Pyrokinetic (Better Fire Force Supplement)
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Work In Progress |
Pyrokinetic[edit]
A Pyrokinetic is someone who can utilize fire for combat and can sometimes use fire to create other things like electricity, plasma, and magnetic fields. There are 3 generations of Pyrokinetics. The first generation become flaming beings with little sentience who’s only objective is to kill, which happens via Spontaneous Human Combustion, or SHC. The second generation can manipulate fire in many ways but aren’t capable of creating it, so they have to create it themselves in some way or use their enemy’s fire. The third generation can create fire but can’t manipulate it besides certain ways that depend on what type of ignition power they have.
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. 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 a Pyrokinetic[edit]
The 8 Pillars of Adolla source, [1] |
When making a pyrokinetic you should ask yourself a few questions about your character. First, do they fight for good to protect the people from threats or are they the threats? Do they use their pyrokinesis to kill or protect? Or maybe you have some other type of goal that you want to accomplish.
- Quick Build
You can make a Pyrokinetic quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. Second, choose the Fire Soldier or White-Clad background. Third, you choose either the Fire Soldier background or the White-Clad background.
Class Features
As a Pyrokinetic you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Pyrokinetic level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Pyrokinetic level after 1st
- Proficiencies
Armor: All Armor
Weapons: All Weapons
Tools: Choose one tool
Saving Throws: Strength and Constitution
Skills: Pick 3 from Athletics, Acrobatics, Medicine, Religion, Stealth, Sleight of Hand, Intimidation, Deception, and Insight
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Seven-Style Fire Fighting Battleaxe or (b) a Pump Shotgun or (c) any two simple weapons
- (a) two Handaxes or (b) a Handgun
- (a) a priest's pack or (b) a burglar's pack
- If you are using starting wealth, you have 5d4x10 gp in funds.
Level | Proficiency Bonus |
Features | Flame Points | Martial Arts Die |
---|---|---|---|---|
1st | +2 | Ignition Ability, Martial Arts | 3+ConMod | 1d6 |
2nd | +2 | Generation Ability | 6+ConMod | 1d6 |
3rd | +2 | Ignition Ability feature | 9+ConMod | 1d8 |
4th | +2 | Ability Score Improvement, Hand Signs | 12+ConMod | 1d8 |
5th | +3 | Extra Attack | 15+ConMod | 1d10 |
6th | +3 | Ability Score Improvement | 18+ConMod | 1d10 |
7th | +3 | Ignition Ability feature | 21+ConMod | 1d10 |
8th | +3 | Ability Score Improvement, Hysterical Strength | 24+ConMod | 1d10 |
9th | +4 | Adolla's Grace | 27+ConMod | 1d12 |
10th | +4 | Breath of Life | 30+ConMod | 1d12 |
11th | +4 | Ignition Ability feature, Extra Attack (2) | 33+ConMod | 1d12 |
12th | +4 | Ability Score Improvement | 36+ConMod | 2d6 |
13th | +5 | Improved Hand Signs | 39+ConMod | 2d6 |
14th | +5 | Ability Score Improvement | 42+ConMod | 2d6 |
15th | +5 | Ignition Ability feature, Press of Death | 45+ConMod | 2d8 |
16th | +5 | Ability Score Improvement | 48+ConMod | 2d8 |
17th | +6 | Extra Attack (3), Third Eye | 51+ConMod | 2d8 |
18th | +6 | Adolla Burst | 54+ConMod | 2d10 |
19th | +6 | Ability Score Improvement | 57+ConMod | 2d10 |
20th | +6 | Ignition Ability feature, Mastered Hand Signs | 60+ConMod | 2d10 |
Ignition Ability[edit]
At 1st level, you get an Ignition Ability, which allows you to wield fire in different ways. First, pick between 2nd Generation and 3rd Generation. Then choose an Ignition Ability from the ones listed in the Generation. You gain the features from this Ignition Ability that you would unlock at 1st level. You gain more features from this at 3rd, 7th, 11th, 15th, and 20th levels.
- Flame Points
The abilities granted to you by your Ignition Ability are fueled by the oxygen flowing through your body which is represented by Flame Points. You have an amount of Flame Points to spend equal to 3 times your level plus your Constitution modifier. You regain all of your flame points during a long rest and half of your maximum during a short rest.
Ignition save DC = 8 + your proficiency bonus + your Constitution modifier
Ignition attack modifier = your proficiency bonus + your Constitution modifier
- Tephrosis
You have a limited amount of oxygen in your body meaning you aren’t able to use your Ignition Ability infinitely. Using an Ignition Ability too much depletes your oxygen supply and if you use it too much your body starts turning to ash in a process called Tephrosis. You can use Flame Points beyond your maximum but for every 5 Flame Points you use you lose 5 maximum hit points that cannot be regained by any means except from spells of 8th level or higher and you take 1 damage for every Flame Point used above your maximum.
Martial Arts[edit]
You’ve trained to fight with anything you can to support your flames, to include your fists. You gain the following benefits:
- You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes.
- You can use a d6 in place of the normal damage of your Unarmed Strikes, which increase as you gain Pyrokinetic levels as shown in the Martial Arts Die column of the Pyrokinetic table.
- When you take the Attack action with an Unarmed Strike on your turn, you can make one Unarmed Strike as a bonus action.
Generation Ability[edit]
Both generations have a certain trait which all Pyrokinetics within those generations have. At 2nd level, depending on what Generation you picked at 1st level, you get a new ability. If you picked 3rd Generation you get resistance to all Fire damage from any source. If you picked 2nd Generation you have advantage on all saving throws against Fire damage and attackers have disadvantage on attacks that deal Fire damage as long as you can see the attacks and effects.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Hand Signs[edit]
At 4th level, you’ve learned how to shape your hands in ways that affect the flow of ki in your body, strengthening your flames, even if you are 2nd Generation. For 5 Flame Points, as a bonus action, as long as you have at least one open hand, you can make one of the following hand signs to improve the next pyrokinetic ability you use. You can only have one hand sign in effect at a time.
- Tiger
You enhance your firepower, making them deal more damage. You increase the ability’s damage die amount by 2.
- Boar
You enhance your fire output, making them larger. You double the area of effect/range of the ability.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 17th level in this class.
Hysterical Strength[edit]
At 8th level, you’ve learned to utilize the hysterical strength of the fight or flight response in combat. When you reach a third of your maximum hit points, you enter a state called the Press of Death. While in this state, your martial arts damage die increases by 1 tier, your unnamed strikes and unarmed strike equivalent attacks (pyrokinetic abilities that replace unarmed strikes and natural weapons) have +2 to attack and damage rolls, and you gain a +2 bonus to your AC. This state ends once you are no longer in combat or you have health above a third of your hit points.
Adolla's Grace[edit]
At 9th level, you can attain the grace of Adolla, granting your flames an extra boost via a connection to the Adolla dimension, a dimension of flame, but only for a second. When using a pyrokinetic ability, you can connect to Adolla for an extra 15 Flame Points, increasing the damage die amount by 3, the area of effect/range doubles, you have advantage on attack rolls, targets have disadvantage on saving throws, and the critical hit range increases to 18-20. These can be stacked with hand signs.
Breath of Life[edit]
At 10th level, you learn to hear the Breath of Life in attacks. As a bonus action, for 6 Flame Points, you can enter a special state where you focus on the breath of your attackers for 1 minute. While focusing you have disadvantage on attack rolls but all attacks against you are made with disadvantage and you have a bonus to your AC equal to half your Proficiency Bonus as long as you can hear the attacker. This state ends if you become deafened by any means. You can spend 3 Flame Points at the end of the duration to keep up this form for another minute.
Improved Hand Signs[edit]
At 13th level, your usage of hand signs has improved greatly. You can now use any hand sign as a free action to enhance the next pyrokinetic ability you use but they now cost 8 Flame Points to use. You can down cast your hand signs to cast the basic signs to spend less. The previous hand signs improve, and you gain an additional sign as well, as listed below.
- Improved Tiger
You are able to further enhance your firepower, greatly increasing the damage done by your flames. You now increase the ability’s damage die amount by 4.
- Improved Boar
You are able to further enhance your fire output, greatly increasing the size of your flames. You now triple the ability’s area of effect/range.
- Ox
You can enhance the heat of your flames, making them more difficult to withstand. Creatures have disadvantage on any saving throws caused by your ability.
Press of Death[edit]
At 15th level, you have fully mastered the hysterical strength of the fight or flight response to the point where you can use it at any time. You can enter the Press of Death state as an action. If you each a third of your maximum hit points you end the Press of Death state if you are already in it and enter the True Press of Death state making your martial arts damage die increase by 2 tiers, your unnamed strikes and unarmed strike equivalent attacks (pyrokinetic abilities that replace unarmed strikes and natural weapons) have +4 to attack and damage rolls, you gain a +3 bonus to your AC, and you have advantage on saving throws. This state ends once you are no longer in combat or you have health above a third of your hit points.
Third Eye[edit]
At 17th level, you can open your 6th chakra gate in your forehead, opening your third eye, as a bonus action for 3 Flame Points. This lasts for 1 minute and you can spend 1 Flame Point every minute after that first minute to keep it active. While your third eye is open you can look into other dimensions and planes of existence.
Adolla Burst[edit]
At 18th level, you can not only obtain temporary grace from Adolla for a second but can effectively extract flames from Adolla and use them for longer. For 20 Flame Points as an action, you can utilize the flames of Adolla increasing the damage die tier by 4, the area of effect/range triples, you have advantage on attack rolls, targets have disadvantage on saving throws, and the critical hit range increases to 17-20. This lasts for 1 minute. These can be stacked with hand signs but not with the Adolla’s Grace feature.
