Inferno (5e Class)

Inferno


Inferno

A human is with some friends when they come a cross a burning building. Knowing the occupants are in grave danger, the man swallows all the flames, saving everyone. As the people thank him, in the distance is a another pillar of red flames. When the inferno looks at it he sees his flame rival not knowing what could happen next.

Few have the power of the inferno but even fewer actually master it. It is said to contain two dragons souls, one, The Blue Inferno Dragon Of Incineration and the other, The Red Inferno Dragon Of Disintegration. How will you control their power?

Creating a Inferno


Quick Build

You can make an Inferno quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Hellborn background.

Class Features

As a Inferno you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers.
Tools: none
Saving Throws: Constitution and Charisma
Skills: Choose two from Arcana, Deception, Insight, Investigation, Intimidation, Persuasion, and Religion.

Equipment

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

  • (a) a Light Crossbow and 20 bolts or (b) any simple weapon
  • (a) a Component pouch or (b) an arcane focus
  • Two daggers
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Inferno

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Flammable Attacks, Cinder
2nd+2Flame Recovery, Spellcasting, Fire Style2
3rd+2Font Of Fire, Scorching Accent3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+3Flaming Aura42
7th+3Scorching Accent Feature43
8th+3Ability Score Improvement43
9th+4432
10th+4Cindering Aura432
11th+4433
12th+4Ability Score Improvement, Scorching Accent Feature433
13th+54331
14th+5Melting Point4331
15th+5Scorching Accent Feature4332
16th+5Ability Score Improvement4332
17th+643331
18th+6Aura Improvements43331
19th+6Ability Score Improvement43332
20th+6Scorching Accent Feature43332

Flammable Attacks

The Inferno is renowned for bringing extra heat to the battle field, at 1st level all your melee attacks deal bonus fire damage equal to your charisma modifier.

Cinder

An Inferno does more than just burn and sear flesh it can render a foes armor useless cindered even. At 1st level when

Spellcasting

Those who are born during a time when a volcanos erupt are a sign of the Inferno masters of fire they use thier magic in ways other pyromancers never dreamed possible.

Spell Slots

The Inferno Table shows how many Spell Slots you have to cast your 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 Short Rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the sorcerer spell list.

You learn an additional Spells of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. 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 Spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Spells, since the power of your magic relies on your ability to project your will of fire and heat into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a sorcerer spell you cast and when Making an Attack roll with one.

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

Spell Attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Inferno Spells.

Flame Recovery

At 2nd Level the flames you wield are not just for mindless destruction but also for giving you the energy you need to survive at your desperate moments. When you reach 0 hit points and don't die outright you are instead dropped to 1 hit point. You cant take any attack actions until you reach a natural fire such as a torch or campfire. When you reach one, you regain 1d4 hit points. You must complete a long rest before you can use this feature again.

Font Of Fire

At 3rd level you gain a deeper understanding of fire, You now can speak, read and write Primordial (Ignan). You also gain Advantage on saving throws from fire based attacks, such as dodging A Red Dragons fire breath.

Ability Score Increase

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

Extra Attack

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

Flaming Aura

The flames of old now surround your body bolstering you and your allies. At 6th level you have a 10ft aura that surrounds you, it grants you and your allies resistance to fire damage.

Melting Point

At 14th Level, Your flames are unlike others flames whenever a creature(s) would take fire damage from you you treat immunity as resistance and resistance as normal.

Inferno Origin

The time has come for you to answer the dragons call, believed to be the masters and teacher of the flame dragons have honed their magic in such a way mere mortals can only describe as an inferno. Your time spent learning how produce flames have come to an end being found worthy of this ancient magic and how will you use this magic will you harness and control it or let it burst wildly.

Blue Inferno Dragon Of Incineration

When the worlds where first being made there was a collision of 7 blue suns that gave birth to a dragon who wields a blue flames named Ulthar. Many see that this fire burns hotter than anything else. Ulthar has been around for melenia, curious and protective he will stop at nothing to protect the things that he considers treasure. Ulhar also posesses an ancient scroll which contains the secret knowledge of how to make flames that melt rocks in seconds, completely destroy entire forests, and evaporate oceans.

Blue Dragon Calling

At 1st level the call of Ulthar the Blue Dragon of Incineration burned into your mind grating you fire magic.When interacting with fire you can add Charisma bonus to the roll in addition all your fire based attacks and spells deal extra damage equal to your Charisma bonus and profincy bonus.also all your fire turns blue in color.

Burning Mind

Ulthar keeps your mind safe by blocking it with magical fire. At 6th level, whenever a creature attempts to take control of your mind use telepathy or see into your mind they fail and take 2d6 fire damage.

Burning Flames

Ulthar shows you how to turn up the heat so that no armor can withstand them. You ignore a creatures resistance to fire damage whenever you attack it with a fire damage spell or attack.

Intense Incineration

At 18th level Ulthar shows you his ancient scroll: while reading your body burns all over,your feels as if it is stuck on the sun. When you use a Fire point you explode with fire each time creatures 10 feet around you take 10d6 fire damage.also you can spend 1 fire point to have any damaging spell deal an extra 1d10 fire damage.also creature no longer have resistance to your flames when they are fully submerged underwater.

Red Inferno Dragon of Disintegration

The Red Dragon of Disintegration is said to be the only rival to his clutch mate. He's more ruthless, more deadly, and, if I may, way more intense.He is ruthless and wants to burn bright and get Ulthars scroll of infinite fire always determined nothing will stop him from achieving his goals.His name is Dalnar

Red Dragon Calling

At 1st level the call of the red dragon roars out your name. When you attack with fire you add double your profincy bonus to your attack roll and damage roll.

Additionally, when you get hit you can use your reaction to release a torrent of flames towards your attacker. You use 1 fire point to release this torrent of fire, the creature must make a dexterity saving throw. It takes 2d8 fire damage on a failed save. or half as much damage on a successful one. You can use more fire points to add an extra d8 of fire damage, for example if you use 3 fire points, the damage is 4d8 fire damage.

Empowered Flames

At 6th level Dalnar has gifted you with a great power At 6th level you can use 1 flame point to cover any weapon you are holding with fire that weapon now deal an additional 2d6 fire damage and sheds bright light for 10 feet and and dim light for 10ft.

Burn Bright

At 14th level Dalnar has show you to burn brighter than ever. Whenever you use a fire point you shed bright light in a 30ft raduis for one minute.

Destructive Disintegration

At 18th level fire inside of you became so strong that ignores resistances of creatures. If they have immunity it changes in resistance, except fire creatures, such as a Fire Elemental or a Red Dragon. Also any creature or object you destroy with fire damage turns to dust.

Multiclassing


Prerequisites. To qualify for multiclassing into the Inferno class, you must meet these prerequisites: Dexterity 13 Charisma 13

Proficiencies. When you multiclass into the Inferno class, you gain the following proficiencies: simple weapons


Back to Main Page 5e Homebrew Classes

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