Phlog (5e Class)

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Phlog[edit]

I fear no man. But that... thing... it scares me. No, I... I ain't, I ain't talking about the freak. All right? One shudders to imagine what inhuman thoughts lie behind that Weapon wielding Demon... What dreams of chronic and sustained cruelty?"




A Phlogistinator is a mythical weapon that was forged by the archdevils for use during the blood war as a weapon of mass destruction. It is pure cruelty and menace, crafted into a flamethrower.

The wielders of these weapons are Usually called A Phlog with their name after this newly acquired Prefix.

Only A Phlog can truly utilize a Phlogistinator and bring out its full sadistic power.

These powerful menaces on the battlefield can work for both good and evil but are always feared all the same.

Creating a Phlog[edit]

When creating a Phlog you have to ask yourself a few questions. What got you interested in playing with fire? Are you okay with being considered a Demon? Where did you find this weapon forged of cruelty? Do you seek pure firepower?

Quick Build

You can make a Phlog quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma and lastly Constitution. Second, choose the Feared background.

Class Features

As a Phlog you gain the following class features.

Hit Points

Hit Dice: 1d8 per Phlog level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Phlog level after 1st

Proficiencies

Armor: Light Armor
Weapons: Light Hammer Warhammer Battleaxe Handaxe Greataxe
Tools: Tinderbox
Saving Throws: Strength Charisma
Skills: Choose 2 from Insight,Intimidation,Arcana,Perception Stealth

Equipment

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

  • A Phlogistinator And a mask
  • Tinderbox, Oil, and 10 torches
  • (a) Explorer's pack or (b) Dungeoneer's pack

Table: The Phlog

Level Proficiency
Bonus
Features Mmmph Points Phlog damage Afterburn damage
1st +2 The Phlogistinator -- 1d4 1
2nd +2 Mmmph Points 4 1d4 1
3rd +2 Fire Strategies 6 1d4 2
4th +2 Ability Score Improvement 8 1d4 2
5th +3 Suffer Like I have! Fire Starter 10 1d6 1d4
6th +3 Fire Strategies feature 12 1d6 1d4
7th +3 Phlog Gun 14 1d6 1d4
8th +3 Ability Score Improvement 16 1d6 1d4
9th +4 More Mmmph features 18 1d6 1d6
10th +4 Fire Strategies feature 20 1d6 1d6
11th +4 PowerJack 22 1d8 1d6
12th +4 Ability Score Improvement 24 1d8 1d6
13th +5 IT'S NAPALM TIME 26 1d8 1d6
14th +5 Fire Strategies feature 28 1d8 1d6
15th +5 Thermal Thruster 30 1d8 1d8
16th +5 Ability Score Improvement 32 1d8 1d8
17th +6 It's you who's finished 34 1d10 1d8
18th +6 Armageddon 36 1d10 1d8
19th +6 Ability Score Improvement 38 1d10 1d8
20th +6 THE TRUE FIRE GOD 40 1d10 1d8

The Phlogistinator[edit]

At first level, you gain access to the mythical flamethrower called the Phlogistinator. This weapon bonds to you and only you are able to wield it. And You can summon it with a 1-minute ritual. It's also almost indestructible not being able to be destroyed while you are wielding it. And only being able to be destroyed by a 9th-level radiant spell when you are not wielding it. This applies to any weapon made from the same material as well.

It feeds off your strength. And you have to use your Strength to control and aim with it. you are proficient with this weapon.

Basic Attack

Is a ranged weapon attack with a 15 ft range able to attack one Creature at a time. It deals fire damage based on your level starting with 1d4 fire damage and is classified as a heavy, two-handed, weapon. Another small detail to this specific weapon is that making a ranged attack with it within melee range does not impose disadvantage.

Afterburn

A creature that takes damage from The Phlogistinator takes the Afterburn damage shown on the chart in fire damage at the start of each of its turns, not stacking with itself. A creature can end this damage by using its action to make a Dexterity check with the DC being equal to 8 + your proficiency bonus + your Charisma modifier to extinguish the flames or until it has lasted 2 times your Charisma modifier in rounds. Additional hits from this weapon will restart the duration of the afterburn.

