Inferno (5e Class)
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- 1 Inferno
- 1.1 Inferno
- 1.2 Creating a Inferno
- 1.3 Class Features
- 1.3.1 Table: The Inferno
- 1.3.2 Inferno Origin
- 1.3.3 Fire Points
- 1.3.4 Spellcasting
- 1.3.5 Flame Recovery
- 1.3.6 Font Of Fire
- 1.3.7 Ability Score Increase
- 1.3.8 Ring Of Fire
- 1.3.9 One With Fire
- 1.3.10 Extinguish Flames
- 1.3.11 Melting Point
- 1.3.12 Embodiment Of Flame
- 1.3.13 Flame Gate
- 1.3.14 Heart Burn
- 1.3.15 I Burn
- 1.3.16 Massive Inferno
- 2 Inferno Origin
- 3 Blue Inferno Dragon Of Incineration
- 4 Red Inferno Dragon of Disintegration
A human is with some friends when they come a cross a burning building. Knowing the occupants are in grave danger, the man swallows all the flames, saving everyone. As the people thank him, in the distance is a another pillar of red flames. When the inferno looks at it he sees his flame rival not knowing what could happen next.
Few have the power of the inferno but even fewer actually master it. It is said to contain two dragons souls, one, The Blue Inferno Dragon Of Incineration and the other, The Red Inferno Dragon Of Disintegration. How will you control their power?
Creating a Inferno
- Quick Build
As a Inferno you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers.
Saving Throws: Constitution and Charisma
Skills: Choose two from Arcana, Deception, Insight, Investigation, Intimidation, Persuasion, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Light Crossbow and 20 bolts or (b) any simple weapon
- (a) a Component pouch or (b) an arcane focus
- Two daggers
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
|Features||—Spell Slots per Spell Level—|
|1st||+2||Inferno Origin,Fire Points,Spellcasting||—||—||—||—||—|
|3rd||+2||Font Of Fire||3||—||—||—||—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|5th||+3||Ring of Fire||4||2||—||—||—|
|6th||+3||One With Fire||4||2||—||—||—|
|8th||+3||Ability Score Improvement||4||3||—||—||—|
|12th||+4||Ability Score Improvement||4||3||3||—||—|
|14th||+5||Embodiment Of Flame||4||3||3||1||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
At 1st level, Choose an Inferno Origin, which describes the source of your innate magical power. Choose between: The Blue Inferno Dragon Of Incineration and The Red Inferno Dragon Of Disintegration.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
The flames you wield are not unlimited. Starting at 1st level, you gain Fire Points with which you fuel your attacks. You gain more Fire Points as you level up according to the Inferno Table. You regain half your Fire Points(Rounded up) from a short rest or all of them from a long rest.
You can transform your fire points into power which can be used to cast your spells. As a bonus action on your turn you can spend unexpected fire points into a spell slots. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
Those who are born during a time when a volcanos erupt are a sign of the Inferno masters of fire they use thier magic in ways other pyromancers never dreamed possible.
At 1st level, you know four Cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.
- Spell Slots
The Inferno Table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the sorcerer spell list.
You learn an additional Spells of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have Spell Slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Spells, since the power of your magic relies on your ability to project your will of fire and heat into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a sorcerer spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier
You can use an arcane focus as a spellcasting focus for your sorcerer Spells.
At 2nd Level the flames start become a friend to you and it now feels compelled to protect you and give you life and power. When you reach 0 hit points and don't die outright you are instead dropped to 1 hit point. You cant take any attack actions until you reach a natural fire such as a torch or campfire. When you reach one, you regain 1d4 hit points and Fire Points. You must complete a long rest before you can use this feature again.
Font Of Fire
At 3rd level you gain a deeper understanding of fire, You now can speak, read and write Primordial (Ignan). You also gain Advantage on saving throws from fire based attacks, such as dodging A Red Dragons fire breath.
Ability Score Increase
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.
Ring Of Fire
At 5th Level as a bonus action, a Blue Ring of Flames surrounds a single target (Cannot have more than 1 Ring of Fire at a time). At the end of the caster's turn one blue ball of fire appears (Note that if the target remains in the circle for multiple turns, the amount of Blue balls of fire increases). If the the target of the blue flame leaves or attacks a target outside of the ring with a melee attack, the blue ring disappear and all fireballs that have appeared launch themselves at the target. The Target must then make a DEX Saving Throw equal to 9+ Charisma Modifier+ Proficiency Bonus. On a fail they take 3d8 Damage or Half On a Successful save Per Fireball.
One With Fire
At 6th level the fiery soul you posses grants you resistance to fire damage. Additionally, when you do take fire damage, for every 5 points of fire damage you take, you then regain 1 Fire Point. E.G. You take 10 points of fire damage but since you are resistant, you only take 5 and you regain 1 Fire Point.
At 8th level, Your affinity with fire makes it safe to eat. As an action you can as an action consume any fire within a 15 foot cone in front of you with an extra 15 feet per Fire Point spent after the first. If you consume more that 35 feet of fire your speed is doubled, you have advantage on fire based attacks, and creatures have disadvantage on fire based spells that you cast for 5 minutes.
At 13th Level, Your flames burn hotter than hell itself. Creatures who have resistance to Fire, no longer are, and Creatures who are immune are now resistant.
Embodiment Of Flame
At 14th level you become able to take on a firey form. As a bonus action or a Reaction from being hit you can spend 1 Fire Point to turn into a Fire Elemental. Your scores remain the same but you can only cast fire spells and cantrips. In this form you have resistance to Slashing, Piercing, and Bludgeoning damage from non magical attacks, you have a hover speed of 30 feet,this form last for one minute or until you end it as a bonus action.
