Fire Elemental Variant (5e Class)

As a Fire Elemental you gain the following class features.

Hit Points
This page is not formatted correctly. Reason: Weird formatting with the features has created a ton of strange boxes that don't need to exist and don't fit with standard 5e class formatting. Additionally, nothing is easy to follow, so a lot of these need to either be turned into basic features of the class that all fire elemental get at no extra cost, are effects produced by spending blood points, or are relgated to one of the three currently non-existent subclasses.


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Class Features

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

Proficiencies

Armor: Light, Medium
Weapons: Simple Weapons, Hand Crossbows, Scimitars, Shortswords
Tools: Choose either herbalism kit or alchemist's supplies
Saving Throws: Wisdom and Charisma
Skills: Nature

Equipment

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

Table: The Fire Elemental

LevelProficiency
Bonus
FeaturesBlood PointsSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Fire Attunement, Spellcasting112
2nd+2Flame Association feature213
3rd+23242
4th+2Ability Score Improvement4243
5th+353432
6th+3Flame Association feature63433
7th+3744331
8th+3Ability Score Improvement844332
9th+49543331
10th+4Flame Association feature10543332
11th+4116433321
12th+4Ability Score Improvement126433321
13th+51374333211
14th+5Flame Association feature1474333211
15th+515743332111
16th+5Ability Score Improvement16843332111
17th+6178433321111
18th+6Flame Association feature188433331111
19th+6Ability Score Improvement199433332111
20th+6Fire Mastery209433332211

Fire Attunement

Beginning at 1st level, you have the ability to manipulate fire with exceptional ease. Every part of you, even your blood, can manifest these flames.

You have 1 blood point, and you gain more as you gain levels, as shown in the Blood Points column of the Fire Elemental table. You can never have more blood points than shown on the table for your level. Whenever you take bludgeoning, piercing or slashing damage, you regain 1 blood point for every 5 damage taken. You lose half your blood points, rounded down, when you finish a short rest, or all your blood points when you finish a long rest.

Whenever you make a weapon attack, you can spend 1 blood point to allow your blood to drip onto the weapon, temporarily infusing it with your fiery power. If the attack hits, it deals an additional 1d6 fire damage. This increases to 1d8 at 5th level, to 1d10 at 11th level, and to 1d12 at 17th level.

Spellcasting

As an Elemental Mage, you draw on the magical power of nature and the elements to cast their spells. As they progress in their abilities new spells will appear in their minds.

Cantrips. At 1st level, you know one of the following cantrips: firebolt or produce flame. You learn additional cantrips as determined by your subclass.

Spell Slots. The Fire Elemental table shows how many spell slots you have to cast your fire elemental spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher. You know one 1st-level spell of your choice from the fire elemental spell list.

The Spells Known column of the Fire Elemental table shows when you learn more fire elemental spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the fire elemental spells you know and replace it with another spell from the fire elemental spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability, since your magic draws on your attunement to fire. You use your Wisdom whenever a spell or ability refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a fire elemental spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Flame Association

At 2nd level, you choose a specific aspect of the fire you control you emulate. Pick from the Bleeding Fire, Mimicry Fire, or Wild Fire associations. Your association grants you features at 2nd level and again at 7th, 11th, 14th, and 18th level.

Spitting Flames

Even at 3rd level, the volatile flames that fuel you spit forth as you are harmed. Immediately after taking damage, you can spend 2 blood points to cast the spell hellish rebuke without using your reaction and without expending a spell slot.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fire Mastery


Flame Associations

Though all fire elementals are by nature similar, the ways in which they express themselves and their powers can vary greatly. The very essence of fire is fluid, malleable, and chaotic, and no two fires are completely identical. Whether that means a ferocious, uncontrolled flame to devour all or a calming, soothing warmth to relax and heal others, is up to the elemental controlling the flames.

