Silent Flame (5e Class)

Silent Flame

A flame is silently sealed inside of an object. Completely undetectable, silently waiting, until it suddenly bursts forward in a flash burning all nearby.

Creating a silent flame

How did you learn to seal flames? Is it something you learned from a master? An innate ability? A racial trait? Do you take pride in your trade? Do you hide it like a treasured secret?

Quick Build

You can make a silent flame quickly by following these suggestions. First, Charisma or Dexterity should be your highest ability score, depending on whether you wish to use melee or ranged attacks, followed by Constitution, and then Charisma. Second, choose the Soldier background. Third, choose light or medium armor, along with a choice favoured weapon.

Class Features

As a Silent Flame you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Athletics, Acrobatics, Deception, Intimidation, or Perception.

Equipment

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

  • (a) two simple weapons or (b) a melee simple weapon and a shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Silent Flame

LevelProficiency
Bonus
FeaturesFlame DamageFlame ChargesMax Explosion Range
1st+2Flame Charges1d435ft
2nd+2Kindle The Flame1d435ft
3rd+2Seal Attack1d4310ft
4th+2Ability Score Improvement1d4410ft
5th+3Double Seal1d6410ft
6th+3Kindle The Flame1d6410ft
7th+3Quick Seal1d6510ft
8th+3Ability Score Improvement1d6515ft
9th+4Death Flame1d6515ft
10th+4Kindle The Flame1d6615ft
11th+4Extra Action1d8615ft
12th+4Ability Score Improvement1d8615ft
13th+5Flame Gaze1d8720ft
14th+5Kindle The Flame1d8720ft
15th+5Triple Seal1d8720ft
16th+5Ability Score Improvement1d8820ft
17th+6Flame Armor1d10820ft
18th+6Kindle The Flame1d10825ft
19th+6Ability Score Improvement1d10925ft
20th+6Ash Skeleton1d10925ft

Flame Charges

Starting at 1st level, you can seal flame charges within objects. The amount of maximum concurrently active charges is specified in the class feature table.

With an action, you can seal a flame charge within an object or creature that you are physically touching. The process of sealing a flame is discreet and does not make any noise, if the target is a creature, it will be unaware that a flame charge has been sealed inside it.

As a free action, you can detonate any sealed flame charges.

Upon losing consciousness for any reason, all sealed charges dissipate.

A flame charge detonates in an area dealing the damage specified in the class feature table. If a creature is not touching the sealed object but is within the specified area, they may roll a dexterity saving throw (8 + proficiency + charisma modifier) to take half damage. If multiple flame charges are detonated within 5ft of each other, they will deal bonus damage according to the chart below.


Flame Charge Bonus Damage
ChargesBonus Damage
11
24
39
416
525
636
749
864
981

Kindle The Flame

At 2nd, 6th, 14th and 18th levels they will strengthen their flames and be empowered which will allow you to pick your subclass between the Eternal Flame, [Insert subclass] and [Insert subclass].

Seal Attack

Starting at 3rd level, you can choose to seal a flame charge in an opponent following a successful attack. You must make this decision prior to making the attack.


Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, the raw power and potential of your character grow. 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.


Double Seal

Starting at 5th level, you can place 2 heat charges instead of one as an action or attack.


Quick Seal

Starting at 7th level, you can place a heat charge on anything you touch as a bonus action.


Death Flame

Starting at 9th level, when you touch a creature that has died in the past 10 minutes you can extract a heat charge from the creature.

The heat charge will deal damage equal to the Creature's CR*4. This charge can be placed at any point in the future. If the creature is a fire or infernal type it will also deal an additional 5 damage. If the creature is a cold or water type it will deal 5 less damage.


Extra Action

Starting at 11th level, you become extremely quick and coordinated, being capable of performing additional actions in combat. On your turn, you can take two actions, instead of one.

You can't take the same action twice on the same turn.


Flame Gaze

Starting at 13th level, your control over flames extends to even your sight. As an action, you can seal two flame charges in any object you can see provided you can pass a DC 15 Charisma check.


Triple Seal

Starting at 15th level, the flames flow even easier from your body into others. You can now place 3 heat charges instead of two as an action or attack.

Flame Armor

Starting at 17th level, the flames will defend you on their own. If you are hit by any melee attack, you will automatically apply two heat charges to the attacker.


Ash Skeleton

Starting at 20th level, the flames will reanimate those they have burned.

Once per long rest you can raise an ashy skeleton of a creature slain by your flames as an action.

This skeleton will serve you and follow any command to the best of its ability, but it cannot speak.

This ash skeleton has half the HP of the creature you raised but shares its stats and abilities.

The ash skeleton will disintegrate on its own after a day.

Once a creature has been raised, it cannot be raised again.


The Eternal Flame

The flames of this user burn forever, never-ending but unknown to the beginning of it... but one thing that is known is that it can engulf you forever.

Harnesser Of The Flame

At 2nd level, the user learns that the flame is inside them, allowing them to add their proficiency bonus to their charges which causes them to have a separate damage chart:

Flame Charge Bonus Damage
ChargesBonus Damage
11
22
34
46
510
614
718
822
925
1031
1139
1241
1353
1467
1575
1684
1792
18100

Flicker of Flame

At level 6, you gain the ability to dissipate and reappear in a different area when a creature attacks you and hits you, you can use a flame charge to disappear and reappear behind the attacker if you can make a DEX saving throw (DC equals the attackers roll to hit) if you use this too much (equal to your con modifier rounded up) you will start to suffer a level of exhaustion every time after the max uses you can do.

In addition to this, you gain resistance to fire damage (If you are already resistant you gain immunity to fire damage)

Vessel Of The Flame

At 10th level, you gain more control over your flames allowing you to add to your flame charges equal to half your Charisma modifier.

Firey Form

At level 14, You now can fuel the rage of the eternal flame that is inside you, control it and even become it and turn into a manifestation of flame.

As an action, you can use an amount of flame charges, the amount you use equals one turn e.g. If you use 10 charges then you have 10 turns of this transformation

The transformation sets you ablaze and lets you explode yourself as a bomb like you normally do with your charges

Multiclassing

Prerequisites. To qualify for multiclassing into the silent flame class, you must meet these prerequisites: Strength or Dexterity 13, Charisma 13.

Proficiencies. When you multiclass into the silent flame class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons



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