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.
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]
Thermoacoustic Refrigeration[edit]
The Ability to convert flames to sound and that sound to ice.
A Thermoacoustic Refrigeration user with their instruments, source [1] |
- Flame Dispersion
Starting at 1st level, you have the to convert heat around you into sound waves using a small percussive instrument that can be wielded in one hand. As a reaction or bonus action you can use a sudden sound from an instrument of your choice to turn the flames to sound spending one flame charge per 6 damage when absorbing an attack or 5ft squared of flame when its not an attack as long as some of the flames are within 20ft, if the amount of charges exceeds 6 then it causes partial deafness for any in the area that do not have ear protectors and have the ability to hear. Your soundwaves linger for 2 turns for use in abilities before they disperse.
- Ice Binding
Starting at 3rd level, you gain a large brass instrument which you use residual sound from your flame dispersion to produce ice. You are able to produce ice on your enemies to bind them, using 1 Flame charge you can freeze the hands and feet of one enemy within 40ft dealing 2d6 cold damage and prevents the opponent from moving their arms and legs for the next two turns unless they beat your Flame DC in a strength or charisma save.
- Icy Border
Starting at 6th level, by pressing a button on your brass you can use the sound to produce a large amount of ice. You can create an amount of ice occupying 15ft per flame charge used in flame dispersion previously this ice has an amount of HP equal to your charisma modifier multiplied by your level. you can choose for this wall to extend sideways or extend upward creating a taller wall.
- Strengthened Sound
Starting at 10th level, your radius to disperse flames in doubles to 40 ft and the amount of damage absorbed per charge increases to 8.
- Spike Formation
From 10th level, by using 3 charges worth of sound you create ice across the ground which rises into ice spikes in a 20ft cone causing a dexterity save, dealing 3d8 cold damage upon a failure and half upon a success.
- Frosted Enchant
From 14th level, you can use 5 charges worth of sound to coat every allies weapon in ice allowing them to deal an extra d8 of cold damage for 3 attacks of the weapons.
- Chilling Coffin
At 20th level, By using 10 charges worth of sound you create ice to fully cover one person within 50ft dealing 7d8 cold damage and preventing that person from using any skills that require any movement or access to resources for 3 turns. The first turn cannot be avoided however every turn after the enemy may make a strength save against your dc, an attack against them will hit the ice giving that enemy advantage.
- Acoustic Conversion
Requirement: Blessed by Grace feat By using your fine tune of the nature of sound you can form any sound into ice using 8 flame charges to remove all sound around you you can prevent any sound from being made in 80ft of you giving the equivalent of 3 Flame charges per object/creature that can produce sound in that area which is stored inside your brass for use in techniques.
Ricochet Control[edit]
The Ability to quickly alter the sparks produced around bullets to change speed and directions of bullets..
A Ricochet Control user with his barrel replace rifle, source [2] |
- Bullet Speed Control
Starting from level 1, by spending 1 FC you can choose to increase or decrease the damage your bullets do allowing you to make them non lethal or increase their speed to increase lethality. By using this you increase or decrease the damage of one bullet by your martial die. If you use a weapon wit multiple bullets then your control is limited and can be applied to 3 bullets with half the effectiveness.
- Bullet Direction Control
Starting from level 3, By spending 1 FC you can choose to alter the direction of your bullets as long as they are colliding with objects that can create sparks allowing you to change the direction of a single bullet up to 3 times before it stays in line and can be combined with Bullet Speed Control.
- Breakneck Speed
At level 6, You can speed bullets to unreal amounts which uses 4 FC to accelerate the speed of the bullets to deal an extra 4d6 piercing damage however it destroys the barrel of the gun. The Barrel replacement rifle is made to allow this ability to be used without massive financial burden on the user
- Enemy Bullet Control
At level 10, as a reaction you can spend 2FC to redirect an enemies bullet once if they fail a dexterity saving throw against your flame dc, upon a success the bullet deals half the damage against you normally.
- Velocity Unbridled
At level 14, you gain the ability to use your opponents flames to increase the potency of Breakneck Speed, you prepare an attack waiting where if an enemy uses a fire based attack directed at you or within 20ft of you then you can choose to use a reaction to shoot that enemy with a Breakneck Speed shot further enhanced due to your use of their flames increasing the damage of the shot dealing 4d8 extra piercing damage and a d8 of fire damage.
- Conergence
At level 20, with your skills in gun increasing and your accuracy in movements increasing you fire 8 bullets from your gun at walls which all converge on one enemy in your range and line of sight spending 6FC, the enemy must make a dexterity saving throw against your flame dc, upon a success they take half of the damage.
- Totatl Trajectory Control
Requirements: Blessing of Grace feat For 12 FC you control the minute levels of heat to move all loose small or smaller objects in the area including causing any projectile weapons to shoot once (if no specified by dm then it defaults to 5). You use any amount of temperature to change trajectories to hit the amount of enemies up to the amount of objects you are controlling. You can only target objects within 50 ft and can target anyone within 30ft of you. If the object doesn't have a damage already then it deals 2d6 damage with a type based on the object.
Ember Witch[edit]
The Ability to form flames into ember spirits.
An Ember Witch with her ember spirits. |
- Spirit Summon
Starting at 1st level you can summon fire spirits that consume one Flame Charge point at the end of your turn. They are dispelled if you run out of Flame Charge Points. or if they get more than 240 ft away from you. They give off 30 ft of bright light and can be commanded to move up to 30 ft as a bonus action. When a creature other than you is within 5ft of a fire spirit you can expend 1 Flame Charge to deal 2d6 fire damage to that creature if they fail a dexterity saving throw.
The damage dice for fire spirits increases to 3d6 at 12 levels and 2d8 at 16th.
- Spirit Control Strength
At 3rd level you can now summon two fire spirits, maintaining both of them still only costs one Flame Charge per round.
- Spirit Weapon Possession
At 6th level, you have gained the ability to use your fire spirits to power specialized equipment. Such as Iron Owls that when powered by your fire spirits are treated as Medium objects under the effects of the Animate Objects spell with their speed treated as 60ft.
- Deathly Spirit Summoning
At 10th Level, you can now turn weaker flames into fire spirits if a creature is within 20ft of you and uses Flame Charge Points on a Way of Flame ability; You can now spend a number of Flame Charge Points equal to that creature and negate the technique and summon a fire spirit instead that fire spirit is larger then normal and has a radius of the number of fire charges spent in feet and for every 5 ft larger then normal its damage dice is increases by 1. (Eg 2d6 to 3d6)
- Spirit Strengthening
At 14th Level, you can now increase the size of your spirits without the help of others you can spend an additional 6 flame Charge Points when summoning the spirit to increase its size by 5ft and its damage dice by 1.
- Bullet Speed Control
Requirements: Must have Blessed by Grace Feat
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.
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