Mastered Hand Signs[edit]
At 20th level, you have completely mastered the use of hand signs putting you among some of the strongest Pyrokinetics ever. You are now able to use hand signs with no action required, but they now cost 10 Flame Points and can still be down casted like usual. You can also now use two different hand signs at a time but cannot use two of the same. Your hand signs improve even further, and you learn a new one.
- Mastered Tiger
You enhance your flame’s firepower to the absolute limit, significantly increasing your damage. You increase your ability’s damage die amount by 5.
- Mastered Boar
You enhance your flame’s fire output to the max, significantly increasing the size of your flames. You quadruple the area of effect/range of your ability.
- Improved Ox
You further enhance the heat of your flames making them much more difficult to withstand. Creatures have disadvantage on any saving throws caused by your ability, and you have advantage on attack rolls with your ability.
- Serpent
You enhance the unpredictability of your flames, making them much more difficult to defend against. The crit range of your ability increases by 1 (20 to 19-20 etc.)
2nd Generation Ignition Abilities[edit]
Absorber[edit]
Instead of controlling and manipulating flames you can absorb kinetic energy and turn it into fire that is temporarily stored in your body for you to release via special attacks.
An Absorber absorbing a hit from a Devil's Footprint user, source [2] |
- Absorption
At 1st level, you treat your Flame Points as potential Flame Points, meaning you have none of your own, but you do have a maximum you can gain. Your Flame Point amount starts at 0 and your maximum is the total amount you can store. Whenever you take damage, you can use a reaction while being hit with any physical attack to reduce the damage by your Constitution modifier (minimum of 1). The damage that is reduced is turned into Flame Points. You have an amount of extra reactions equal to your proficiency bonus + your Constitution modifier (minimum of 1) that can only be used for this feature. All Flame Points are lost at the end of a short or long rest. You can store more Flame Points than maximum but doing so will give you Tephrosis as per the rule stated in the Ignition Ability feature.
- Release
At 1st level, you can release the kinetic energy you have stored through certain abilities. There are 3 abilities. If you have used Absorption within the last 2 turns you cannot use any of these abilities. If you have used any of these abilities within the last 2 turns you cannot use Absorption. You can spend an amount of Flame Points on these abilities up to your Constitution modifier (minimum of 1). X equals the amount of Flame Points spent on the ability.
- Punch/Counter: You yell out “PUNCH!” and make an unarmed strike against a creature. On a hit, you deal your normal unarmed strike as well as an amount of fire damage equal to xd6. You can use this as a reaction to being hit as well. If you do so you instead yell out “COUNTER!” and deal an extra xd4 fire damage instead of d6. Punch and Counter count as unarmed strikes for the purpose of action costs and reactions against you.
- Walk/Stomp: As an action, you yell out “WALK!” and move up to your movement speed while causing explosions under your feet with each step. Every 5ft you move you cause an explosion making every creature within 5ft of you make a Dexterity saving throw. On a failure, they take xd8 + your Constitution modifier fire damage and half as much on a success. You can also direct this on a single creature that is prone replacing an unarmed strike causing them to take the damage of both Walk and your unarmed strike as if you landed a critical if you hit.
- Clap: As an action, you yell out “CLAP!” as you clap your hands in front of you. Every creature 10ft in front of you must make a Dexterity saving throw taking xd8 + your Constitution modifier fire damage and half as much on a success.
- Superior Attacks
At 3rd level, you are able to release energy better through your attacks. When you use a Release ability you can spend 3 extra Flame Points to gain advantage on the roll or make creatures have disadvantage on the saving throw. These extra Flame Points do not count towards the damage.
- Improved Absorption
At 7th level, your body is able to store more kinetic energy from each attack. You can now reduce damage from physical attacks by your Constitution modifier added twice.
- Improved Release
At 11th level, you are able to release far more kinetic energy with each attack. You can now spend your Constitution modifier added thrice Flame Points on Release abilities.
- Quicker Absorption
At 15th level, you can absorb energy faster than normal. You now have a number of extra reactions for Absorption equal to your Proficiency Bonus + your Constitution modifier added twice.
- The Reflector
At 20th level, you have become the ultimate reflector, able to absorb any blow and throw the force right back at them with ease. You can now reduce damage by your Constitution modifier added thrice and you can spend up to 4 times your Constitution modifier Flame Points on Release abilities. Also, you gain the ability to, once you reach your Flame Point maximum, not attack any further until you have an amount of Flame Points up to double your maximum and release all of the energy absorbed as an action. When you use this action, you automatically spend all Flame Points you have on a massive explosion from your body dealing xd12 fire damage that bypasses resistances and immunities to all creatures in a 120ft radius from you. After using this you immediately die and can’t be brought back by anything except the wish spell or the Shinrabansho Man feature in the Devil’s Footprint subclass.
Thermo-Acoustic Cooling[edit]
You are able to turn flames into sound waves and turn those sound waves into ice by filtering them through a tuba-shaped instrument.
A Thermo-Acoustic Cooling user shooting ice after turning flames into sound waves, source [3] |
- Thermo-Acoustic Refrigeration
At 1st level, you are the only Pyrokinetic who deals with ice alongside fire. You start with a tuba-shaped instrument with a handle in the middle and a handheld bell. As a bonus action or reaction to a fire-based spell being cast or a flame-based attack being made, you can ring the bell, and you can have any amount of fire within 30ft concert into sound waves and enter your instrument. This costs 1 Flame Point per 5ft cube of fire converted. You must be holding the instrument, and you must be able to ring the bell to use it. This ability doesn’t work if, for whatever reason, sound cannot exist where you or the fire is. For every Flame Point spent you gain 1 Frost Point. Frost Points are used to fuel your other abilities instead of Flame Points. You can have a maximum of 30 Frost Points at a time and lose them all at the end of a short or long rest. The instrument can also be used as a weapon dealing 1d8 bludgeoning damage.
- Frost Summoning
At 1st level, you can spend Frost Points to use the sound waves inside of your instrument and turn it into ice. You gain use the following abilities:
- Ice Spike: As an action for 2 Frost Points, you can summon a big spike made of ice and throw it at someone. Make a ranged spell attack against a target within 45ft. On a hit, the target takes 2d6 + your Dexterity modifier piercing damage.
- Freeze: As an action for 4 Frost Points, you can freeze an object within 45ft, to include water. You encase the object in ice in any way you like if your DM approves. You can also use it on creatures for 6 Frost Points forcing them to make a Constitution saving throw. On a failure, the creature is petrified in ice. You can also use this as a reaction to being targeted by a projectile for 6 Frost Points.
- Ice Shield
At 3rd level, you can make a shield out of ice to protect you and your allies from attacks. As a reaction for 5 Frost Points, you can make an Ice Shield, and the attack will target that instead of you. The Ice Shield has an amount of hit points equal to your Constitution modifier + your proficiency bonus. You can also use this ability to shield any creature or object within 30ft of you.
- Upgraded Tuba
At 7th level, you can talk to a blacksmith to upgrade your tuba. For every 10gp you spend you can increase the maximum Frost Points your tuba can hold by 10. For every 15gp you spend you can increase the melee damage of the tuba by 1 tier to a maximum of 3d6. These prices are in total (If you spend 30gp your melee damage increases by 2 tiers and your maximum Frost Points increase by 30). Your DM can regulate the regularity and price of this feature as you go on. Also, when taking a short rest, you only lose half instead of all frost points.
- Ice Weapon
At 11th level, for 8 Frost Points as a bonus action, you can blow your tuba to coat yours or your team members weapons in ice. This lasts for 1d4+1 turns. While this is active the weapon does an extra 1d8 cold damage. At 15th level this increases to 2d8.
- The Great Spikes of Ice
At 15th level, your Ice Spike becomes more powerful than before, allowing you to make many spikes at once. As an action for 15 Frost Points, you can shoot ice spikes in a 10ft radius centered on a point within 60ft of you. Everyone in that radius must make a Dexterity saving throw taking 6d8 + your Dexterity modifier cold damage, and half as much on success.
- Area Freezing
At 15th level, as an action for 10 Frost Points, you blast ice straight at the ground, freezing it. The surrounding area in a 60ft radius becomes difficult terrain. When you use this every creature of your choice may either be affected by Freeze or take 4d6 cold damage, your choice.
- Frost Blast of the Tuba
At 20th level, as an action for 25 Frost Points, you blow ice out of your tuba so hard that it’s deafening to the ears. All creatures besides you in a 20-foot radius must make a Constitution saving throw. On failure, they take 8d6 cold damage and become deafened and paralyzed for 1 minute. On success they take half as much damage without the effects. You may also spend an additional amount of Frost Points up to your proficiency bonus to add an extra d6 for each additional Frost Point spent.
The Witch[edit]
You have complete control and mastery over fire even turning flames into spirits, which grants you the name The Witch.
A Witch with Sputter and Flare, source [4] |
- Sputter
At 1st level, you have the ability to turn fire into a spirit named Sputter. If there is a source of fire around you, you can change it into a small fire spirit for 3 Flame Points. You must spend 1 additional Flame Point at the end of each of your turns to keep the spirit active. As a bonus action, you can command the fire spirt to take its turn. You can have an amount of these active equal to half your proficiency bonus and you must spend 1 Flame Point for each Sputter active. You can dismiss any Sputters you have active as a free action.
