Pyrokinetic, 3rd Generation (5e Class)

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Pyrokinetics[edit]

Introduction[edit]

Pyrokinetics are powerful fire users, often mistaken for pyromancers or fire mages. Awoken by the Great Flames, pyrokinetics channel their inner fire externally, using it in combat. Many believe these powers to have been awoken in certain individuals by the deity Sol. A pyrokinetic externalises their flame around certain body parts, be it mouth, hands, arms, feet, etc. and uses their ability to heighten the power of their attacks. However, as the fire is not inherently magical, it consumes oxygen from its user, a drawback that can be eliminated through training and perfection.

Creating a Pyrokinetic[edit]

When creating a pyrokinetic, you need to consider what major events or choices your character has experienced or made that has awakened your pyrokinesis? Was it a curse put on you for failing to repay a debt? Was it your rage that awakened your pyrokinesis after seeing your family murdered? Were you born with it? Think of creative ways that your character's backstory involves the awakening of your pyrokinesis.

Quick Build

You can make a Pyrokinetic quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Soldier background background. Third, choose A light to medium armour type, at discretion of the DM.

Class Features

As a Pyrokinetic you gain the following class features.

Hit Points

Hit Dice: 1d12 per Pyrokinetic level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Pyrokinetic level after 1st

Proficiencies

Armor: Light and Medium armour
Weapons: Martial weapons
Tools: Smith's tools
Saving Throws: Dexterity and Strength
Skills: Athletics, Acrobatics and Survival

Equipment

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

  • (a) Commoner's clothes or (b) Smith's clothes or (c) Fancy clothes
  • (a) Explorer's pack or (b) Smith's tools or (c) Simple weapon
  • (a) Holy item representing Sol or (b) Survival kit
  • If you are using starting wealth, you have 10 x 1d4 GP in funds.

Table: The Pyrokinetic

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Ignition
2nd +2 Flame Within 2
3rd +2 For Whom the Flame Burns 3
4th +2 Ability Score Improvement, Fire Sense 3
5th +3 Ignition Boost 4 2
6th +3 Ashes thou wert and art 4 2
7th +3 Flaming Flurry 4 3
8th +3 Ability Score Improvement, May thy soul 4 3
9th +4 Ignition Boost, Fire Sense Boost 4 3 2
10th +4 Toru 4 3 2
11th +4 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Flaming Defence 4 3 3 1
14th +5 Severed Universe/Lightspeed 4 3 3 1
15th +5 Second Generation Pyrokinesis 4 3 3 2
16th +5 Ability Score Improvement, Seering Potential 4 3 3 2
17th +6 Ignition Boost, Fire Sense Boost 4 3 3 3 1
18th +6 Spontaneous Human Combustion 4 3 3 3 1
19th +6 Ability Score Improvement, Great Flame of Fire 4 3 3 3 2
20th +6 Látom 4 3 3 3 2

Ignition[edit]

At the 1st level, your pyrokinetic powers awaken. You are able to channel your flame through any preferred appendage so it may be used in combat, i.e. legs or even mouth.

When using pyrokinesis, your melee attacks do 2d6 fire damage. Without pyrokinesis, your melee attacks do 1d6 bludgeoning damage. When using your pryokinesis, you risk draining all of your body's oxygen and overheating, burning yourself. When you start combat, you have 1d6 +1 turns in combat before you overheat and lose your oxygen. If you overheat, your likelihood of overheating next round in combat is at a disadvantage, starting at a -2, and gaining -1 every extra encounter you engage in before taking a long rest.

Flame Within[edit]

When using your pyrokinesis from your arms or legs, you gain the ability to fly. Your flying speed is, at this level, the same as your walking speed. This is due to your lack of experience in using pyrokinesis as a means of travel. When travelling a distance of x km/miles (whatever measurement system is being used), you risk expending your oxygen and overheating your body. To find out how far you can travel at a given time, roll 1d6 +2. Going over this distance limit means you will overheat and must take a long rest before using it to travel again or fight.

For Whom the Flame Burns[edit]

Your internal flame flows more freely throughout your body. On magical and non-magical fire attacks you take half damage.

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.

Fire Sense[edit]

<!-Class feature game rule information->


Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

Firebolt, Produce Flame, Burning Hands

3rd Level

Continuous Flame, Flaming Sphere, Flame Blade, Scorching Ray

5th Level

Fireball, Flame Arrows

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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