Mmmph Points[edit]

At second level you realize that the full potential of this weapon is untapped. You gain access to it by the guise of Mmmph Points. You can spend Mmmph Points in multiple ways, and get them back to base after a long rest. And you gain back a quarter of your points rounded up on a short rest. Also up to your base. Or get Mmmph Points equal to the creatures CR (Rounded up to a full number) when you kill a creature. This can stack above your base Mmmph Points. When your Mmmph Points are above base rests do nothing to your Mmmph Points. You can spend these points to fuel various Mmmph features. You start knowing three such features: WM1, Spray and Pray, Focus Flame. You can only use 1 Mmmph feature per attack unless specified otherwise.

Some of your Mmmph features require your target to make a saving throw The saving throw DC is calculated as follows:

Mmmph save DC = 8 + your proficiency bonus + your cha modifier

WM1. When you are about to make a normal single-target attack with a Phlogistinator, you can use 1 Mmmph point. to make your attack act in a 5-foot-wide 15 feet long line in front of you. penetrating any creature standing in that line dealing damage as normal.

Spray and Pray. When you are about to make a normal single-target attack with a Phlogistinator, you can spend 2 Mmmph points to, spray everything in a 15 ft. cone. Each creature in the area must succeed on a Dexterity saving throw or take the flamethrower's normal damage.

Focus Flame. When you are about to make a normal single-target attack with a Phlogistinator, you can spend 2 Mmmph points to focus down on that single target and deal double damage for that one attack, and the Afterburn save DC for that creature gets +2. The DC effect does not stack.

Fire Strategy[edit]

At 3rd level, you can choose a Strategy with your weapon. Choose between Lonewolf or Infernal Protection, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at the 6th, 10th, 14th level.

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.

Suffer Like I have![edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can not swap weapons using this feature.

Fire Starter[edit]

Beginning at 5th level, you are the master of fire and you can start it quickly:

  • When using a Phlog weapon a fire immunity becomes a fire resistance for the purpose of damage calculations.
  • You can breathe smoke like normal air.
  • You gain a fire immunity
  • Using a tinderbox to light a torch - or anything else with abundant, exposed fuel - takes a bonus action.
  • You always have fuel for a tinderbox.
  • Lighting any other fire takes 1 action instead of 1 minute.
  • You can conceal a tinderbox on your person even if stripped naked.
  • When throwing an oil flask, you can double the range you can throw, and you are proficient with it. Also, the additional fire damage is equal to your afterburn damage.

Phlog Gun[edit]

At 7th level, you gain a Flare gun Made from the same materials as the Phlogistinator, the Phlog gun is a Powerful one-handed weapon that compliments the Phlogistinator Perfectly, it deals 1d4 fire damage with a range of 40/160. And it has the loading property.

A creature that takes damage from The Flare gun takes Afterburn Just as if it had been hit by the Phlogistinator. You also still get Mmmph Points equal to your afterburn damage when you kill a creature with this weapon. If fired in the air, it releases a brightly red-colored flame that can be seen for up to 25 miles, depending on surrounding terrain and weather. A flare gun automatically ignites flammable items not on a creature or person when used as a weapon.

More Mmmph features[edit]

At 9th level, the ways you can use your Mmmph points expands, you gain the following Mmmph features

Flare God. When you are about to make a attack with your Phlog Gun, you can use 1 Mmmph point. To give yourself advantage on your attack roll and to double the range of your Plog Gun. This Mmmph feature is stackable with others.

Flare and Sting. When you are about to make a attack with your Phlog Gun, you can use 1 Mmmph point. So that if your target is suffering from Afterburn your flare deals a critical hit if your attack hits This Mmmph feature is stackable with others.

It's quite the opposite. When you are about to make a normal single-target attack with a Phlogistinator and in the previous round a creature has attacked you from behind, you can use 1 Mmmph point. you can give yourself advantage on your attack roll against the creature that has attacked you from behind and they need to make a Wisdom Saving throw or be frightened for 2 turns.

Third Degree. If a creature you can see is healing through magical means you can use your reaction + 3 Mmmph points to snap your fingers to make a attack action to that creature from your current location if the attack hits they take afterburn damage as if they have been attacked by your Phlogistinator with the Afterburn having 1 level higher damage dice.