Sputter, Small elemental, Lawful neutral Armor Class 14 STR your Strength (0) DEX your Dexterity (0) CON your Constitution (0) INT 4 (-3) WIS 4 (-3) CHA 4 -3) Senses Passive Perception 7. Features Actions |
- Flame Control
At 1st level, as a reaction to someone making a fire attack or spell against you, you may spend 5 Flame Points to absorb that fire. Then on your turn for 3 Flame Points, you may use that fire against them making an ignition attack against the creature dealing the amount of damage the attack/spell would have done, on a hit. You can also use this to summon Sputter.
- Flare
At 3rd level, you are now able to make another spirit named Flare. You are able to summon Flare with Sputter by spending an extra 3 Flame Points. You can have both Sputter and Flare active at the same time, but if you have Flare active you can only have one Sputter active. Sputter and Flare count as 1 spirit when calculating the amount you must spend each turn to keep them active. You can have either Sputter or Flare take a turn when you command them with a bonus action, but if you use your action you can command them to both take a turn.
Flare, Small elemental, Lawful neutral Armor Class 16 STR your Strength (0) DEX your Dexterity (0) CON your Constitution (0) INT 4 (-3) WIS 4 (-3) CHA 4 -3) Senses Passive Perception 7. Features Actions |
- Bobobo-Bo-Bobobo
At 7th level, you gain the ability to combine Sputter and Flare into one big spirit named Bobobo-Bo-Bobobo. While you have both Sputter and Flare active you can use your action to spend 10 Flame Points to combine the two spirits into one large spirit that you can command with a bonus action. You must spend 3 Flame Points at the end of each of your turns to keep it active. You can dismiss it as a bonus action, splitting them back up to Sputter and Flare. It is also automatically dismissed if you no longer have enough Flame Points to keep it active or you choose not to spend them.
Bobobo-Bo-Bobobo, Large elemental, Lawful neutral Armor Class 18 STR double your Strength (0) DEX double your Dexterity (0) CON double your Constitution (0) INT 4 (-3) WIS 4 (-3) CHA 4 -3) Senses Passive Perception 7. Features Actions |
- Iron Owls
At 11th level, you have come up with a new way to use your spirits. You can spend 25gp at a blacksmith to have them create an Iron Owl. You can command your spirits to enter one of your Iron Owls as a free action (cannot be Bobobo-Bo-Bobobo). Your fire spirits now count as medium and have a speed of 80ft. When your spirits make an attack they can instead deal 4d12 bludgeoning damage as long as it is in an Iron Owl. As an action, when two Iron Owls are within 10ft of each other and an enemy you may make an attack against the creature like normal but on hit they must make a Strength saving throw or become stunned. Your fire spirits now cost 2 points every time it is the end of your turn when inside the Iron Owls.
- Spirit Enhancement
At 11th level, your spirits have grown stronger than before from repeated usage. When you use Sputter, Flare, or Bobobo-Bo-Bobobo you use the below stat blocks for them instead of their normal stat blocks.
Sputter, Small elemental, Lawful neutral Armor Class 16 STR your Strength (0) DEX your Dexterity (0) CON your Constitution (0) INT 8 (-1) WIS 8 (-1) CHA 8 (-1) Senses Passive Perception 9. Features Actions |
Flare, Small elemental, Lawful neutral Armor Class 18 STR your Strength (0) DEX your Dexterity (0) CON your Constitution (0) INT 8 (-1) WIS 8 (-1) CHA 8 (-1) Senses Passive Perception 9. Features Actions |
Bobobo-Bo-Bobobo, Large elemental, Lawful neutral Armor Class 20 STR double your Strength (0) DEX double your Dexterity (0) CON double your Constitution (0) INT 8 (-1) WIS 8 (-1) CHA 8 (-1) Senses Passive Perception 9. Features Actions |
- Spirit Upgrade
At 15th level, you gain the ability to make your spirits even stronger temporarily during combat. When your fire spirits are not in an Iron Owl you may increase their damage dice by 1 for every 5 Flame Point you spend as a bonus action. This buff lasts for 1 minute. You may do this to a maximum amount of times equal to twice your Constitution modifier. They’re size also increases by 1 for every 10 Flame Points spent. Your Flame Control feature also gets stronger, now dealing twice the attack/spell’s damage but costing 8 Flame Points when absorbing it.
- Fire Storm
At 20th level, you can turn all of the flames nearby into one big flame tornado called a Fire Storm. As a full action for 50 Flame Points, you create a firestorm up to 60ft in front of you that is 25ft in length and width and 50ft in height that lasts for 5 minutes or until you dispel it as an action. Any creature that goes into the storm must make a Dexterity saving throw. On a failure, they take 10d12 fire damage and get launched 60ft into the air. On a success, they take half as much and don’t get launched. They must repeat this saving throw every time they start their turn in the Fire Storm. This area counts as difficult terrain for the duration, which also affects flying speeds.
Bullet Control[edit]
You have incredibly precise control over fire, allowing you to control the velocity and acceleration of bullets when you fire a gun along with controlling the ricochet of bullets.
Note: This subclass requires the use of firearms which can be found in the weapons page of this campaign setting. All of these features can also be used on bullets that other people fire within 30ft of you as well.
A Bullet Control user controlling the velocity of their bullets, source [5] |
- Velocity Control
At 1st level, you are able to increase and decrease the power of the bullet when you fire, which also increases and decreases the range. When you shoot a firearm, you can spend an amount of Flame Points to a maximum of your Constitution modifier. For every Flame Point spent you increase the damage die of the attack by 1 or decrease the damage die tier by 1. Also, when increasing the damage, the range increases by 10ft for every Flame Point spent, and when decreasing the damage, the range decreases by 10ft for every Flame Point spent. Also, any attacks you make with a firearm can benefit from hand signs, the Adolla’s Grace feature, and the Adolla Burst feature.
- Ricochet Control
At 3rd level, you are able to control the ricochet of the bullets you fire. As a reaction to missing an attack with a firearm for 2 Flame Points, you can have the bullet bounce off a nearby surface and try to hit the target again. Reroll the attack with advantage but reducing the damage by your proficiency bonus for each bounce. You have an amount of reactions for this equal to your Constitution modifier. You can also use this for 2 Flame Points when shooting a firearm to attack someone around a corner or to gain advantage.
- Acceleration Control
At 7th level, your Velocity Control improves greatly. When using Velocity Control, you can now spend a maximum amount of Flame Points equal to your Constitution modifier added twice and the range increases/decreases by 20ft instead of 10ft.
- Trajectory Control
At 11th level, you have gained even more precise control over fire. You can now use Ricochet Control without bouncing off other surfaces, causing the damage to not be reduced. To do this you must spend an extra 6 Flame Points.
- Maximum Velocity
At 15th level, you can output a bullet’s acceleration to the max. When using Velocity Control, you can now spend a maximum amount of Flame Points equal to your Constitution modifier added thrice and the range increases/decreases by 30ft instead of 20ft.
- Velocity Rampage
At 20th level, you’re able to go even further beyond your limit by using other fire to fuel yours. If a bullet you fired passes through any source of fire created by a feature from the Pyrokinetic class, the bullet counts as if you had spent an extra amount of Flame Points equal to the amount spent to create the fire it passed through. If the fire was from a spell it does the same but adds Flame Points equal to the spell’s level. If the fire was created by some other class with a different point system, it applies as if it were a Pyrokinetic class feature. If the fire is just an average source of fire instead of some sort of magic property it adds 2 Flame Points for every source of fire it passes through or for every 5ft of fire it passes through. You can also now spend a maximum amount of Flame Points equal to your Constitution modifier added four times and the range increases/decreases by 40ft instead of 30ft.
Thermal Vision[edit]
Your pyrokinetic ability enhances your vision, allowing you to see thermal energy through clothes, walls, and anything else even allowing you to see nearly 360 degrees around you.
A Thermal Vision user using their Thermal Vision to fire more accurate shots, source [6] |
- Thermal Vision
At 1st level, your eyes allow you to see any sources of heat. You can see heat sources from 60ft away, you gain 60ft of blindsight, and whenever you make an attack roll with a ranged weapon, you can spend 1 Flame Point to gain advantage. You also gain advantage on Perception checks that involve sight, and you can add your Constitution modifier to your passive perception.
- Improved Vision
At 3rd level, your thermal vision has improved greatly. You can now see heat sources from 90ft away and you have blindsight for 90ft.
- Further Improved Vision
At 7th level, your thermal vision has improved even further. You can now see heat sources from 120ft away and you have blindsight for 120ft. You can also now spend 1 Flame Point as a bonus action to double the range of your thermal vision and blindsight. Doing this also gives you advantage on ranged attack rolls, gives creatures disadvantage on melee attack rolls, and allows you to ignore cover. This lasts for 1 minute. You can also now add your Constitution modifier to your passive perception twice.
- Enhanced Vision
At 11th level, your thermal vision has improved to an even higher level than before. You can see heat sources from 240ft away and you have blindsight for 240ft. You can also now spend 2 Flame Points as a bonus action to triple the range of your thermal vision and blindsight, or 2 Flame Points as a free action to double them. Doing this also gives you advantage on ranged attack rolls, gives creatures disadvantage on melee attack rolls, and allows you to ignore cover. This lasts for 2 minutes. You can also now add your Constitution modifier to your passive perception thrice, and you can now add your Constitution modifier twice whenever you make perception checks.
- Near Perfect Thermal Vision
At 15th level, your thermal vision has been nearly perfected. You can see heat sources from 360ft away and you have blindsight for 360ft. You also now gain truesight for 30ft. You can also now spend 3 Flame Points as an action to quadruple the range of your thermal vision and blindsight. Doing this also gives you advantage on ranged attack rolls, gives creatures disadvantage on melee attack rolls, and allows you to ignore cover. This lasts for 3 minutes. You can also now add your Constitution modifier to your passive perception four times, and you can now add your Constitution modifier thrice whenever you make perception checks.
