Pyrokinetic, 3rd Generation (5e Class)

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Pyrokinetics


Introduction

Pyrokinetics are powerful fire users, often mistaken for pyromancers or fire mages. Awoken by the Great Flames, pyrokinetics channel their inner fire externally, using it in combat. Many believe these powers to have been awoken in certain individuals by the deity Sol. A pyrokinetic externalises their flame around certain body parts, be it mouth, hands, arms, feet, etc. and uses their ability to heighten the power of their attacks. However, as the fire is not inherently magical, it consumes oxygen from its user, a drawback that can be eliminated through training and perfection.

Creating a Pyrokinetic

When creating a pyrokinetic, you need to consider what major events or choices your character has experienced or made that has awakened your pyrokinesis? Was it a curse put on you for failing to repay a debt? Was it your rage that awakened your pyrokinesis after seeing your family murdered? Were you born with it? Think of creative ways that your character's backstory involves the awakening of your pyrokinesis.

Quick Build

You can make a Pyrokinetic quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Soldier background background. Third, choose A light to medium armour type, at discretion of the DM.

Class Features

As a Pyrokinetic you gain the following class features.

Hit Points

Hit Dice: 1d12 per Pyrokinetic level
Hit Points at 1st Level: 1d12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Pyrokinetic level after 1st

Proficiencies

Armor: Light and Medium armour
Weapons: Martial weapons
Tools: Smith's tools
Saving Throws: Dexterity and Strength
Skills: Athletics, Acrobatics and Survival

Equipment

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

  • (a) Commoner's clothes or (b) Smith's clothes or (c) Fancy clothes
  • (a) Explorer's pack or (b) Smith's tools or (c) Simple weapon
  • (a) Holy item representing Sol or (b) Survival kit
  • If you are using starting wealth, you have 10 x 1d4 GP in funds.

Table: The Pyrokinetic

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Ignition
2nd+2Flame Within2
3rd+2For Whom the Flame Burns3
4th+2Ability Score Improvement, Fire Sense3
5th+3Ignition Boost42
6th+3Ashes thou wert and art42
7th+3Flaming Flurry43
8th+3Ability Score Improvement, May thy soul43
9th+4Ignition Boost, Fire Sense Boost432
10th+4Toru432
11th+4433
12th+4Ability Score Improvement433
13th+5Flaming Defence4331
14th+5Severed Universe/Lightspeed4331
15th+5Second Generation Pyrokinesis4332
16th+5Ability Score Improvement, Seering Potential4332
17th+6Ignition Boost, Fire Sense Boost43331
18th+6Spontaneous Human Combustion43331
19th+6Ability Score Improvement, Great Flame of Fire43332
20th+6Látom43332

Ignition

At the 1st level, your pyrokinetic powers awaken. You are able to channel your flame through any preferred appendage so it may be used in combat, i.e. legs or even mouth.

When using pyrokinesis, your melee attacks do 2d6 fire damage. Without pyrokinesis, your melee attacks do 1d6 bludgeoning damage. When using your pryokinesis, you risk draining all of your body's oxygen and overheating, burning yourself. When you start combat, you have 1d6 +1 turns in combat before you overheat and lose your oxygen. If you overheat, your likelihood of overheating next round in combat is at a disadvantage, starting at a -2, and gaining -1 every extra encounter you engage in before taking a long rest.

Flame Within

When using your pyrokinesis from your arms or legs, you gain the ability to fly. Your flying speed is, at this level, the same as your walking speed. This is due to your lack of experience in using pyrokinesis as a means of travel. When travelling a distance of x km/miles (whatever measurement system is being used), you risk expending your oxygen and overheating your body. To find out how far you can travel at a given time, roll 1d6 +2. Going over this distance limit means you will overheat and must take a long rest before using it to travel again or fight.

For Whom the Flame Burns

Your internal flame flows more freely throughout your body. On magical and non-magical fire attacks you take half damage.

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 Sense

<!-Class feature game rule information->


Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

Firebolt, Produce Flame, Burning Hands

3rd Level

Continuous Flame, Flaming Sphere, Flame Blade, Scorching Ray

5th Level

Fireball, Flame Arrows

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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