Phlog (5e Class)
Phlog
Barbarian Orc: "I fear no man. But that... thing... it scares me."
Goblin Ranger: "No, I... I ain't, I ain't talking about the freak. All right?"
Tiefling Rogue: "One shudders to imagine what inhuman thoughts lie behind that Weapon wielding Demon..."
Tiefling Rogue"... What dreams of chronic and sustained cruelty?"
The Phlogistinator is a mythical weapon forged from pure cruelty and menace turned into a flamethrower.
The wielders of these weapons are Usually called A Phlog with their name after this newly acquired Prefix.
These powerful menaces on the battlefield can work for both good and evil but are always feared all the same.
Creating a Phlog
When creating a Phlog you have to ask yourself a few questions. What got you interested in playing with fire? Are you okay with being a Demon? What made you reject your humanity. And pick up this weapon forged of cruelty? Do you seek pure firepower?
- Quick Build
You can make a Phlog quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma and lastly Constitution. Second, choose the Feared background.
Class Features
As a Phlog you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Phlog level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Phlog level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Light Hammer Warhammer Battleaxe Handaxe Greataxe
Tools: Tinderbox
Saving Throws: Strength Charisma
Skills: Choose 2 from Insight Intimidation Arcana Perception Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- The Phlogistinator
- Tinderbox, Oil, and 10 torches
Level | Proficiency Bonus | Features | Mmmph Points | Phlog damage | Afterburn damage |
---|---|---|---|---|---|
1st | +2 | The Phlogistinator | -- | 1d4 | 1 |
2nd | +2 | Mmmph Points | 4 | 1d4 | 1 |
3rd | +2 | Fire Strategies, Hidden Flame, Pocket Demon | 6 | 1d4 | 2 |
4th | +2 | Ability Score Improvement, ability score improvement | 8 | 1d4 | 2 |
5th | +3 | Fire Starter | 10 | 1d6 | 1d4 |
6th | +3 | Backburner, 2 | 12 | 1d6 | 1d4 |
7th | +3 | Phlog Gun | 14 | 1d6 | 1d4 |
8th | +3 | Ability Score Improvement, ability score improvement | 16 | 1d6 | 1d4 |
9th | +4 | More Mmmph features | 18 | 1d6 | 1d6 |
10th | +4 | Fire and retreat, 3 | 20 | 1d6 | 1d6 |
11th | +4 | PowerJack | 22 | 1d8 | 1d6 |
12th | +4 | Ability Score Improvement, ability score improvement | 24 | 1d8 | 1d6 |
13th | +5 | IT'S NAPALM TIME | 26 | 1d8 | 1d6 |
14th | +5 | Master Arsonist, 4 | 28 | 1d8 | 1d6 |
15th | +5 | Thermal Thruster | 30 | 1d8 | 1d8 |
16th | +5 | Ability Score Improvement, ability score improvement | 32 | 1d8 | 1d8 |
17th | +6 | Third Degree | 34 | 1d10 | 1d8 |
18th | +6 | Armageddon | 36 | 1d10 | 1d8 |
19th | +6 | Ability Score Improvement, ability score improvement | 38 | 1d10 | 1d8 |
20th | +6 | THE TRUE FIRE GOD | 40 | 1d10 | 1d8 |
The Phlogistinator
At first level, you gain access to the mythical flamethrower called the Phlogistinator. This weapon bonds to you and only you are able to wield it. And You can summon it with a 1-minute ritual. It's also almost indestructible not being able to be destroyed while you are wielding it. and only being able to be destroyed by a 9th level radiant spell when you are not wielding it. This applies to any weapon made from the same material as well.
It feeds of your strength. And you have to use your Strength to control and aim with it. you are proficient with this weapon.
- Basic Attack
Is a ranged weapon attack with a 15 ft range able to attack one Creature at a time. It deals fire damage based on your level starting with 1d4 fire damage and is classified as a heavy, two-handed, weapon.
A creature which takes damage from The Phlogistinator takes the Afterburn damage shown on the chart in fire damage at the start of each of its turns, not stacking with itself. A creature can end this damage by using its action to make a DC Dexterity check equal to 8 + your proficiency bonus + your Charisma modifier to extinguish the flames or until it last 2 times your Charisma modifier in rounds. Additional hits from this weapon will restart the duration of the afterburn.