PowerJack[edit]

At 11th level. you gain A Powerful Warhammer from the same materials as the Phlogistinator. It has the heavy property. And is the perfect utility weapon for a Phlog user.

If you have the Powerjack in both of your hands you gain 15 movement speed.

And if you kill someone with this weapon you gain the damage that the killing blow did back as health.

If you take damage with you have the weapon in both of your hands you take one third of the damage dealt in force damage this damage can not be avoided or lowered in any way.

IT'S NAPALM TIME[edit]

At 13th level you, If you have double your maximum your Mmmph points you gain access to the dreaded technique NAPALM TIME. NAPALM TIME as an action You can spend all your Mmmph points, To start taunting your opponent for 1 round while screaming out ITS NAPALM TIME During this taunt, you become invulnerable to damage and knockback. but are unable to do anything other than taunting and you can't be healed. after the taunt, for a quarter of your Phlog level rounded down in rounds all the damage you do with the Phlogistinator is critical and your all your Phlogistinator attacks completely ignore resistances and immunities. And the damage dice of your Phlogistinator goes up by one. However, you do still need to roll to attack as normal. This Mmmph feature is stackable with others.

Thermal Thruster[edit]

Beginning at 15th level, As an action, you can spend 8 Mmmph points to make Demonic Wings appear from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed equal to your movement speed. If you fall upon a creature they take the damage of the fall instead. Also While in this state, your afterburn damage is doubled.

It's you who's finished[edit]

Beginning at 17th level, If you take damage that reduces you to 0 hit points, you can use your reaction to let out all the power still left inside of you to create a powerful fire explosion Each creature in a 30 feet sphere centered on you must make a Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much damage on a successful one. any creature who has taken damage from the attack will also start suffering from afterburn. Once you use this feature, you can’t use it again until you finish a long rest.

Armageddon[edit]

Beginning at 18th level, As an action, you can Spend 5 Phlog points make an illusion of a beautiful rainbow for one round. Every creature within 30 ft of you that can see you must succeed on a Wisdom saving throw or be charmed by the sight of it. While charmed, the target is incapacitated If the charmed target is more than 5 ft. away from you, it must move on its turn toward you by the most direct non-harmful route. You can continue by spending 2 points and using your action to continue casting the illusion for an extra round. You can keep doing this as long as you have the points for it. As a bonus action at any point while casting the Illusion you can break the illusion and create a gigantic explosion of flames for 10 feet around you. Every creature caught in the explosion must make a dexterity saving throw taking half if succeeding or taking damage equal to your normal Phlog damage times the number of points spent.

THE TRUE FIRE GOD[edit]

At 20th tlevel you have because something even the gods fear. NAPALM TIME only costs half of your Total Mmmph Points. And while in NAPALM TIME all your attacks are with advantage.

You also gain these additional features:

  • You do not age anymore.
  • You no longer need food or water.
  • You are immune to disease and poison.
  • You don't need to breathe anymore.
  • You do not need to sleep anymore.

Fire Strategies[edit]

Lonewolf[edit]

After gaining some combat experience you realize that you are extremely powerful when you are at the right place at the right time.

With the right place being behind your opponent and the right time being whenever they are doing something else. You fully realize that anyone would perform better in combat if their opponents did not realize that you were even there and were doing other things. And you plan to abuse the hell out of it.

Hidden Flame

Your new strategy requires you to ambush people. at 3rd level. You become proficient in the stealth skill. If you are already proficient in the stealth skill, your gain Expertise.

The Shadows where I belong

When you are in dim light or complete darkness you can add your Plog damage dice to both attack rolls and stealth rolls.

Backburner

Starting at 6th level, you are at your deadliest when you ambush your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Fire and retreat

Starting at 10th level, you are great at employing your Afterburn to finish the job for you. When you attack and hit a creature that is surprised your Afterburn damage dice against that character goes up one stage.

