multiattack. The Guardian makes two attacks with its claws or two attacks with its spear. Claws. Melee Weapon Attack: +11 to hit, reach 5 feet, one target. Hit: 16 (8d10 + 7) slashing damage, plus 9 (4d8) fire damage. Fiery Lance. Melee or Ranged Weapon Attack: +11 to hit, reach 10 feet or 20/60 feet at range, one target. Hit: 14 (10d8 + 5) piercing damage plus 9 (10d8) radiant damage. Light Blast (Recharge 5-6). Each enemy creature within a 50-foot cone must make a DC 18 Dexterity saving throw or take 27 (8d8) radiant damage and be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of its turn. Celestial Roar. All enemies within 30 feet must make a DC 20 Wisdom save or be petrified for one turn.
LEGENDARY ACTIONSThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The Guardian makes a Wisdom (Perception) check. Claw Strike. The Guardian makes a claw attack against an enemy within range. Flaming Strike (Costs 2 actions). The Guardian unleashes a burst of holy flame in a 15-foot area around itself. Each creature in the area must make a An ability score was not entered for this template! saving throw (DC 19), taking 18 (10d8) fire damage on a fail, or half as much on a success. Hostile creatures that fail this save are also garments set on fire until they use an action to extinguish it or take an additional 20 points of damage at the end of their next turn. |
The Blazing Lion Guardian is a celestial manifestation of justice and protection. With a commanding presence and a heart full of compassion, this being appears in times of great need to lead the righteous against the darkness. Its fiery form is a symbol of hope, lighting the way even in the darkest of hours. |
Level 17: Celestial Field[edit]
Heaven has given you the ability to alter the battlefield, shifting the terrain to your advantage with fiery energy. When you enter combat, you can spend an action to transform a 60-foot area into a Celestial Field for 1 minute:
- Holy Fire: The ground burns, with each enemy that starts their turn in the area taking 20d4 fire damage.
- Advantages: You and your allies gain advantage on Wisdom, Charisma, and Dexterity saving throws while on the field.
- Burning Currents: You can teleport between visible flames on the field as a bonus action.
Level 18: XX-Burner[edit]
A combination of devastating power and extreme precision. As an action, you channel all of your energy into a massive burst of flame. Choose a point within a 300-foot radius:
All enemies in a 60-foot line must make a Dexterity save. If they fail, they take 40d12 fire damage and 20d12 radiant damage. If this damage reduces their hit points to 0, they disintegrate. A disintegrated creature, and everything it wears or carries except magic items, is reduced to a pile of gray dust. The creature can only be brought back to life by the True Resurrection or Wish spells. If they succeed, they take half damage.
If you activate this ability while in Hyper Last Will Mode, the damage is increased to 10d12 and the line extends 100 feet.
Level 19: Ultimate Dying Will Mode[edit]
You have reached the pinnacle of your potential, mastering Ultimate Dying Will Mode, a state of absolute power where you embody the true power of the Vongola. For 20 points of willpower as well as your action, in addition to the benefits of Ultimate Dying Will Mode and Hyper Dying Will Mode, you gain the following:
- Superhuman Attributes: +5 to Strength, Dexterity, and Constitution.
- Superhuman Speed: You gain a flying speed of 90 feet and a second bonus action.
- Unending Fire: You cannot be reduced to 0 hit points while in this state, unless you take radiant or necromantic damage of more than 50% of your total health.
- Flame of Supreme Intuition: You can predict enemy movements, and you can use your action to impose absolute disadvantage on an enemy.
- Final Explosion: Once per use, you can channel all of your power into a massive explosion. All enemies within 50 feet must make a Constitution save or take 50d10 fire damage and be pushed back 30 feet.
Level 20: Flame of the Infinite[edit]
As an action, the Herald of the Burning Sky envelops his entire body and soul in the final form of the Flame of the Sky. For 1 minute, you gain the benefits:
- Devastating Damage: All damage he deals with flame attacks, unarmed attacks, or X-Gloves techniques is considered a critical hit.
- Stat Boost: Temporary +4 to all stats.
- Temporary Invulnerability: Resistance to all damage and advantage on all saving throws.
- Celestial Cloak: The cloak burns with a golden glow, allowing it to reflect any melee or magical attack.
- Blazing Infinity, a massive 60-foot-radius blast of energy. All enemies must make a Constitution save or be automatically disintegrated with a fire so hot it can burn reality.
Multiclassing[edit]
To multiclass with this class you must have a good alignment and at least wisdom or charisma at maximum
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