- Perfected Thermal Vision
At 20th level, your thermal vision has been completely perfected. You can see heat sources from 720ft away, you have blindsight for 720ft, and you have truesight for 60ft. You can also now spend 4 Flame Points as an action to quintuple the range of your thermal vision and blindsight, spend 4 Flame Points as a bonus action to quadruple the range of your thermal vision and blindsight, or spend 4 Flame Points as a free action to triple the range of your thermal vision and blindsight. Doing this also gives you advantage on ranged attack rolls, gives creatures disadvantage on melee attack rolls, and allows you to ignore cover. This lasts for 4 minutes. You can now add your Constitution modifier four times whenever you make perception checks.
3rd Generation Ignition Abilities[edit]
Devil's Footprint[edit]
Your ignition ability allows you to expel flames from your feet, allowing you to fly and enhance your kicks with flames and propulsion.
A Devil's Footprint user showing off his flames, source [7] |
- Flame Flight
At 1st level, you can expel flames from your feet granting you the ability to fly as a bonus action for 1 Flame Point. This grants you a flying speed equal to double your walking speed which lasts for 10 minutes and can be maintained by spending 1 Flame Point at the end of the 10 minutes to add an extra 5 minutes.
- Flame Kick
At 1st level, you can replace an unarmed strike to make a kick empowered by your flames for 3 Flame Points on a creature within 30ft of you. This attack deals bludgeoning damage equal to your martial arts damage and additional fire damage equal to 1d6 + your Constitution modifier. When you use the Tiger hand sign with this ability, it effects the fire damage only. You also gain the Kicking Fighting Style feat as long as you have a Dexterity of 15. If you don’t, then you gain the feat automatically once you do.
- Flame Boost
At 3rd level, as an action for 5 Flame Points, you can move up to four times your walking speed. You can also make an unarmed strike attack against a creature during this movement. This attack deals an extra 1d6 for every 5ft you have moved during this movement. After you make the attack the movement stops.
- Extra Hand Signs
At 7th level, you learn two new hand signs that, instead of enhancing your flames making them stronger, cause your flames to be expelled in a different manner. You gain the following 2 abilities. These abilities cannot be enhanced by hand signs until 20th level.
- Rapid: You tighten your flames making you much faster. You can use Flame Kick and spend an extra 5 Flame Points to make it a Rapid, increasing the range to 90ft and making the fire damage deal 2d6 + your Constitution modifier added twice.
- Corna: You cause a quick and powerful explosion at your feet while attacking. You use the Flame Kick and spend an extra 5 Flame Points to instead cause an explosion decreasing the range to 5ft and making the fire damage 3d8.
- Lightspeed Kick
At 11th level, when you make a Rapid attack empowered by the Adolla’s Grace feature or while under the effect of the Adolla Burst feature, you can spend an extra 8 Flame Points to go so fast that your cells deteriorate then travel back in time to a point before they deteriorated making you invisible. The fire damage increases by 4 damage die and adds your Constitution modifier thrice, but you have disadvantage on the attack roll. Creatures cannot take reactions to this attack or its movement. At 17th level, you no longer have disadvantage, but you do not have advantage.
- Improved Flame Flight
At 15th level, you’ve bettered your Flame Flight significantly. You can now use Flame Flight for free at will and now as a bonus action for 3 Flame Points you can make your flying speed quadruple your walking speed for 1 minute.
- Shinrabansho Man
Note: This is obviously far too powerful for dnd so ask your DM if you can have this. If you can’t then get the below feature which I made for this class specifically so that players don’t miss out on a whole feature simply because it’s too powerful. For this reason, I didn’t bother trying to balance Shinrabansho Man because even if I did it would still be far too powerful.
At 20th level, you have conquered the power of hope, essentially making you a god. For 30 Flame Points as an action, you can enter the Shinrabansho Man state, granting you several abilities. You have an infinite amount of Flame Points. Whenever you are attacked, targeted by a spell, or forced to make a saving throw you rewind time over and over until you succeed. You can take any spell directed towards you and use it to create something in the world such as an atmosphere, terrain, civilizations, and so on. You can also turn water such as tears or rain within 360ft into the souls of the dead. You can then return these souls reviving anybody that can be brought back via the wish spell as long as their soul hasn’t been completely erased. You can also strike the ground and cause plant life to grow.
- Mastered Devil's Footprint
At 20th level, you have fully mastered your ignition ability, allowing you to use it with its full potential. Your Flame Flight’s base speed is now triple your walking speed and when you use Improved Flame Flight you boost it to quintuple your walking speed. You can use Lightspeed Kick without the Adolla’s Grace or Adolla Burst features but when you do it costs double. When using your Improved Flame Kick, you can an extra 5 Flame Points to add your unarmed strikes damage twice.
Knight King[edit]
Your ability is powered by your wild imagination, whether in a good way or bad. You believe yourself to be a knight king and a slayer of dragons. (Feel free to change the knight king part to whatever you want. The premise is that it’s based on your imagination so have fun with it.)
A Knight King readying his mighty Excalibur for battle, source [8] |
- Excalibur
At 1st level, you carry the mighty Excalibur wherever you go which is a sword hilt made out of the legendary Orichalcum metal found in the regular department store that you use as a plasma blade to fight. As a free action for 1 Flame Point, you can summon plasma protruding from the hilt to form the blade of a longsword that deals 2d6 fire damage instead of its normal damage and it loses its versatile property. You can use a hand sign when you activate the sword causing that hand sign to effect the sword until you deactivate it. All features and attacks that use Excalibur requires Excalibur to be activated to use unless it says otherwise.
- Violet Flash
At 3rd level, as an action for 5 Flame Points, you can move up to your movement speed to a target you can see and make a quick slash attack against them. Roll to hit with advantage. On a hit, you deal your Excalibur damage + 3d4 + your Constitution modifier fire damage.
- Mini-Excalibur
At 3rd level, during a long rest for 10gp each you can make small pocket-sized Excaliburs that can be used as welding tools or to cut locks open and such and deal 1d4 fire damage each. These can only be used 1 time each because after use they melt from the heat of your plasma.
- Non-Self Nirvana
At 7th level, as a bonus action for 4 Flame Points, you can clear your thoughts completely and enter a state of Nirvana as your body seems to move on its own which lasts for 1 minute. While in this state your thoughts cannot be read, and you cannot be mind controlled in any way. You also have advantage on all attack rolls while enemies have disadvantage on attack rolls against you. The downside to this is that you must define your enemies before entering this state because those defined enemies are the only enemies you can attack, and you can only make simple attacks with Excalibur and Violet Flash attacks on said enemies. This feature does not require Excalibur to be activated but you can’t activate it once you enter the state, and you can’t make attacks without it activated while in this state.
- Improved Violet Flash
At 11th level, you have improved your Violet Flash attack making it quicker and stronger. You can now spend 10 Flame Points instead of 5 on a Violet Flash to make it the improved version. The improved version has a movement range of double your movement speed and it now deals your Excalibur damage + 3d8 + your Constitution modifier added twice fire damage.
- True Excalibur
At 15th level, you can pay a blacksmith (who’s willing to play along with your imagination) 100gp to make an Excalibur out of actual Orichalcum (that isn’t actually Orichalcum) that deals 2d12 fire damage that ignores resistances and immunities instead of 2d6 and you can activate it without using any type of action.
- The Violet Flash
At 20th level, you can bring out your power by undergoing a “rigorous” trial. Discuss with your DM what the trial is. Once you pass the trial you gain the following features which can only be used with True Excalibur:
- Teleportation: You can call upon the heavens to carry you anywhere on the plane teleporting you to a location within the plane as a full turn action for 20 Flame Points.
- Lightning Accumulation: You can choose for your Excalibur to deal lightning damage instead of fire damage or split it however you want. You can also walk on thunderclouds while your Excalibur is activated.
- Violet Flash Descent: Whenever you make a Violet Flash attack you can spend an extra 8 Flame Points to add 2d6 + your Constitution modifier lightning damage to the total damage.
- Violet Flash: Eight-Fold Strike: Whenever you make a Violet Flash attack you can spend an extra 15 Flame Points to make it a critical if it hits.
- Excalibur Beam: You can shoot a beam from your Excalibur when as you attack giving it a reach of 360ft.
- Magic Item Creator: You can turn mundane items into magic items by believing that they have magical properties. Talk to your DM about what items you could give certain effects and what the effects are. Only you can use the item with these effects.
- Steeled for Death: You can enter the True Press of Death state as a bonus action.
- Violet Flash: Earth Divider: As a full turn action, you make a Violet Flash attack spending 50 Flame Points to make the target make a DC 45 Dexterity saving throw taking 30d12 fire damage that bypasses immunities and resistances as you slash the world itself in half. You can only use this while in the True Press of Death state.
Voltage Nova[edit]
You are able to create flames within your body that enhances your physical features that gets stronger over time.
A Voltage Nova user showing off his power, source [9] |
- Stage 1
At 1st level, as a bonus action for 2 Flame Points, you can activate Voltage Nova: Stage 1 granting you the following bonuses:
- Your unarmed strikes damage increases by 1 tier.
- You gain +1 to your AC.
- You gain an amount of temporary hit points equal to half your Constitution modifier.
You can end Stage 1 as a free action for 1 Flame Points. It also deactivates if you fall unconscious or die.
