Second Generation (Fire Force Supplement)

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Second Generation[edit]

Third Generations are individuals who can create manipulate existing fire using their abilities. Evil Fire Soldiers are known as White Clad. All Fire soldiers are trained at the Fire Force Academy. There they are taught about how to fight and use their abilities, they are also taught how to fight fires both literally and as fire fighters.

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. 1>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 Second Generation[edit]

Quick Build

You can make a Second Generation quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Charisma or Dexterity. Second, choose either the background. Third, perhaps one of the most important parts, come up with a self-image your character has e.g. a knight or a hero, if you don't this will hinder your capabilities.

Class Features

As a Second Generation you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one type of artisan’s tools or one musical Instrument
Saving Throws: Dexterity and Charisma
Skills: Choose two from Acrobatics, Athletics, History, Perception, Intimidation, Stealth, Insight.

Equipment

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

  • (a) Dungeoneer’s pack or (b) Explorer’s pack
  • (a) 1 Handgun and 20 rounds or (b) 1 Simple Weapon or (c) 1 Simple Weapon
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Second Generation

Level Proficiency
Bonus
Features Flame Charges Martial Arts
1st +2 Way of Flame, Part of the Force, Unarmoured Defence, Martial Arts 2 + con 1d4
2nd +2 4 + con 1d4
3rd +2 Way of Flame feature 6 + con 1d6
4th +2 Ability Score Improvement 8 + con 1d6
5th +3 Extra Attack 10 + con 1d6
6th +3 Way of Flame feature 10 + con 1d6
7th +3 Resistant 12 + con 1d6
8th +3 Ability Score Improvement 14 + con 1d8
9th +4 16 + con 1d8
10th +4 Way of Flame feature 18 + con 1d8
11th +4 Breath of Life 18 + con 1d8
12th +4 Ability Score Improvement, Tenokata 20 + con 1d10
13th +5 22 + con 1d10
14th +5 Way of Flame feature 24 + con 1d10
15th +5 Ability Score Improvement 24 + con 1d10
16th +5 Ability Score Improvement 26 + con 1d12
17th +6 Extra Attack(2) 28 + con 1d12
18th +6 Ability Score Improvement 30 + con 1d12
19th +6 Ability Score Improvement 32 + con 1d12
20th +6 Way of Flame feature 34 + con 2d8

Way of Flame[edit]

Starting at 1st level, you awakened the fire within yourself. Ways of the Flames are unique abilities congenitally engraved into the user's body, specifically around their heart usually following the paths of standard understanding of ki. Most Fire Soldiers awaken their ability from the ages from 4-10. You must choose one Way of Flame, all detailed under Way of Flame. Your choice grants you features at 1st, and again at 3rd, 6th, 10th, 14th and 20th level.


Flame Charges

Your training has allowed you to contain more of your heat. Your access to this energy is represented by a number of Flame Charge points. You have a number of Flame charges equal to twice your Second Generation level + your Constitution modifier, as shown in the Flame Charge column of the Second Generation table. You can spend these points to fuel various of your Second Generation class features, including your attacks, which are the features you gain from your Way of Flame.

When you spend Flame Charges, it becomes unavailable until you finish a long rest, at the end of which all Flame Charges spent returns to you.

Some Flame Charge applications require its target to make a saving throw to resist the application's effect. The saving throw DC is calculated as follows:

Flame Charge save DC = 8 + your Constitution modifier + your Charisma modifier.
Flame Charge attack roll = your Constitution modifier + your Charisma modifier.

Part of the Force[edit]

At 1st level, you receive a Fire Force Uniform which is used to show membership in the Fire Force and also acts as a layer of protection.

Unarmoured Defence[edit]

Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Martial Arts[edit]

Beginning at 1st level you obtain the ability to deal more damage with unarmed attacks as shown in the Second Generation table.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th 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.

You may also ignore this increase to instead gain a Feats.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 17th level

Resistant[edit]

At 7th level, your strength as a soldier allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

Brawn - Strength

Evasion - Dexterity

Endurance - Constitution

Discernment - Intelligence

Intuition - Wisdom

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.

Breath of Life[edit]

At 11th level you have been fighting long enough to feel life within your opponents. By using a bonus action to concentrate you obtain 40ft of truesight. The turn that you are concentrating, enemies attack you with disadvantage and any attacks you make that would hit allies allows the allies to roll against your DC with advantage. This is usable up to twice your proficiency bonus per rest.

Tenokata[edit]

At 12th level you learn you can use hand symbols to channel ki making your fire strengthened in different ways depending on the symbol use. On a short rest you can change the symbol being used which will lead to one of the following effects as long as you have at least one free hand when using your flame:

Corna: This symbol similar to rock and roll increases damage dice by one as these are the flames of hell.

Mantis Hand: Addition to hit for melee roll to hit attacks with flames increases by 3.

Pickaxe Fist: Melee Flame abilities cause a knockback of 10ft as the fire is focussed down the centre of the hit.

Tiger Claw: Your Flames can develop an edge, on every flame based rolls you must also roll a d6 and upon a 6 you will inflict bleed on the enemy.

Bear Paw: By using your flames to increase your sustained flame you increase AC by 2.

Crescent Moon Hand: The range of your techniques Increase if it goes over an AOE or a cone by 10ft.

Tiger Crush: By having 3 fingers up and two wrapping over each other if you have a traversal based ability it increases speed of movement with them by 15ft and if the damage is based on the movement the damage increases by 2 damage per distance unit. If their check to dodge is a dexterity save then they roll with disadvantage If its a ranged attack it increases range by 10ft if its in a straight line.

Way of Flame[edit]

Fire Force Variant Rules[edit]

Fanmade Ways of Flame[edit]

Some times people do not wish to play with the normal fire (but why would you play with fire?), and want to inovate. These Ways of Flames have been created from the ground up, and are not official to the anime. They will be listed at Fanmade Manifestations.

Flame Charge Exhaustion[edit]

Inexperienced soldiers tend to have low reserves of Flame Charges, which leads to them spending more than their body can handle. You may spend more Flame Charges than you can handle, for example, you have 20 Flame Charges and spend 22, making you go to -2 Flame Charges. Whenever you reach 0 or less Flame Charges, you gain one level of exhaustion and cannot spend or regain anymore Fire Charges until you have at least 1 Flame Charges, unless it is by taking a rest.

Momentum Feats[edit]

When a soldier approaches death or is as dumb as a rock, they may refine their flames or awaken to new abilities. This rule serves as an alternative ways to get feats, meaning you just need to do certain acts on the campaign to unlock them.

Extension Techniques[edit]

This rule extends a hand of creativity towards both players and their DMs regarding Ways of Flame.

Based on a Second Generations Way of Flame, abilities and self-image, they are capable of creating Extension Techniques which further the efficiency of this Way of Flame. A character can only have a total number of Extension Techniques equal to their proficiency bonus. Players can discuss with their DMs when creating an Extension Techniques to determine their features and how many Flame Charges they should cost.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Second Generation moving levels into other Second Generation Ways of Flames, you must meet these prerequisites: 14 Constitution.


Back to Main Page5e HomebrewCampaign SettingsFire Force (5e Campaign Setting)Character Creation (Fire Force Supplement)Second Generation (Fire Force Supplement)

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