Master Arsonist

Starting at 14th level, your fire is now hungry for more and spreads way more than any normal flame, When a creature has been suffering from Afterburn for a whole round any creature that isn't a Phlog not suffering from Afterburn within 10 feet of that creature must make the Afterburn saving throw or start suffering from Afterburn as well.

Infernal Protection[edit]

You already have great power but you want to achieve more. But, you realize that to achieve greater things you must have some cooperation with someone or something. If you want to be on the frontlines dealing damage and destruction you need to be able to heal. Finding a companion you can depend on and who can do both for you. That's what you set out to gain.

Pocket Demon

At 3rd level, your fearsome reputation and power you have acquired has made you an attractive Partner for a Blut bringer demon. This demon will act like a familiar. and help you in any way it can. When in combat it will follow you around staying at 10 feet behind you if possible. unless told otherwise by you. Its main purpose is to help you. It will do so on its own. until you command it to do something specific.

On a long rest, the Plog may Spend 1 hit dice to let the Blut Bringer Demon regain all his innate spellcasting spells

Every 3 Phlog levels after 3rd, the demon gains an extra 3 maximum hitpoints.

And for every ability score increases for the Phlog, the Blut Bringer Demon gains 1 as well.

Blut Bringer Demon

Tiny fiend, the alignment is the same as the person who summoned it but chaotic.


Armor Class 10 + dex
Hit Points half of its summoner or Partner + Constitution it has a 1d4 hit dice
Speed 20ft. 30ft flying.


STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 8 (-1) 14 (+2) 14 (+2) 0 (-5)

Damage Resistances Fire
Condition Immunities Charmed or frightened. by anyone that is not his summoner or Partner
Senses passive Perception 12, Dark Vision 60ft.
Languages — Same as its creator but can telepathically communicate with its creator and or Partner.
Challenge 1/8 (25 XP)


Follower The Blut Bringer demon has a Charisma score equal to its summoner or Partner

Regeneration. The Blut Bringer Demon regains 1d4 hit points at the start of its turn if it has at least 1 hit point.

Innate Spellcasting. Blut Bringer Demon spellcasting ability is Intelligence (spell save DC 12). Blut Bringer Demon can innately cast the following spells, requiring no material components:

At will: Guidance
Your charisma modifier amount of times/per short or long rest: Healing Word
Your charisma modifier amount of times/per short or long rest: Shield of Faith
At level 6 Your charisma modifier amount of times/per long rest: Healing Mist (5e Spell)
At level 10 Your charisma modifier amount of times/per long rest: Convalescence(5eSpell)

ACTIONS

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) slashing damage.


Resummoning[edit]

If the Blut bringer Demon is killed you can spend a week's worth of long rests plus gold bars totaling a worth 300 GP or more at 3rd level, 600 GP at 6th level, 1000 GP at 10th level and above. To try and resummon it. Make a persuasion check. On a 15 or more you succeed and you regain your Blut Bringer demon with all of its features.

The Claw Saw

At 6th level If The Blut Bringer Demon has healed a creature in combat, he can score a critical hit on a lower roll based on how many uses of Healing Word he has used. 20 - the number of healing words used. This gets reset on any rests. If the Blut Bringer Demon hits an enemy using a critical hit he gains back 1 use of both Healing Word, Healing Mist, and Shield of Faith. And after hitting 4 critical hits it regains one use of Convalescence.

Bubble Resistance

At 10th level when casting Shield of faith the Blut Bringer Demon can give the creature that he cast the shield on 1 damage resistance of its choice. This wears off when the shield wears off.

Feuerladung

At 14th level, the Blut Bringer Demon gains a new powerful Ability. This Ability becomes available once the Blut Bringer Demon has healed The Phlog for an amount equal to its maximum hitpoints. It will use all its power to grant its master the powers of a god, making The Phlog, entirely invincible to all types of damage for 3 rounds. The Phlog is still capable of taking knockback and the effect will temporarily end if the Blutbringer demon and The Phlog are more than 10 feet away from each other and will permanently end after 3 rounds. Once this ability has been used it is unavailable for 3 days.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Phlog class is impossible you must have chosen this path or else it's unavailable forever.

Proficiencies. When you try multiclass into the Phlog class you realize it's impossible you must have chosen this path or else it's unavailable forever.

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