Bleeding Fire

Many fire elementals are heedless of their injuries, rushing into battle in a near-barbaric frenzy. These fire elementals revel in the fray, taking full advantage of their capabilities to spread chaos and destruction even as they themselves are brought to death's door. Experts at using every part of their body, especially their blood, to sow the seeds of deadly flames, those who focus on improving their natural ability to turn blood into fire are a force to be reckoned with.

Hit Die Increase

When you choose this subclass at 2nd level, the size of your hit dice for this class becomes a d10.

Battle Charger

Also at 2nd level, your joy for battle makes you quick to act under any circumstances. You gain a +5 bonus to initiative, and you have resistance to all damage until the start of your second turn. In addition, you gain an additional action during your turn in the first round of combat, which can only be used to take the Attack (one weapon attack), Dash, Disengage, or Dodge actions. If you are surprised, you can choose to act normally by forgoing these benefits.

To-Do

At 6th level, this feature will do something.

Blazing Frenzy

Beginning at 10th level, your pain and blood spin you into a firestorm of death. Whenever you take the Attack action, you can spend 2 blood points to make an additional attack with that action. All bludgeoning, piercing, and slashing damage dealt by attacks made with that action is dealt as fire damage instead.

To-Do

At 14th level, this feature will do something.

To-Do

At 18th level, this feature will do something.

Mimicry Fire

Mimicry fire elementals hone their abilities to exact extreme control on the fires they create, able to twist and warp the very nature of their flames. Color, temperature, and even whether the fire burns or soothes are all within their grasp, and so much more. This allows them a greater range of abilities than other fire elementals at the cost of brute force and raw power.

Bonus Cantrip

When you choose this subclass at 2nd level, you gain the minor illusion cantrip if you don't already know it. If the cantrip's area includes a large open flame (such as a campfire), you can create both an image and a sound with a single casting of the cantrip, and the effect can fit inside a 10-foot cube instead.

Fine Control

Also at 2nd level, you can mold the flames you create to your will. Whenever you create an effect that would deal fire damage, you can choose a number of creatures up to your spellcasting ability modifier. Those creatures are immune to the effect.

To-Do

At 6th level, this feature will do something.

To-Do

At 10th level, this feature will do something.

To-Do

At 14th level, this feature will do something.

To-Do

At 18th level, this feature will do something.

Wild Fire

Fire elementals that focus on the uncontrolled power of wild fire are often highly destructive warriors, similar to those who specialize in using their blood to create flames but with a much looser control on their abilities. Control, however, is entirely unnecessary when a fire elemental's combat style is to simply make lots of fire everywhere. As much a hazard to their own allies as they are to their enemies, most wild fire elementals prefer to fight alone, or at least far away from anyone they don't want to hurt.

Bonus Cantrip

When you choose this subclass at 2nd level, you gain the cantrip green-flame blade of you don't already know it. Whenever you cast this cantrip, the flame leaps to a creature up to 15 feet away from the first target instead, but you do not choose which creature it leaps to: the choice is randomly determined.

Aura of Flame

Also at 2nd level, you are capable of searing anything nearby with just your presence. As a bonus action, you expend 1 blood point and begin emitting intense heat out to a radius of 10 feet. Each other creature that ends its turn within the area or enters the area for first time during its turn takes 1d6 fire damage, and flammable objects that aren't being worn or carried are set on fire. Creatures in the area when you create it must succeed on a Dexterity saving throw or take the damage of this feature. This effect ends at the start of your next turn unless you spend 1 additional blood point to have the effect persist for another turn. The damage and radius of this effect increase at certain levels: to 1d8 and a radius of 15 feet at 6th level, to 1d10 and a radius of 20 feet at 10th level, to 2d6 and a radius of 25 feet at 14th level, and to 2d8 and a radius of 30 feet at 18th level.

To-Do

At 6th level, this feature will do something.

To-Do

At 10th level, this feature will do something.

To-Do

At 14th level, this feature will do something.

To-Do

At 18th level, this feature will do something.

Fire Elemental Spell List

Fire spells. Lots of fire spells. Mostly evocations, and some illusions? Maybe a few conjurations? I don't know yet. And 9 slot levels is a lot. Maybe this should be a half-caster?


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