- Stage 2
At 3rd level, you’ve found that the longer you have Voltage Nova active, the stronger it gets. While you’ve had Stage 1 activated for 1 minute, you can spend 4 Flame Points as a bonus action to activate Stage 2, granting you the following bonuses, replacing those of the previous Stage:
- Your unarmed strikes damage increases by 2 tiers.
- You gain +2 to your AC.
- You gain an amount of temporary hit points equal to your Constitution modifier. (These replace any temporary hit points you may already have from the previous Stage but stack with any other sources of temporary hit points)
You can end Stage 2 as a free action for 2 Flame Points. It also deactivates if you fall unconscious or die.
- Stage 3
At 7th level, you’re able to go even further beyond. While you’ve had Stage 2 activated for 1 minute, you can spend 8 Flame Points as an action to activate Stage 3, granting you the following bonuses, replacing those of the previous Stage:
- Your unarmed strikes damage increases by 3 tiers.
- You gain +3 to your AC.
- You gain an amount of temporary hit points equal to your Constitution modifier + half your Constitution modifier. (These replace any temporary hit points you may already have from the previous Stage but stack with any other sources of temporary hit points)
- Your unarmed strikes benefit from hand signs.
You can end Stage 3 as a bonus action for 4 Flame Points. It also deactivates if you fall unconscious or die. You can also enter Stage 3 from Stage 1 if you’ve been in it for 1 minute and 30 seconds as an action for 14 Flame Points.
- Stage 4
At 11th level, you’re able to go even further than ever before. While you’ve had Stage 3 activated for 1 minute, you can spend 16 Flame Points as an action to activate Stage 4, granting the following bonuses, replacing those of the previous Stage:
- Your unarmed strikes damage increases by 4 tiers, and you can add your Constitution modifier to attack rolls.
- You gain +4 to your AC.
- You gain an amount of temporary hit points equal to your Constitution modifier added twice. (These replace any temporary hit points you may already have from the previous Stage but stack with any other sources of temporary hit points)
- Your unarmed strikes benefit from hand signs and the Adolla’s Grace.
- You have a damage reduction of your Constitution modifier added twice.
- Your size increases by 1.
You can end Stage 4 as a bonus action for 8 Flame Points. It also deactivates if you fall unconscious or die. Also, when you end this Stage you must make a DC 20 Constitution saving throw, gaining 1 level of exhaustion on a failure.
- Stage 5
At 15th level, you’re able to unlock the absolute max power of Voltage Nova. While you’ve had Stage 4 activated for 1 minute, you can spend 20 Flame Points as an action to activate Stage 5 granting you the following bonuses, replacing those of the previous Stage:
- Your unarmed strikes damage increases by 5 tiers, and you can add your Constitution modifier to attack and damage rolls.
- You gain +5 to your AC.
- You gain an amount of temporary hit points equal to your Constitution modifier added thrice. (These replace any temporary hit points you may already have from the previous Stage but stack with any other sources of temporary hit points)
- Your unarmed strikes benefit from hand signs and Adolla’s Grace.
- You have a damage reduction of your Constitution modifier added thrice and you have immunity to fire damage.
- Your size increases by 2.
You can end Stage 5 as an action for 10 Flame Points. It also ends when you fall unconscious or die. Also, when you end this Stage you must make a DC 25 Constitution saving throw gaining 2 levels of exhaustion on a failure and 1 on a success.
- Perfected Nova
At 20th level, you have perfected Voltage Nova completely making it quicker and easier to activate and switch stages with little repercussions. The time you need to have a Stage activated to enter the next is halved and the action cost of activating and deactivating Stages is reduced by 1. When in Stage 4 and 5, your unarmed strikes also benefit from the Adolla Burst feature. Also, when deactivating Stage 4 you only gain a level of exhaustion if you fail by 6 or more, and when deactivating Stage 5 you gain no levels of exhaustion on a success, 1 level on a failure, and 2 levels if you fail by 6 or more. You also have advantage on the saving throw to prevent exhaustion when deactivating Stage 4 and 5. Also, you can skip the timer of a Stage for 12 extra Flame Points, which you can do an amount of times equal to your proficiency bonus per day.
The Joker[edit]
Your ability allows you to create a deck of playing cards out of fire which have a lot of versatility.
A Joker summoning a card, source [10] |
- Deck of Cards
At 1st level, you are able to summon a deck of up to 16 playing cards as a bonus action for 3 Flame Points. These cards have the light, finesse, and thrown (30/60) properties and deal 1d6 piercing damage and any modifiers added to the damage rolls are added as fire damage. They also count as martial melee weapons. These cards can be summoned with a hand sign causing all of the cards have the benefits of the hand signs used. These can also be used to block attacks. As a reaction, you can block a melee or ranged weapon attack, reducing the damage by your Dexterity modifier + your proficiency bonus. You have an amount of reactions for this equal to your Dexterity modifier, but you can’t block attacks if you’re out of cards. When you use a card to block or attack with a card 5 times, the card breaks and disappears. You can only summon a deck if you have no cards left. You can only have up to 16 playing cards at a time.
- Shuffle the Deck
At 3rd level, you can shuffle the deck to partially replenish your cards. As a reaction to a card breaking, you can spend 1 Flame Point to regain that card. As a bonus action, you can spend up to your Constitution modifier Flame Points to shuffle your deck and regain an amount of cards equal to the amount spent. As an action, you can shuffle your deck and spend an amount of Flame Points equal to your Constitution modifier added twice gaining an amount of cards equal to the amount spent. You can only have an amount of cards up to your maximum and you cannot shuffle your deck if you have no cards left.
- Improved Deck
At 7th level, your card maximum increases to 32 cards. The damage of your cards is increased to 2d6 + your Dexterity modifier piercing + your Constitution modifier + your proficiency bonus fire damage, and the thrown range is increased to 60/120. Blocking now reduces damage by your Dexterity modifier + your proficiency bonus added twice, and you have an amount of reactions for it equal to your {{5a|dex} }modifier + half your Dexterity modifier.
- Improved Shuffling
At 11th level, whenever you shuffle your deck you can now spend double what you previously could, and when using your reaction you gain 2 cards per Flame Point spent.
- Perfected Deck
At 15th level, your card maximum increases to 52. The damage of your card is increased to 3d6 + your Dexterity modifier added twice piercing + your Constitution modifier + your proficiency bonus added twice fire damage, and the thrown range is increased to 120/240. Blocking now reduces damage by your Dexterity modifier added twice + your proficiency bonus added twice, and you now have an amount of reactions for it equal to your Dexterity modifier added twice. The cards can also be used with Adolla’s Grace and Adolla Burst.
- I'm a Joker
At 20th level, you have reached the peak of your power and are able to fight even after running out of cards. As a reaction to running out of cards, for 5 Flame Points, you can summon a Joker card as a last resort card. The Joker card deals 5d6 + your Dexterity modifier added thrice piercing + your Constitution modifier added twice + your proficiency bonus added thrice fire damage and it’s thrown range is 240/360. It’s blocking reduces damage by your Dexterity modifier added thrice + your proficiency bonus added twice, and you have an amount of reactions for it equal to your Dexterity modifier added thrice. This card breaks after 5 blocks or 15 hits. You cannot summon or shuffle your deck until the Joker card breaks.
Hybrid[edit]
You were born as both a 2nd Generation and a 3rd Generation. Because of this you utilize the powerful Iai Hand-Sword style and are one of the most powerful Pyrokinetics ever.
A Hybrid using Nichirn, source [11] |
- Fire Output
At 1st level, you are capable of not only igniting fires but manipulating them as well, allowing you to make basic attacks with fire that no other Pyrokinetic is capable of. Talk to your DM about some types of basic fire attacks that you can do like creating explosions or shooting fire projectiles.
- Iai Hand-Sword
At 1st level, you have been trained to use the powerful Iai Hand-Sword style of fighting, granting you the ability to use the following abilities:
- Iai Hand-Sword Form One: Kagetsu (Fire Moon): Replacing an unarmed strike when you take the attack action for 4 Flame Points, you ignite your hand and slice through the air making every creature in a 30ft cone make a Dexterity saving throw. On a failure, they take your martial arts damage die + your Strength modifier + your Constitution modifier added twice fire damage. You can also use this as a melee ability making a melee spell attack with a crit range of 19-20 but only targeting 1 creature.
- Iai Hand-Sword Form Two: Gekkō (Moonlight): Replacing an unarmed strike when you take the attack action for 6 Flame Points, you throw fire in an X-shape forcing all creatures within a 60ft cone to make a Dexterity saving throw taking your martial arts damage dice + your Constitution modifier added twice fire damage on a failure and half as much on a success.
- Iai Hand-Sword Form Three: Akebono (Daybreak): Replacing an unarmed strike when you take the attack action for 8 Flame Points, you ignite your hand and throw an uppercut slash attack. Make a melee spell attack roll. On a hit, you deal your martial arts damage die + your Strength modifier added twice + your Constitution modifier fire damage, and the target has to make a Strength saving throw. If they fail the saving throw they get flung 5 x your Strength modifier feet in the air.
- Iai Hand-Sword Form Seven: Nichirin (Sun Wheel): Replacing an unarmed strike when you take the attack action for 10 Flame Points, you summon a ring of fire followed by a palm strike. Make a melee spell attack roll. On a hit, you deal your martial arts damage die + your Strength modifier added twice + your Constitution modifier added twice fire damage. If you get a critical hit the target must make a Strength saving throw with disadvantage getting knocked back 15ft.
- Composite Pyokinetic
At 3rd level, you have honed the power of the 2nd Generation. You gain the 2nd Generation ability from the Generation Ability feature. You also gain immunity to poison damage and the poisoned condition.
