Infernal Flames (Fire Force Supplement)

Infernal Flame

Known also as the First Generation of fire users as the flames overcome your body. You are connected to Adolla through your flames being constantly pursued by Fire Soldiers

Note:

 Damage Dice Progression: When a feature says you increase the damage dice of an attack by 1 step or tier, it means it follows some variation of the following progression. 1>1d4>1d6>1d8>1d10>1d12>2d6>2d8>2d10>2d12>4d6>4d8>4d10>4d12>8d6>8d8>8d10>8d12… and so on, whereupon reaching d6s again the dice count doubles.

Creating an Infernal

Quick Build

You can make a Infernal Flame quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Charisma or Dexterity. Second, choose either the background.

Class Features

As a Infernal Flame you gain the following class features.

Hit Points

Hit Dice: 1d10 per Infernal Flame level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Infernal Flame level after 1st

Proficiencies

Armor: None
Weapons: Unarmed Attacks, 2 simple weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, Perception, Intimidation, Survival.

Equipment

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

  • (a) Dungeoneer’s pack or (b) Explorer’s pack
  • If you are using starting wealth, you have 5d4x5 in funds.

Table: The Infernal Flame

LevelProficiency
Bonus
FeaturesFlame ChargesMartial Arts
1st+2Path of Control, Unarmored Defence4 + con-
2nd+2Flaming Manoeuvres6 + con-
3rd+2Path of Control feature, Martial Arts8 + con1d4
4th+2Ability Score Improvement10 + con1d4
5th+3Extra Attack12 + con1d4
6th+3Path of Control feature14 + con1d6
7th+3Resistant16 + con1d6
8th+3Ability Score Improvement18 + con1d6
9th+4Link to Adolla20 + con1d8
10th+4Path of Control feature22 + con1d8
11th+424 + con1d8
12th+4Ability Score Improvement26 + con1d8
13th+5The Living Flame28 + con1d10
14th+5Path of Control feature30 + con1d10
15th+5Ability Score Improvement32 + con1d10
16th+5Ability Score Improvement34 + con1d10
17th+6Extra Attack(2)36 + con1d12
18th+6Ability Score Improvement38 + con1d12
19th+6Ability Score Improvement40 + con1d12
20th+6Path of Control feature42 + con1d12

Path of Control

Starting at 1st level, you realise how to manipulate your constantly producing flames. Path of Control are unique flames produced from your link to adolla. Infernals awaken their abilities upon creation. You must choose one Way of Flame, all detailed under Path of Control. Your choice grants you features at 1st, and again at 3rd, 6th, 10th, 14th and 20th level.

Flame Charges

Your formation has allowed you to use up your flames. Your access to this energy is represented by a number of Flame Charge points. You have a number of Flame charges equal to twice your Infernal Flame level + your Constitution modifier, as shown in the Flame Charge column of the Infernal Flame table. You can spend these points to fuel various of your Infernal Flame class features, including your attacks, which are the features you gain from your Path of Control.

When you spend Flame Charges, it becomes unavailable until you finish a long rest, at the end of which all Flame Charges spent returns to you.

Some Flame Charge applications require its target to make a saving throw to resist the application's effect. The saving throw DC is calculated as follows:

Flame Charge save DC = 8 + your Constitution modifier + your Charisma modifier.
Flame Charge attack roll = your Constitution modifier + your Charisma modifier.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Flaming Maneuverers

At 2nd level you can move your body by using your flames through your ashen body. These are such as:

Flaming Burst

You can spend 3 FC to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled until the end of your turn.

Flaming Attacks

Immediately after taking the Attack action on your turn, you can spend 3 FC to perform two unarmed strikes as a bonus action.

Martial Arts

Beginning at 3rd level you obtain the ability to deal more damage with unarmed attacks as shown in the Infernal Flame table. At level 14, you can change the damage type to fire.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th 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.

You may also ignore this increase to instead gain a Feats.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 17th level

Resistant

At 7th level, your strength as an Infernal allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

Brawn - Strength

Evasion - Dexterity

Endurance - Constitution

Discernment - Intelligence

Intuition - Wisdom

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.

At 9th level, your link to adolla deepens giving you knowledge of the weaknesses and resistances of the other infernals you come across.

The Living Flame

At 13th level, your flame of life stokes your move allowing you to put double the amount of FC into your moves to add an extra 2 damage dice.

Path of Control

Infernal Sound

The Ability to Attack and stun with screaming shouts.

Calling Shout

Starting at first level, you can use 2 FC to release a shout in a 10ft range around you causing all creatures in range to make a wisdom saving throw upon a failure they take 2d4 fire damage and are paralysed for 3 turns, upon a success they take half damage and are not paralysed. The effected targets can make the save at the start of each turn.

Spirit Summon
Spirit Summon
Spirit Summon
Spirit Summon
Call to Adolla

Fire Force Variant Rules

Fanmade Path of Control

Some times people do not wish to play with the normal fire (but why would you play with fire?), and want to inovate. These Ways of Flames have been created from the ground up, and are not official to the anime. They will be listed at Fanmade Manifestations.

Flame Charge Exhaustion

Inexperienced Infernals tend to have low reserves of Flame Charges, which leads to them spending more than their body can handle. You may spend more Flame Charges than you can handle, for example, you have 20 Flame Charges and spend 22, making you go to -2 Flame Charges. Whenever you reach 0 or less Flame Charges, you gain one level of exhaustion and cannot spend or regain anymore Fire Charges until you have at least 1 Flame Charges, unless it is by taking a rest. By expending all your flame charges you also increase your chance of losing yourself to your doppelgänger, you must make a d4 throw where if you roll a 1 you go berserk for 1 minute or until you succeed a dc 18 wisdom save that you make at the start of each turn where your berserk version can use any ability without worrying about cost only caring about cooldowns obtained after it turns beserk.

Momentum Feats

When an infernal develops they may refine their flames or awaken to new abilities. This rule serves as an alternative ways to get feats, meaning you just need to do certain acts on the campaign to unlock them.

Extension Techniques

This rule extends a hand of creativity towards both players and their DMs regarding Path of Control.

Based on a Infernal Flame Path of Control, abilities and self-image, they are capable of creating Extension Techniques which further the efficiency of this Path of Control. A character can only have a total number of Extension Techniques equal to their proficiency bonus. Players can discuss with their DMs when creating an Extension Techniques to determine their features and how many Flame Charges they should cost.

Multiclassing

Prerequisites. To qualify for multiclassing into the Infernal Flame moving levels into other Infernal Flame Paths of Control, you must meet these prerequisites: 14 Constitution.


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