Mmmph Points
At second level you realise that the full potential of this weapon is untapped. You gain access to it by the guise of Mmmph Points. You can spend Mmmph Points in multiple ways, and get them back after a long rest and you gain back quarter of your points rounded up on a short rest or get Mmmph Points equal to your afterburn damage when you kill a creature. You can spend these points to fuel various Mmmph features. You start knowing three such features: WM1, Spray and Pray, Focus Flame. You can only use 1 Mmmph feature per attack unless specified otherwise.
Some of your Mmmph features require your target to make a saving throw The saving throw DC is calculated as follows:
Mmmph save DC = 8 + your proficiency bonus + your cha modifier
WM1. When you are about to make a normal single-target attack with a Phlogistinator, you can use 1 Mmmph point. to make your attack act in a 5-foot-wide 15 feet long line in front of you. penetrating any creature standing in that line dealing damage as normal.
Spray and Pray. When you are about to make a normal single-target attack with a Phlogistinator, you can spend 2 Mmmph points to, spray everything in a 15 ft. cone. Each creature in the area must succeed on a Dexterity saving throw or take the flamethrower's normal damage.
Focus Flame. When you are about to make a normal single-target attack with a Phlogistinator, you can spend 2 Mmmph points to focus down on that single target and deal double damage for that one attack, and the Afterburn DC gets +2 the DC effect does not stack
Fire Strategy
At 3rd level, you can choose a Strategy with your weapon. Choose between Lonewolf or Infernal Protection, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th level.
Ability Score Improvement
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.
Fire Starter
You are the master of fire and you can start it quickly When using a Phlog weapon a fire immunity becomes a fire resistance for the purpose of damage calculations. Using it to light a torch - or anything else with abundant, exposed fuel - takes a bonus action. And always have fuel for it. Lighting any other fire takes 1 action instead of 1 minute. Also, you can conceal a tinderbox on your person even if stripped naked. When growing an oil flask you can double the range and you are proficient with it. also, the additional fire damage is equal to your afterburn damage.
Phlog Gun
A Flare gun Made from the same powers that created the Phlogistinator the Phlog gun is a Powerful one-handed weapon that compliments the Phlogistinator Perfectly, it deals 1d4 fire damage with a range of 20/160.
A creature which takes damage from The Flare gun takes Afterburn Just as if it had been hit by the Phlogistinator. you also still get Mmmph Points equal to your afterburn damage when you kill a creature with this weapon. If fired in the air, it releases a brightly red-coloured flame that can be seen for up to 25 miles, depending on surrounding terrain and weather. A flare gun automatically ignites flammable items not on a creature or person when used as a weapon.
More Mmmph features
Flare God. When you are about to make a attack with your Phlog Gun, you can use 1 Mmmph point. To give yourself advantage on your attack roll and to double the range of your Plog Gun. This Mmmph feature is stackable with others.
Flare and Sting When you are about to make a attack with your Phlog Gun, you can use 1 Mmmph point. So that if your target is suffering from Afterburn your flare deals a critical hit if your attack hits This Mmmph feature is stackable with others.
It's quite the opposite. When you are about to make a normal single-target attack with a Phlogistinator and there is a creature behind you, you can use 1 Mmmph point. you can give yourself advantage on your attack roll and they need to make a Charisma Saving throw or be frightened for 2 turns.
PowerJack
A Powerful Warhammer Made from the same powers that created the Phlogistinator. it has the heavy property The perfect Utility weapon.
If you have the Powerjack in both of your hands you gain 15 movement speed.
And if you kill someone with this weapon you gain the damage that the killing blow did back as health.
If you take damage with you have the weapon in both of your hands you take your level in force damage this damage can not be avoided in any way.
IT'S NAPALM TIME
If you have double your maximum your Mmmph points you gain access to the dreaded technique NAPALM TIME. NAPALM TIME as an action You can spend all your Mmmph points, To start taunting your opponent for 1 round while screaming out ITS NAPALM TIME During this taunt, you become invulnerable to damage and knockback. but are unable to do anything other than taunting and you can't be healed. after the taunt, for 2 rounds all the damage you do with the Phlogistinator is critical however you do still need to roll to attack as normal. This Mmmph feature is stackable with others.
Thermal Thruster
As an action, you can spend 8 Mmmph points to make Demonic Wings appear from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet. While in this state you can lower any fall damage equal to your level and if you fall upon a creature they take the fall damage instead. also While in this state your afterburn damage is doubled and you gain a fire immunity.
Third Degree
If a creature you can see is healing through magical means you can use your reaction + 3 Mmmph points to snap your fingers to make a attack action to that creature from your current location if the attack hits they take afterburn damage as if they have been attacked by your Phlogistinator.