- Improved Iai Hand-Sword
At 7th level, you have trained to use more of the Iai Hand-Sword forms. You gain access to the following abilities:
- Iai Hand-Sword Form Four: Sekijitsu (Red Sun): Replacing an unarmed strike when you take the attack action for 14 Flame Points, you can send out a beam of flames in a 60ft long and 15ft wide line, forcing every creature within the line to make a Dexterity saving throw taking your martial arts damage die + your Strength modifier + your Constitution modifier added thrice fire damage on a failure or half as much on a success.
- Iai Hand-Sword Form Five: Sokijitsu (Sunset): Replacing an unarmed strike when you take the attack action for 16 Flame Points, you can ignite your hands and use a downward slash attack on a target. Make a melee spell attack roll. On a hit, you deal your martial arts damage die + your Strength modifier added thrice + your Constitution modifier added twice fire damage, and they must make a Strength saving throw. If they fail the saving throw they are knocked prone and are stunned for 1 minute. If the target is in the air they get knocked down 5 x Strength modifier feet.
- Crimson Moon
At 11th level, you can create such powerful fire that it turns the moon a crimson color. As an action for 30 Flame Points, you make a melee spell attack roll. On a hit, you deal your martial arts damage die + your Strength modifier added four times bludgeoning damage and everything within 60ft, including the target, takes your Strength modifier added thrice + your Constitution modifier added four times fire damage which leaves a 60ft radius crater in the ground. Only the fire damage can benefit from hand signs and the fire damage is dealt even if the attack misses.
- Flame Extinguishment
At 11th level, you control all fire around you and you don’t let anyone use it against you. As a reaction for 8 Flame Points, you can completely nullify any fire damage to be dealt within 25ft of you. If someone makes a spell attack within 25ft of you, on a target within 25ft of you, or you are within 25ft of an area of effect spell, you can get rid of all fire damage from the attack. If you are within 25ft of an attack that deals any fire damage, you can completely get rid of all fire damage that would be dealt. You can also do this with any Pyrokinetic ability by spending an amount of Flame Points equal to the amount spent on the ability and, when you do this, you can get rid of any area of effect ability.
- True Nichirin
At 15th level, you have finally learned how to use a Nichirin to its fullest. When you use Iai Hand-Sword Form Seven: Nichirin, you can spend an action instead of an attack and spend an extra 20 Flame Points to summon a wheel of fire that circles the world in its entirety and make a palm strike against a target. Make a melee attack roll with a bonus equal to your proficiency bonus and advantage. On a hit, you deal your martial arts damage die + your Strength modifier added five times + your Constitution modifier added five times fire damage.
- Destroyer of Asakusa
At 20th level, you are able to produce an incredibly powerful attack by merging the Crimson Moon and the True Nichirin. When you use either the Crimson Moon or the True Nichirin you can spend an extra 25 Flame Points to use both, dealing the damage of the True Nichirin and having the area of effect damage of the Crimson Moon.
Uncontrolled Flame Radiation[edit]
You have trouble controlling your power due to being scared, overburdened, and mentally unstable.
An Uncontrolled Flame Radiation user losing control while trapped inside a massive Infernal, source [12] |
- Flame Claw
At 1st level, you can’t control your flames very well, so you restrict them to just a claw from your arm. As a bonus action for 2 Flame Points, you can create a big claw out of fire that encases your arm for 2 minutes. For the duration, your unarmed strikes deal fire damage, add your Constitution modifier to all damage rolls, and add 5ft of range. You also can’t hold any items in the hand that you have the flame claw on.
- Improved Flame Claw
At 3rd level, you’ve gotten better at using your fire for combat, but not good enough. Your Flame claw now lasts for 5 minutes, and you add your Constitution modifier twice. Also, the range of your unarmed strikes is increased by 10ft instead of 5.
- Flame Lasers
At 7th level, you have much finer control of your flames, allowing you to fire lasers, but you’re still not good enough. As a bonus action for 5 Flame Points each, you can create an amount of Laser Catalysts equal to your proficiency bonus which appear at any unoccupied space of your choosing within 30ft of you. While you have these Catalysts activated you can replace an attack when you make the attack action to fire a laser from them for 6 Flame Points, targeting anything within 30ft of the Catalyst. You can only do this while you are within 120ft of them. Any Catalyst disappears when you are 240ft away from it, after 5 minutes, or you are knocked unconscious or die. Whenever you make an attack with one of these Laser Catalysts you make a ranged spell attack roll. On a hit, you deal your martial arts damage + your Constitution modifier added twice. You can move any amount of them up to your movement speed as a free action.
- Uncontrollable Radiation
At 11th level, your mental instability has made you lose control over your pyrokinetic ability, making them leak radiation. Any creature within 30ft of any of your Laser Catalysts that doesn’t have any levels in the Pyrokinetic class gains the poisoned conditioned and takes your Constitution modifierd6 poison damage at the beginning of each round in initiative.
- Improved Lasers
At 15th level, your lasers have grown stronger, and more out of control. Your lasers now have a range of 120ft, you have advantage on attack rolls, you deal your martial arts damage die + your Constitution modifier added four times, and you can use your lasers within 240ft of them and they disappear at a range of 360ft, but the radiation now has a range of 60ft and deals your Constitution modifierd8 poison damage.
- Controlled Flame Radiation
At 20th level, you have overcome your mental instability enough to be able to control the radiation emitted from your Laser Catalysts. You can now choose the range of the radiation that each individual Laser Catalyst emits up to 240ft. For example, you could make one Catalyst emit radiation for 120ft, another for 30ft, and have another emit no radiation. You can also now summon an amount up to double your proficiency bonus as a free action within an unoccupied space of your choosing within 60ft. You’re Laser Catalysts now cost 10 Flame Points each and using Laser attacks now cost 8 Flame Points. You can also move Laser Catalysts up to double your movement speed. Finally, your Laser attacks now deal your martial arts damage die + your Constitution modifier added six times.
The Reaper[edit]
Your pyrokinetic ability allows you to create clouds of thick smoke from your right hand and turn them into weapons or any other object you may need.
A Reaper using his Smoke Weaponry, source [13] |
- Right Hand Eclipse
At 1st level, as a bonus action for 3 Flame Points, you can create black smoke in up to a 30ft radius sphere centered on yourself. This smoke lasts for 5 minutes, until you dispel it (no action required), you fall unconscious, or you die. For the duration, the area counts as heavily obscured for creature except you. You can move the smoke up to your movement speed as a free action. As a part of this movement, you can also change the shape of smoke cloud as long as the space totals up to the amount of space you originally created it (e.g. if you originally create a 30ft sphere of smoke you can make it a 20ft long and 10ft wide line).
- Smoke Weaponry
At 1st level, while in or within 5ft of your smoke cloud, as a bonus action, you can spend 2 Flame Points to grab some of the smoke and turn it into an amount of weapons up to your proficiency bonus. These weapons must be simple weapons, and they have the same properties as the weapons normally would, if it is a ranged weapon you make 1d4 pieces of ammunition for it when you make the weapon, 1d6 pieces of ammunition if you made 1 or more weapons along with it, and 1d8 + your Constitution modifier pieces of ammunition if that’s all you made that turn. Making ammunition doesn’t count towards the amount of weapons you can make when you make the ranged weapon they are for, but when making more ammunition for it counts towards the total. The weapon’s damage is your martial arts damage die instead of its normal damage and you add your Constitution modifier to all damage rolls as well as your normal modifier. You do not have a limit to the amount of weapons you can have active at a time, but they vanish with the smoke cloud. These weapons can gain the benefits of hand signs, the Adolla’s Grace feature, and the Adolla Burst feature.
- Smoke Armory
At 3rd level, you are capable of making more than small weapons. When using your Smoke Weaponry, you can summon a martial weapon instead of a simple weapon but this counts as 2 simple weapons and you gain half the ammunition when making it and when making the ranged weapon (minimum of 1). You can also now make armor and shields. Light armor, shields, and medium armor counts as 1 weapon while heavy armor counts as 2. Also, ammunition for simple weapons counts as half a weapon but ammunition for martial weapons count as 1 weapon.
- Improved Eclipse
At 7th level, your smoke improves greatly on all levels. Your smoke’s radius triples but it now costs 10 Flame Points, and the duration increases to 10 minutes. Also, when using Smoke Weaponry, you can summon a number of weapons equal to double your proficiency. Also, you can use Smoke Weaponry to create a mundane object. This object’s shape is completely determined by you when you make it but it cannot have a magical effect and if it were to deal any damage, the damage would be your martial arts damage die. Also, when moving your smoke cloud, you can move it up to double your movement speed and you can grow it (to a maximum of 60ft) or shrink it.
- Soul Eclipse
At 11th level, you’ve learned to use your smoke for other applications, such as suffocation. As an action for 8 Flame Points, you can summon a small amount of smoke from your hand and attempt to force it down the throats of an amount of creatures up to your proficiency bonus. These targeted creatures must make a Constitution saving throw. On a failure, they start suffocating. This suffocating happens at twice its normal rate (meaning they can hold their breath for (1 + their Constitution modifier)/2 minutes and can survive for half their Constitution modifier rounds). On a success, nothing happens.
- Cannibalism
At 11th level, you are capable of lighting your smoke aflame while using Soul Eclipse. While there is one or more creatures being suffocated by Soul Eclipse, you can spend 4 Flame Points for every creature you wish to activate this ability on as a bonus action, making the creatures take 6d10 fire damage each and forcing them to make a Constitution saving throw. On a failure, they receive Third Degree burns and receive First Degree burns on a success. All creatures previously affected by Soul Eclipse are no longer affected by it if Cannibalism was used on them.