At 15th level you have become a master over fire. If a fire is within 50 feet of you can spend 3 Fire Points and as a bonus action to teleport into it.also your fire based cantrips add two extra die of damage.
At 17th Level you've grown an appetite for Fire. You gain Immunity to fire and Whenever you take Fire damage from any source, rather than nothing occurring you instead Consume the flames, regain 1 Fire Point and heal all of the damage dealt by the attack.
At 18th level The flames that you wield are so hot it grants you additional features.
- Catch Fire
When you use a fire based spell on creature(s) you can use 1 Fire point to have it roll a Dexterity saving throw or catch fire taking 2d6 fire damage on the start of each of it's turns until the flames are snuffed out. Creatures wearing metal have disadvantage on the saving throw.
- Blaze Clone
As a reaction to being hit you can summon a blaze clone statue for 3 flame points it has a speed of 0 and has 20 hp with 10 AC when you summon the clone you can move five feet away from it and take only half the damage you would have taken when the clone reaches 0 hp it explodes dealing 2d6 fire damage and 2d6 bludgeoning.
- Magma Crust
When lava gets cooled, it turns into a crust. This crust can be used to stop your enemies in place. Creatures must make a Dexterity saving throw or be trapped in this crust. Creatures in the crust have their speed reduced to 0 and have disadvantage on Strength and Dexterity saving throws. At the end of each of their turns they can make a Strength check to break the crust (DC 20). The crust can be attacked and has an AC 12 and 20 HP. For every 5 HP taken away from the crust, the DC of the Strength check drops by 5.
At 20th level The power of pure fire is now yours to control granting you a massive increase in power. You can, as an action and 5 Flame Points, coat your body in pure fire and heat for 1 minute or until dismissed. While in this form, any creature and flammable object in a 40 foot sphere around you that is not immune to fire damage catches fire and starts burning and any liquids not protected from heat evaporates. In addition, creatures must make a Constitution (DC = Inferno spellcasting DC) saving throw or take 5d10 fire damage on a fail or half on a success. Creatures with metal or wood on them have disadvantage on this roll. Any creature that starts their turn within the 30 foot aura and isn't already on fire must make the saving throw above or take the damage and catch fire. Any creature that leaves the 30 foot aura is safe from making another saving throw, but is still burning each turn until the fire is snuffed out. If, at any point during the use of this feature, you completely run out of Fire Points, the flames dissipate and the form ends. After using this feature you must take a long rest before using it again.
At 1st level The time has come to choose an Inferno Origin, the making of your power. Each dragon has its own abilities. But which one will you choose, the Blue or the Red? Choose wisely because this effects how your character will play out.Will you be a wielder of the blue flames and protect what you hold dear or do you want to use the power of red to show all that you are not one to mess with.
Blue Inferno Dragon Of Incineration
When the worlds where first being made there was a collision of 7 blue suns that gave birth to a dragon who wields a blue flames named Ulthar. Many see that this fire burns hotter than anything else. Ulthar has been around for melenia, curious and protective he will stop at nothing to protect the things that he considers treasure. Ulhar also posesses an ancient scroll which contains the secret knowledge of how to make flames that melt rocks in seconds, completely destroy entire forests, and evaporate oceans.
Blue Dragon Calling
At 1st level the call of Ulthar the Blue Dragon of Incineration burned into your mind grating you fire magic.When interacting with fire you can add Charisma bonus to the roll in addition all your fire based attacks and spells deal extra damage equal to your Charisma bonus and profincy bonus.also all your fire turns blue in color.
Ulthar keeps your mind safe by blocking it with magical fire. At 6th level, whenever a creature attempts to take control of your mind use telepathy or see into your mind they fail and take 2d6 fire damage.
Ulthar shows you how to turn up the heat so that no armor can withstand them. You ignore a creatures resistance to fire damage whenever you attack it with a fire damage spell or attack.
At 18th level Ulthar shows you his ancient scroll: while reading your body burns all over,your feels as if it is stuck on the sun. When you use a Fire point you explode with fire each time creatures 10 feet around you take 10d6 fire damage.also you can spend 1 fire point to have any damaging spell deal an extra 1d10 fire damage.also creature no longer have resistance to your flames when they are fully submerged underwater.
Red Inferno Dragon of Disintegration
The Red Dragon of Disintegration is said to be the only rival to his clutch mate. He's more ruthless, more deadly, and, if I may, way more intense.He is ruthless and wants to burn bright and get Ulthars scroll of infinite fire always determined nothing will stop him from achieving his goals.His name is Dalnar
Red Dragon Calling
At 1st level the call of the red dragon roars out your name. When you attack with fire you add double your profincy bonus to your attack roll and damage roll.
Additionally, when you get hit you can use your reaction to release a torrent of flames towards your attacker. You use 1 fire point to release this torrent of fire, the creature must make a dexterity saving throw. It takes 2d8 fire damage on a failed save. or half as much damage on a successful one. You can use more fire points to add an extra d8 of fire damage, for example if you use 3 fire points, the damage is 4d8 fire damage.
At 6th level Dalnar has gifted you with a great power At 6th level you can use 1 flame point to cover any weapon you are holding with fire that weapon now deal an additional 2d6 fire damage and sheds bright light for 10 feet and and dim light for 10ft.
At 14th level Dalnar has show you to burn brighter than ever. Whenever you use a fire point you shed bright light in a 30ft raduis for one minute.
At 18th level fire inside of you became so strong that ignores resistances of creatures. If they have immunity it changes in resistance, except fire creatures, such as a Fire Elemental or a Red Dragon. Also any creature or object you destroy with fire damage turns to dust.
Proficiencies. When you multiclass into the Inferno class, you gain the following proficiencies: simple weapons