School of Fireball (5e Subclass)

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School of Fireball[edit]

Wizard Subclass

Eternal rivals of the School of lightning bolt, the School of fireball is generally seen as wizard tradition for those too stupid to be true wizards, so they are instead trained as artillery pieces. Few School of fireball wizards care about their lowly reputation in the magic community as they more than make up for it with sheer destructive potential. Shunning all spellcraft other than some cantrips, the School of fireball’s singular focus on the fireball spell allows them to wreak untold havoc, at least until something gets off a solid hit on them.

School of fireball wizards often have little trouble finding work in military or mercenary companies as long as they can control pyromaniac tendencies and avoid friendly fire. They are especially dangerous, to enemies and allies alike, when employed in navies.

Early Access

When you take this arcane tradition at 2nd level, you learn and can add the fireball spell to your spellbook. You always have it prepared. You can now cast fireball as a 3rd-level spell by expending 3 1st-level spell slots or 1 1st-level and 1 2nd-level spell slot instead of 1 3rd-level spell slot.

Fireball Savant

Starting at 2nd level, you clear your mind of all unnecessary spells. You can no longer prepare spells other than fireball. Instead, increase the damage dealt by fireball by 1 for every 2 spells, besides fireball, in your spellbook, rounded up. Any spellbook you add fireball to becomes immune to fire damage. If your spellbook is lost or destroyed, you lose this damage increase until it is found or replaced. You can only benefit from one spellbook at a time. Your cantrips are unaffected by this feature.

Serial Arsonist

Starting at 2nd level, you need something to do when you run out of spell slots. You learn the fire bolt cantrip or a wizard cantrip of your choice if your already know it. Intelligence is your spellcasting ability for the cantrip. After you cast fireball, you can cast fire bolt as a bonus action but can only target creatures that took damage from fireball during the same turn.

Boon of Boom

Starting at 6th level, you’ve trod down the path of destruction yet still have all your fingers. Time to diversify the death! When you cast fire bolt or fireball, you can change its damage to any damage type except bludgeoning, piercing, or slashing. Damage dealt by fire bolt and fireball ignores all damage resistances. Neither ignite objects when dealing non-fire damage.

Embers of Wrath

Starting at 6th level, the power of your flames can rekindle long after the initial burn. You lose a 1st-level spell slot and gain a 3rd-level spell slot. Whenever you roll a 6 on one of fireball’s damage dice, you gain 1 Ember of Wrath. As a bonus action, you may expend up to 18 Embers of Wrath to regain an expended spell slot of a level equal to or less than half the number of Embers of Wrath you expend. All Embers of Wrath expire and disappear when you begin a long rest.

Afterburner

Starting at 10th level, those that survive your fiery fury will wish they didn’t. fireball now inflicts a condition or effect on all creatures that fail its saving throw until the start of your next turn. fire bolt inflicts the same condition for the same duration when you score a critical hit with the cantrip. The condition or effect depends on the type of damage dealt. See the table below for details.

d10 Damage Type Condition or Effect
1 Acid Lose all damage resistances
2 Cold restrained
3 Fire Take 2d6 fire damage
4 Force Knocked prone
5 Lightning Can’t take reactions
6 Necrotic Can’t regain hit points
7 Poison poisoned
8 Psychic frightened
9 Radiant blinded
10 Thunder Knocked back 10 feet
Explosion Prodigy

Starting at 14th level, all shall burn! Increase fireball’s spell save DC by 1 for every 10 spells in your spellbook besides fireball. fireball’s damage increases to 9d6 on medium, 10d6 on large creatures, 11d6 on huge, and 12d6 on gargantuan creatures or objects on a failed save, or half as much damage on a successful one when cast as a 3rd-level spell. When you cast fireball using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. You can also increase the radius of fireball by up to 5 feet for each slot level above 3rd, but don’t have to.

After you cast fireball, your next fire bolt cast on the same turn gains a +1 bonus to its spell attack roll for each creature that failed the fireball’s saving throw. If you score a critical hit on a creature with this fire bolt, you gain Embers of Wrath equal to this bonus.

Fireball Mastery

Starting at 18th level, you have perfected the fireball. You no longer require spell components to cast fireball and it cannot be counterspelled. fireball ignores all cover, damage immunities, Evasion, Limited Magic Immunity, Magic Immunity, Magic Resistance, Spell Resistance, and Legendary Resistance. fireball also deals triple instead of double damage to creatures or objects vulnerable to its damage type. All creatures have disadvantage on fireball’s saving throw and whenever you roll a 1 on any of fireball’s damage dice, you can reroll each die that rolled a 1 once.

This feature replaces the Spell Mastery Feature.


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