Infernal Flames (Fire Force Supplement)

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Infernal Flame[edit]

Known also as the First Generation of fire users as the flames overcome your body. You are connected to Adolla through your flames being constantly pursued by Fire Soldiers

Note:

 Damage Dice Progression: When a feature says you increase the damage dice of an attack by 1 step or tier, it means it follows some variation of the following progression. 1>1d4>1d6>1d8>1d10>1d12>2d6>2d8>2d10>2d12>4d6>4d8>4d10>4d12>8d6>8d8>8d10>8d12… and so on, whereupon reaching d6s again the dice count doubles.

Creating an Infernal[edit]

Quick Build

You can make a Infernal Flame quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Charisma or Dexterity. Second, choose either the background.

Class Features

As a Infernal Flame you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Unarmed Attacks, 2 simple weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, Perception, Intimidation, Survival.

Equipment

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

  • (a) Dungeoneer’s pack or (b) Explorer’s pack
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Infernal Flame

Level Proficiency
Bonus
Features Flame Charges Martial Arts
1st +2 Path of Control 4 + con -
2nd +2 6 + con -
3rd +2 Path of Control feature, Martial Arts 8 + con 1d4
4th +2 Ability Score Improvement 10 + con 1d4
5th +3 Extra Attack 12 + con 1d4
6th +3 Path of Control feature 14 + con 1d6
7th +3 Resistant 16 + con 1d6
8th +3 Ability Score Improvement 18 + con 1d6
9th +4 20 + con 1d8
10th +4 Path of Control feature 22 + con 1d8
11th +4 24 + con 1d8
12th +4 Ability Score Improvement 26 + con 1d8
13th +5 28 + con 1d10
14th +5 Path of Control feature 30 + con 1d10
15th +5 Ability Score Improvement 32 + con 1d10
16th +5 Ability Score Improvement 34 + con 1d10
17th +6 Extra Attack(2) 36 + con 1d12
18th +6 Ability Score Improvement 38 + con 1d12
19th +6 Ability Score Improvement 40 + con 1d12
20th +6 Path of Control feature 42 + con 1d12

Path of Control[edit]

Starting at 1st level, you realise how to manipulate your constantly producing flames. Path of Control are unique flames produced from your link to adolla. Infernals awaken their abilities upon creation. You must choose one Way of Flame, all detailed under Path of Control. Your choice grants you features at 1st, and again at 3rd, 6th, 10th, 14th and 20th level.


Flame Charges

Your formation has allowed you to use up your flames. Your access to this energy is represented by a number of Flame Charge points. You have a number of Flame charges equal to twice your Infernal Flame level + your Constitution modifier, as shown in the Flame Charge column of the Infernal Flame table. You can spend these points to fuel various of your Infernal Flame class features, including your attacks, which are the features you gain from your Path of Control.

When you spend Flame Charges, it becomes unavailable until you finish a long rest, at the end of which all Flame Charges spent returns to you.

Some Flame Charge applications require its target to make a saving throw to resist the application's effect. The saving throw DC is calculated as follows:

Flame Charge save DC = 8 + your Constitution modifier + your Charisma modifier.
Flame Charge attack roll = your Constitution modifier + your Charisma modifier.


Martial Arts[edit]

Beginning at 3rd level you obtain the ability to deal more damage with unarmed attacks as shown in the Infernal Flame table.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th 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.

You may also ignore this increase to instead gain a Feats.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 17th level

Resistant[edit]

At 7th level, your strength as an Infernal allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

Brawn - Strength

Evasion - Dexterity

Endurance - Constitution

Discernment - Intelligence

Intuition - Wisdom

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.

Path of Control[edit]

Infernal Sound[edit]

The Ability to Attack and stun with screaming shouts.

Calling Shout

Starting at first level, you can use 2 FC to release a shout in a 10ft range around you causing all creatures in range to make a wisdom saving throw upon a failure they take 2d4 fire damage and are paralysed for 3 turns, upon a success they take half damage and are not paralysed. The effected targets can make the save at the start of each turn.

Spirit Summon
Spirit Summon
Spirit Summon
Spirit Summon
Call to Adolla

Fire Force Variant Rules[edit]

Fanmade Path of Control[edit]

Some times people do not wish to play with the normal fire (but why would you play with fire?), and want to inovate. These Ways of Flames have been created from the ground up, and are not official to the anime. They will be listed at Fanmade Manifestations.

Flame Charge Exhaustion[edit]

Inexperienced Infernals tend to have low reserves of Flame Charges, which leads to them spending more than their body can handle. You may spend more Flame Charges than you can handle, for example, you have 20 Flame Charges and spend 22, making you go to -2 Flame Charges. Whenever you reach 0 or less Flame Charges, you gain one level of exhaustion and cannot spend or regain anymore Fire Charges until you have at least 1 Flame Charges, unless it is by taking a rest. By expending all your flame charges you also increase your chance of losing yourself to your doppelgänger, you must make a d4 throw where if you roll a 1 you go berserk for 1 minute or until you succeed a dc 18 wisdom save that you make at the start of each turn where your berserk version can use any ability without worrying about cost only caring about cooldowns obtained after it turns beserk.

Momentum Feats[edit]

When an infernal develops they may refine their flames or awaken to new abilities. This rule serves as an alternative ways to get feats, meaning you just need to do certain acts on the campaign to unlock them.

Extension Techniques[edit]

This rule extends a hand of creativity towards both players and their DMs regarding Path of Control.

Based on a Infernal Flame Path of Control, abilities and self-image, they are capable of creating Extension Techniques which further the efficiency of this Path of Control. A character can only have a total number of Extension Techniques equal to their proficiency bonus. Players can discuss with their DMs when creating an Extension Techniques to determine their features and how many Flame Charges they should cost.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Infernal Flame moving levels into other Infernal Flame Paths of Control, you must meet these prerequisites: 14 Constitution.


Back to Main Page5e HomebrewCampaign SettingsFire Force (5e Campaign Setting)Character Creation (Fire Force Supplement)Infernal Flames (Fire Force Supplement)

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