Silent Flame, Variant (5e Class)
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Silent Flame(variant) not finished[edit]
A flame is silently sealed inside of an object. Completely undetectable, silently waiting, until it suddenly bursts forward in a flash burning all nearby.
Creating a silent flame[edit]
How did you learn to seal flames? Is it something you learned from a master? An innate ability? A racial trait? Do you take pride in your trade? Do you hide it like a treasured secret?
- Quick Build
You can make a silent flame quickly by following these suggestions. First, Charisma or Dexterity should be your highest ability score, depending on whether you wish to use melee or ranged attacks, followed by Constitution, and then Charisma. Second, choose the Soldier background. Third, choose light or medium armor, along with a choice favored weapon.
Class Features
As a Silent Flame you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Silent Flame level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Silent Flame level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons or (b) a melee martial weapon and a shield
- (a) a dungeoneer's pack or (b) an explorer's pack
- 4 daggers
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Flame Damage | flame limit | Max Explosion Range |
---|---|---|---|---|---|
1st | +2 | Flame Charges | 1d6 | 3 | 5ft |
2nd | +2 | — | 1d6 | 3 | 5ft |
3rd | +2 | Seal Attack | 1d6 | 3 | 10ft |
4th | +2 | Ability Score Improvement, explosion protection | 2d6 | 4 | 10ft |
5th | +3 | elemental explosion ,extra attack | 2d6 | 4 | 10ft |
6th | +3 | — | 2d6 | 4 | 10ft |
7th | +3 | * | 3d8 | 5 | 10ft |
8th | +3 | Ability Score Improvement | 3d8 | 5 | 15ft |
9th | +4 | Death Flame | 3d8 | 5 | 15ft |
10th | +4 | Ability Score Improvement | 3d10 | 6 | 15ft |
11th | +4 | * | 3d10 | 6 | 15ft |
12th | +4 | Ability Score Improvement | 3d10 | 6 | 15ft |
13th | +5 | * | 3d12 | 7 | 20ft |
14th | +5 | — | 3d12 | 7 | 20ft |
15th | +5 | * | 3d12 | 7 | 20ft |
16th | +5 | Ability Score Improvement | 4d10 | 8 | 20ft |
17th | +6 | * | 5d10 | 8 | 20ft |
18th | +6 | — | 5d10 | 8 | 25ft |
19th | +6 | Ability Score Improvement | 6d10 | 12 | 25ft |
20th | +6 | * | 6d10 | 12 | 25ft |
Flame Charges[edit]
Starting at 1st level, you can seal flame charges within objects. The amount of maximum concurrently active charges is specified in the class feature table.
With an action you can seal a flame charge within an object or creature that you are physically touching. The process of sealing a flame is discreet and does not make any noise, if the target is a creature, it will be unaware that a flame charge has been sealed inside it.
As a free action you can detonate any sealed flame charges.
Upon losing consciousness for any reason, all sealed charges dissipate.
A flame charge detonates in an area dealing the fire damage specified in the class feature table. If a creature is not touching the sealed object but is within the specified area, they may roll a dexterity saving throw (10 + proficiency + charisma modifier) to take half damage.at level 10 the cd increases to 12+proficiency+charisma.you can choose the size of the explosion area up to the maximum shown in the class table.
Seal Attack[edit]
Starting at 3rd level, you can choose to seal a flame charge in an opponent following a successful attack. You must make this decision prior to making the attack.at level 5 you can seal 2 flames per attack. At level 10 you can seal 3. At level 15 you can seal 4 flames per attack. at level 20 you can seal 5 flames per attack
explosion protection[edit]
at level 4 you can protect your teammates from damage from your own explosions. You can make a number of creatures immune to the damage and effects of your explosions equal to your Charisma modifier. immunity lasts 10 minutes or until you choose to end it sooner (no action required) you must be able to touch the creature to give it immunity
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, the raw power and potential of your character grow. 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.
Extra attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
elemental explosion[edit]
you are no longer restricted to just explosions and dealing fire damage. at level 5 you can choose to change the charge's damage or function (must be specified before implanting a charge on the target). you can choose the following damage and effects= ice: an ice blast will replace normal damage. if a creature that fails the saving throw loses 10 feet of speed
Death Flame[edit]
Starting at 9th level, when you touch a creature that has died in the past 10 minutes you can extract a heat charge from the creature.
The heat charge will deal damage equal to the Creature's CR*4. This charge can be placed at any point in the future. If the creature is a fire or infernal type it will also deal an additional 5 damage. If the creature is a cold or water type it will deal 5 less damage.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the silent flame class, you must meet these prerequisites: Strength or Dexterity 13, Charisma 13.
Proficiencies. When you multiclass into the silent flame class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons
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