Armageddon
As an action, you can Spend 5 Phlog points make an illusion of a beautiful rainbow. Every creature within 30 ft of you that can see you must succeed on a Wisdom saving throw or be charmed by the sight of it. While charmed, the target is incapacitated If the charmed target is more than 5 ft. away from you, it must move on its turn toward you by the most direct non-harmful route. You can continue by spending 2 points to continue casting the illusion for 1 round. As a bonus action at any point while casting the Illusion you can break the illusion and create a gigantic explosion of flames for 10 feet around you. Every creature caught in the explosion must make a dexterity saving throw taking half if succeeding or taking damage equal to your normal Phlog damage times the number of points spent.
THE TRUE FIRE GOD
At this level you have because something even the gods fear. NAPALM TIME only costs half of your Total Mmmph Points. And while in NAPALM TIME all your attacks are with advantage. You are Permanently Immune to fire, you do not age anymore you do not need sleep anymore.
Fire Strategies
Lonewolf
After gaining some combat experience you realise that you are extremely powerful when you are at the right place at the right time.
With the right place being behind your opponent and right time being whenever they are doing something else. You fully realise that anyone would perform better in combat if their opponents did not realise that you were even there and were doing other things. And you plan to abuse the hell out of it.
- Hidden Flame
Your new strategy requires you to ambush people. at 3rd level. You become proficient in the stealth skill. If you are already proficient in the stealth skill, your gain Expertise.
- Backburner
Starting at 6th level, you are at your deadliest when you ambush your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
- Fire and retreat
Starting at 10th level, you are great at employing your Afterburn to finish the job for you. When you attack and hit a creature that is surprised your Afterburn damage dice against that character goes up one stage.
- Master Arsonist
Starting at 14th level, your fire is now hungry for more and spreads way more than any normal flame, When a creature has been suffering from Afterburn for a whole round any creature not suffering from Afterburn within 10 feet of that creature must make the Afterburn saving throw or start suffering from Afterburn as well.
Infernal Protection
You already have great power but you want to achieve more. But, you realise that to achieve greater things you must have some cooperation with someone or something. If you want to be on the frontlines dealing damage and destruction you need to be able to heal. Finding a companion you can depend on and who can do both for you. That's what you set out to gain.
- Pocket Demon
Your fearsome reputation and power you have acquired has made you as an attractive Partner for a Blut bringer demon. This demon will act like a familiar. and help you in any way it can. When in combat it will follow you around staying at 10 feet behind you if possible. unless told otherwise by you. Its main purpose is to help you. It will do so on its own. until you command it to do something specific.
On a long rest, the Plog may Spend 1 hit dice to let the Blut Bringer Demon regain all his innate spellcasting spells
Every 3 Phlog levels after 3rd, the demon gains an extra 3 maximum hitpoints.
And ever 2 ability score increases for the Phlog the Blut Bringer Demon gains 1
Blut Bringer Demon
Tiny fiend, the alignment is the same as the person who summoned it but chaotic. Armor Class 9
Damage Resistances Fire Innate Spellcasting. Blut Bringer Demon spellcasting ability is Intelligence (spell save DC 12). Blut Bringer Demon can innately cast the following spells, requiring no material components: At will: Guidance ACTIONSClaw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4) slashing damage.
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If the Blut bringer Demon is killed you can spend a week trying to summon it back roll a 1d20 + your persuasion modifier. on a 18 or more you succeed and you regain your Blut Bringer demon with all of its features.
- The Claw Saw
If The Blut Bringer Demon has healed a creature in combat he can score a critical hit on a lower roll based on how many uses of Healing Word he has used 20 - the number of healing words used If the Blut Bringer Demon hits an enemy using a critical hit he gains back 1 use of both Healing word and shield of faith.
- Bubble Resistance
When casting Shield of faith the Blut Bringer Demon can give the creature that he cast the shield on 1 resistance of its choice.
- Feuerladung
This Ability becomes available once the Blut Bringer Demon has healed The Phlog for double it's maximum hitpoints. It will use all its power to grant it's master the powers of a god, Making The Phlog, entirely invisible to all types of damage for 3 rounds. The Phlog is still capable of taking knockback and the affect temporary end if the Blutbringer demon and The Phlog are more then 10 feet away from each other and will permanently end after 3 rounds. Once this ability has been used it is unavailable for 3 days.
Multiclassing
Prerequisites. To qualify for multiclassing into the Phlog class is impossible you must have chosen this path or else it's unavailable forever.
Proficiencies. When you try multiclass into the Phlog class you realise it's impossible you must have chosen this path or else it's unavailable forever.
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