- Ready To Play With Your Uncle Death?
At 15th level, your smoke improves significantly. Your smoke’s radius triples once again but now costs 14 Flame Points, and the duration increases to 15 minutes. Also, you can use Smoke Weaponry as a free action and martial weapons count as 1 weapon while simple weapons count as half. Also, you can summon an amount of weapons equal to triple your proficiency bonus and you can add your Constitution modifier twice to the weapon’s damage rolls and you can add your Constitution modifier once to attack rolls. Finally, when moving the smoke cloud, you can move it up to triple your movement speed and creatures cannot see through it by any means besides Tremorsense.
- The Craziest
At 20th level, you have become the craziest man alive but also among the strongest. You gain the Tephrosis Resistant feat, ignoring the prerequisites. If you already have it you instead gain the Tephrosis Proof feat, ignoring the prerequisites. Now, whenever you create a smoke cloud you can choose to spend 10 Flame Points instead of 14 to create it at its normal size or spend 20 Flame Points to make one quadruple your normal size. Your smoke clouds now last for 20 minutes and you can use Soul Eclipse as a free action if you already have a smoke cloud active. Also, you can use Soul eclipse on any creature that enters your smoke cloud or is in the radius when you summon it with no action required.
Juggernaut[edit]
Your pyrokinetic ability allows you to create bullets and missiles out of flame and fire them at your opponents.
A Juggernaut using a Nuclear Missile. |
- Flame Bullets
At 1st level, you learn how to create massive bullets out of flame and fire them at your enemies (or random people if you feel like it). As an action for 2 Flame Points per bullet, you can summon an amount of flame bullets up to your proficiency bonus. When you summon them, choose a number of targets equal to the amount of bullets you summoned that are within 60ft and make an Ignition Attack roll against their AC. Each bullet deals your martial arts damage die + your Constitution modifier bludgeoning. Multiple bullets can target the same object or creature.
- Flame Missiles
At 3rd level, you learn how to take your flame bullets and turn them into missiles. As an action for 4 Flame Points per missile, you can summon an amount of flame missiles up to half your proficiency bonus (rounded up). When you summon them, choose a number of targets equal to the amount of bullets you summoned that are within 90ft and make an Ignition Attack roll against their AC. Each missile deals your martial arts damage die + your Constitution modifier bludgeoning damage. Each missile that hit explodes, causing every creature within 10ft of the target must make a Dexterity saving throw, taking your Constitution modifier added twice fire damage on a failure. The target automatically fails the saving throw. If the missile misses the target has to make the saving throw along with any creatures within 10ft of them. Multiple missiles can target the same object or creature.
- Improved Bullets
At 7th level, you’ve improved your bullets, making them even more powerful than before as well as more plentiful. Whenever you use your Flame Bullets, you can make an amount of bullets up to twice your proficiency bonus. The bullets also now deal your martial arts damage die + your Constitution modifier added twice, and the range increases to 90ft.
- Flame Bullet Volley
At 7th level, you’ve learned how to deploy bullets faster than normal. You can use Flame Bullets as a bonus action, but you can only summon an amount up to your proficiency bonus instead of twice your proficiency bonus.
- Improved Missiles
At 11th level, you’ve not only improved your bullets, but also your missiles. Whenever you use your Flame Missiles, you can make an amount of missiles up to your proficiency bonus instead of half your proficiency bonus. The missiles also now deal your martial arts damage die + your Constitution modifier added twice bludgeoning damage and the explosion deals your Constitution modifier added thrice fire damage. The range also increases to 120ft. Also, if your missile misses its target, the target has disadvantage on the saving throw, and creatures that fail the saving throw now take half damage.
- Flame Missile Volley
At 11th level, you’ve learned how to deploy your missiles faster than normal. You can use Flame Missiles as a bonus action, but you can only summon an amount equal to half your proficiency bonus.
- Homing Bullets
At 15th level, you’ve learned how to make your bullets become homing bullets. Whenever you use Flame Bullets, you can spend an extra 15 Flame Points to make them automatically hit their targets, acting as magic missiles but instead dealing their normal damage.
- Nuclear Missiles
At 20th level, you’ve learned to access the all of your explosive firepower to create a nuclear bomb instead of normal missiles. Whenever you use Flame Missiles, you can spend an extra 20 Flame Points to instead make a massive nuclear bomb. This bomb acts as a Flame Missile, but you can only make one at a time and it deals your martial arts damage die + your Constitution modifier added five times. The range for the bomb is 180ft and the explosive range becomes 30ft. If it hits every creature within 10ft of the target automatically fails the saving throw. The same happens if it misses but instead every creature within 5ft of the target fails the saving throw, to include the target themselves.
Blazing Universe[edit]
Your pyrokinetic ability allows you to cool the universe to the point where its expansion stops completely which, in turn, stops time for everything but you and anything you are touching.
A Blazing Universe user fighting a Devil's Footprint user, source [14] |
- Time Stop
At 1st level, you are able to stop time completely by cooling down the universe. As an action for up to half your Constitution modifier Flame Points, you stop time completely for everything in the universe but you, putting the entire universe you are in under the effects of the time stop spell for a number of turns equal to the amount of Flame Points spent. You can do anything you wish during this time and it won’t end if you do something to harm a creature or anything that would normally make the Time Stop spell end, and the only things that are exempt from this ability is any object being worn or carried by you and any creature of your choosing that is within 5ft of you and is touching you or an object that is being worn or carried by you. When the time runs out you must make a DC 16 Constitution saving throw or take 1 level of exhaustion and an amount of d4’s equal to the amount of Flame Points spent in cold damage. This DC increases by 1 each time you use this ability before a long rest. This also leaves ice on your back and causes feathers made of fire to fall to the ground and dissipate.
- Severed Universe
At 3rd level, you gain the ability to slash through the universe to deal catastrophic damage to your opponent. As an action for 8 Flame Points while holding a weapon that deals slashing damage, you can slice the universe along with your opponent. Roll to hit with the weapon with advantage. On a hit, you deal the weapon’s damage + your Constitution modifier added twice force damage. They also have to make a Constitution saving throw on a hit or be stunned.
- Time Stop Improvement
At 7th level, your time stop ability has improved, allowing you to do it for longer and more often. When you use Time Stop you can spend up to your Constitution modifier Flame Points and the Constitution saving throw DC now starts at 14.
- Severed Universe Improvement
At 11th level, your Severed Universe has also improved, making it more powerful and quicker to use. You can now replace an attack when you make the attack action to use this, and it deals the weapon’s damage + your Constitution modifier added four times, but it now costs 12 Flame Points.
- Ice Melting
At 15th level, you have found a way to use fire within yourself to melt the ice caused by Time Stop. As a bonus action for 10 Flame Points, you can melt the ice on your back, decreasing the saving throw DC for Time Stop by 1 (cannot go below its starting point). It also makes it to where you no longer take cold damage when failing the Constitution saving throw.
- Perfected Time Stop
At 20th level, you have perfected your Time Stop completely. You can now spend up to your Constitution modifier + half your Constitution modifier Flame Points and can use this ability as a bonus action and reaction to an attack roll being made against you that you can see, or you being forced to make a Strength or Dexterity saving throw from a source you can see. When you use it as a bonus action you can only spend up to half your Constitution modifier Flame Points. When you use it as a reaction you spend 2 Flame Point but only stop time for enough time to make a bonus action, which can be used to make the attack roll miss or make you automatically succeed the saving throw, or you can use it as a normal bonus action but you won’t have avoided the attack roll or saving throw.
Nekomata[edit]
Your Pyrokinetic ability covers you in pink flames, giving you cat-like traits.
A Nekomata user creating a fire ball, source [15] . |
- Imperfect Nekomata
At 1st level, you have are able to enter an incomplete form to make yourself stronger. As a bonus action for 3 Flame Points, you can enter Imperfect Nekomata mode. While in this mode, you gain two flame cat-like tails, flame cat ears, and flaming claws. Your unarmed strikes damage die tier increases by 1 and deal a extra 1d4 fire damage. Your unarmed strikes now deal slashing damage instead of bludgeoning. You can also use your tails to attack as a bonus action, dealing 1d8 bludgeoning damage + 1d4 fire damage. This mode lasts for 1d4 + your Constitution modifier rounds.
- Quick Feet
At 3rd level, when you are in your Nekomata mode, your movement speed increases by 20ft. You can also use the Dodge, Disengage, or Dash action as a bonus action in this mode.
- Enhanced Flame Durability
At 7th level, you have learned that you are incredibly resistant to fire. While in Nekomata mode you are immune to fire damage. While outside of Nekomata mode you have a damage reduction for fire damage equal to your Constitution modifier added twice.
- Half Nekomata
At 11th level, your Nekomata mode has improved greatly. As a bonus action for 8 Flame Points, you can enter Half Nekomata mode. If you are already in Imperfect Nekomata mode, this costs 4 Flame Points. While in this mode, your claws and tails grow exponentially, as does their power. Your flame claws now deal an extra 2d6 fire damage and an additional 1d10 slashing damage, with a range of 15ft. Your tail whip attack now has a range of 20ft, and you can grapple after hitting the with your tail attack. When someone is grappled in this manner, they are restrained. Your Nekomata mode now lasts for 1d6 + your Constitution modifier rounds.
- Unbelievable Flame Durability
At 15th level, your resistance to fire has reached its peak. While outside of your Nekomata mode you gain a damage reduction to fire damage equal to your Constitution modifier added four times.
- Nekomata Prime
At 20th level, when in Half Nekomata mode, you may use a bonus action to enter Nekomata Prime mode for 5 Flame points. While in this mode, your whole face resembles that of a flaming cat, and your flames grow far stronger. You gain a +3 bonus to your AC in this form. While in this form, you can create a giant fireball from your hands. As an action for 12 Flame Points, you conjure a large fireball and run into the enemy with it. Roll an Ignition attack roll. On hit, they take 4d12 + your Constitution modifier added thrice fire damage and 3d6 force damage. In this form, you can use all of the previous forms' abilities, and it lasts for 1d8 + Constitution modifier rounds.
Arrow[edit]
Your pyrokinetic ability allows you to create a bow out of fire and shoot arrows that cannot be strayed off course.
An arrow user shooting an arrow. [16] . |
- Flame Bow
At 1st level, you are able to create a bow and arrows out of fire. You can summon a longbow made out of fire as a bonus action for 1 Flame Point that deals 2d8 fire damage and has a range of 300/1200. You must spend 1 Flame Point to fire an arrow. Arrows fired by this bow cannot be strayed off their path by any means other than an ability enhanced by either the Adolla’s Grace or Adolla Burst feature though they can be blocked by obstacles such as walls as normal.
- Explosive Arrows
At 3rd level, you’ve learned how to make your arrows explode in mid-air. Whenever you use your Flame Bow to fire an arrow you can choose to make it an explosive arrow by spending 2 extra Flame Points. If you hit with an explosive arrow, you deal the arrow’s normal damage and everyone within 5ft of the target must make a Dexterity saving throw taking 3d6 + your Constitution modifier fire damage on a failure. The target automatically fails this saving throw. If you miss with an explosive arrow, the same thing happens but the target does not automatically fail the saving throw.
- Multi-Arrows
At 7th level, you gain the ability to fire multiple arrows at once instead of one at a time. Whenever you use your Flame Bow to fire an arrow you can instead spend up to your proficiency bonus Flame Points to fire an amount of arrows equal to the amount spent. These arrows can all target the same object/creature or different ones, but you must roll to hit for all of them. You can make these arrows explosive arrows, but you have to spend the extra Flame Points for each arrow that you turn into explosive arrows.
- Arrow Trajectory Control
At 11th level, you have learned how to change your arrow’s trajectory mid-air. When you fire an arrow with your Flame Bow, you can spend an extra 4 Flame Points (per arrow if you are using Multi-Arrows) to make the arrow ignore cover. Also, if you miss an attack with an arrow you can use a reaction for 4 Flame Points to reroll the attack with advantage.
- Bow Improvement
At 15th level, your bow has become so strong that it’s comparable to that of a tank. You can now summon your bow as a free action without spending any Flame Points and your bow now deals 2d12 fire damage. The range of your bow is also increased to 600/2400, and you have advantage at normal range and normal attack rolls at long range. Your explosive arrows now deal 4d6 + your Constitution modifier added twice or half as much on a success and causes every creature within 10ft of the target to make the saving throw.
- Bow Mastery
At 20th level, you have completely mastered your Flame Bow and the art of sniping. You can now summon your bow without using any type of action, your bow now deals 4d8 fire damage, has a range of 1200/4800, and the explosive arrows now deal 5d6 + your Constitution modifier added thrice or half as much on a success causing every creature within 15ft of the target to make the saving throw.
Buff Stacker[edit]
Your pyrokinetic ability allows you to blow on a whistle and give others and yourself buffs.
A Buff Stacker using Fourfold Berserk on himself. [17] . |
- Buff Stacking
At 1st level, you gain the ability to give you and your allies buffs for a short time by blowing into your whistle. You start with a normal whistle along with your normal starting equipment. If you lose the whistle or cannot access it for any reason then you cannot use any feature from this class unless stated otherwise. As an action for 2 Flame Points per creature, you can give buffs to any creature within 30ft of you, including yourself. These buffs last for 1 minute and you can apply different buffs to different creatures (i.e. giving one creature a resistance buff and another a damage buff at the same time) but each creature can only have 1 buff at a time. You can also end the buffs at any time (no action required). The buffs are listed below.
- Ability Improvement: The creature under the effects of this buff gains +2 to an ability score of your choice.
- Skill Improvement: The creature under the effects of this buff gains advantage on skill checks from an ability score of your choice.
- Health Enhancement: The creature under the effects of this buff gains your choice between your Constitution modifier added twice hit points or your Constitution modifier added thrice temporary hit points. This buff only counts as an active buff until the end of your current turn but the effects still last after the fact.
- Resistance Enhancement: The creature under the effects of this buff gains resistance to either non-magical piercing, slashing, and bludgeoning damage or fire damage.
- Armor Class Enhancement: The creature under the effects of this buff gains a bonus to their AC equal to your proficiency bonus.
- More Buffs
At 3rd level, you gain more buffs that you can use to aid in battle. The buffs are listed below.
- Melee Damage Enhancement: The creature under the effects of this buff gains a damage increase by 1 tier to all melee damage.
- Ranged Damage Enhancement: The creature under the effects of this buff gains a damage increase by 1 tier to all ranged damage.
- Accuracy Enhancement: The creature under the effects of this buff gains an attack bonus equal to your proficiency bonus.
- Improved Buffs
At 7th level, your buffs have improved, as well as your efficiency in using them. You are now able to buff any creature within 45ft, including yourself, and you can give buffs as a bonus action or action. You can also apply up to 2 buffs per creature, but you can only apply 1 buff per use per creature (i.e. you can’t apply one buff twice on one creature). You also gain improved buffs which cost double the Flame Points. You can stack regular buffs on a creature but not improved buffs. The improved buffs are listed below.
- Improved Ability Improvement: The creature under the effects of this buff gains +4 to an ability score of your choice.
- Improved Skill Improvement: The creature under the effects of this buff gains advantage on skill checks from an ability score of your choice as well as proficiency in them or expertise in the skills they already have proficiency in.
- Improved Health Enhancement: The creature under the effects of this buff gains your choice between your Constitution modifier added twice + your Constitution modifier hit points or your Constitution modifier added thrice + Constitution modifier temporary hit points. This buff only counts as an active buff until the end of your current turn but the effects still last after the fact.
- Immunity Enhancement: The creature under the effects of this buff gains immunity to either non-magical piercing, slashing, and bludgeoning damage or fire damage.
- Improved Armor Class Enhancement: The creature under the effects of this buff gains a bonus to their AC equal to your proficiency bonus added twice.
- Improved Melee Damage Enhancement: The creature under the effects of this buff gains a damage increase by 2 tiers to all melee damage.
- Improved Ranged Damage Enhancement: The creature under the effects of this buff gains a damage increase by 2 tiers to all ranged damage.
- Improved Accuracy Enhancement: The creature under the effects of this buff gains an attack bonus equal to your proficiency bonus added twice.
- Fourfold Berserk
At 11th level, you have learned how to apply many buffs to one person, straining you quite a bit. As an action when applying buffs, you can apply up to 4 buffs to one person within 10ft of you (including yourself). When you do this you can only buff one creature and you can stack the same buffs on the creature as many times as you want (as long as the number of buffs on the creature does not exceed 4 of course) and you can stack improved buffs. Any buffs you already had on a creature become no longer active and you can no longer buff creatures until the duration of the buffs from this feature ends or you end them as normal. Once the duration ends or you end it yourself, you gain 1 level of exhaustion.
- Rending Multistacked Drill
At 15th level, you found out how to use your buffs as an attack, allowing you to perform an attack potentially able to destroy even a Doppelganger with one strike. As an action for 20 Flame Points, you summon wind made of flames to surround your fist as you make an unarmed strike against your target. On a you hit, you deal your normal unarmed strike damage as well as an extra 4d10 fire damage per buff you have active on yourself.
- Mastered Buffs
At 20th level, you have mastered your buffs. You are now able to buff any creature within 60ft, including yourself, and you can give buffs as an action, bonus action, or free action. You can also apply up to 2 buffs per creature, but you can only apply 1 buff per use per creature (i.e. you can’t apply one buff twice on one creature). You also gain mastered buffs which cost double the Flame Points. You can now stack regular buffs and improved buffs on a creature but not mastered buffs. The improved buffs are listed below.
- Mastered Ability Improvement: The creature under the effects of this buff gains +6 to an ability score of your choice.
- Mastered Skill Improvement: The creature under the effects of this buff gains advantage on skill checks from an ability score of your choice as well as expertise in them or if they already have expertise, they may add their proficiency bonus thrice.
- Mastered Health Enhancement: The creature under the effects of this buff gains your choice between your Constitution modifier added thrice hit points or your Constitution modifier added four times temporary hit points. This buff only counts as an active buff until the end of your current turn but the effects still last after the fact.
- Mastered Immunity Enhancement: The creature under the effects of this buff gains immunity to piercing, slashing, bludgeoning damage, and fire damage.
- Mastered Armor Class Enhancement: The creature under the effects of this buff gains a bonus to their AC equal to your proficiency bonus added thrice.
- Mastered Melee Damage Enhancement: The creature under the effects of this buff gains a damage increase by 3 tiers to all melee damage.
- Mastered Ranged Damage Enhancement: The creature under the effects of this buff gains a damage increase by 3 tiers to all ranged damage.
- Mastered Accuracy Enhancement: The creature under the effects of this buff gains an attack bonus equal to your proficiency bonus added thrice.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Pyrokinetic class, you must meet these prerequisites: Constitution 15 and Strength 13
Proficiencies. When you multiclass into the Pyrokinetic class, you gain the following proficiencies: All armor, all weapons, Religion, and Athletics
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