Spellfire Wielder (5e Class)
Class is difficult to parse, abilities are not ordered according to the level they're gained, makes this class very difficult to read
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- 1 Spellfire Wielder
- 2 Class Features
- 2.1 Hit Points
- 2.2 Proficiencies
- 2.3 Equipment
- 2.4 Basic Spellfire
- 2.4.1 Spellfire Control
- 2.4.2 Increased Storage
- 2.4.3 Drain Charged Item
- 2.4.4 Greater Charged Item Drain
- 2.4.5 Greater Charged Item Drain Ranged
- 2.4.6 Drain Permanent Item
- 2.4.7 Greater permanent item drain Ranged
- 2.4.8 Spell slot restore
- 2.4.9 Spell slot restore ranged
- 2.4.10 Spell copy>
- 2.4.11 Spellfire Burst
- 2.4.12 Spellfire purge
- 2.4.13 Spellfire Reserve
- 2.4.14 Haste
- 2.4.15 Rapid Blast
- 2.4.16 Spellfire Sight
- 2.4.17 Improved Healing
- 2.4.18 Superior Healing
- 2.4.19 Supreme Healing
- 2.4.20 Ranged Healing
- 2.4.21 Ability Score Increase
- 2.4.22 Crown of Fire
- 2.4.23 Crown of Fire Redux
- 2.4.24 Deflect Arrows
- 2.4.25 Flight
- 2.4.26 Improved Flight
- 2.4.27 Superior Flight
- 2.4.28 Maelstrom of Fire
- 2.4.29 Spell Fire Regen
- 3 Spellfire Paths
- 3.1 Arcane-Divine Spellfire
- 3.2 Cantrips at 10th
- 3.3 Cantrips at 11th
- 3.4 1st level at 12th
- 3.5 1st level at 13th
- 3.6 2nd level at 14th
- 3.7 2nd level at 15th
- 3.8 3rd level at 16th
- 3.9 3rd level at 17th
- 3.10 4th level at 18th
- 3.11 4th level at 19th
- 3.12 5th level at 20th
- 3.13 Meta Spellfire
- 3.14 Create Whirl Flames at 10th
- 3.15 Drain life at 11th
- 3.16 Linked Whirl flame at 12th
- 3.17 Improved Drain life at 13th
- 3.18 Spellfire Flash at 14th
- 3.19 Improved link at 15th
- 3.20 Spell Boost 16th
- 3.21 Teleport at 17th
- 3.22 Improved teleport at 18th
- 3.23 meteor swarms at 19th
- 3.24 Spellfire Elemental at 20th
Creating a Spellfire Wielder
The amount of magic that a spellfire-wielder's body can absorb and contain, expressed in spell levels, is limited by his or her Constitution score. A spell that is cast in the normal way or triggered through the use of a scroll or a magical item represents a number of spell levels equal to the spell itself. Each 'plus' of a magical weapon and any single ability of other types of magical items counts as 1 spell level (or more, if the ability is unusually potent). Charges stored in devices represent 1 spell level each, all of which are transferred if the item comes into contact with the wielder. Magical effects produced by creatures can be absorbed; a dragon's breath weapon, for instance, represents a number of spell levels equal to the dragon's Hit Dice.
A spellfire-wielder's body can hold up to 10 times the person's Constitution score in spell levels. However, if the number of spell levels stored is in excess of half that amount (Constitution x 5), certain risks and penalties come into play:
(Con x 5) + 1 through Con x 6: The wielder can feel the energy within her (or his) body, and her eyes glow slightly. Any physical contact with the wielder by a living being, a magical item, or a spell effect causes 1d6 spell levels to be released at the being or thing touching the wielder, with each level causing 1d6 points of damage. Once per day, the wielder must make a Constitution check(DC 10). Failure means that the wielder suffers 1d6 points of damage as 1 spell level of energy is expended.
(Con x 6) + 1 through Con x 7: The wielder's skin tingles, and her eyes glow brightly. A touch (as above) causes 2d6 spell levels to be released. The wielder must make a Constitution check once per hour(DC 15), with the same consequences for failure as described above.
(Con x 7) + 1 through Con x 8: The skin of the wielder glows faintly, and her eyes shine brightly enough to be noticed in full daylight. The wielder can feel a burning sensation within her body. A touch causes 3d6 spell levels to be released, and the wielder must make a Constitution check once per turn(DC 15).
(Con x 8) + 1 through Con x 9: The wielder's entire body glows, and her eyes are as bright as lanterns. The wielder is in pain, and must make a Constitution check to take any action other than randomly releasing spellfire energy. A touch causes 4d6 spell levels to be released, and the wielder must make a Constitution check once per round(DC 15).
(Con x 9) + 1 through Con x 10: The body glows brightly and gives off heat that can be felt 30 feet away. The wielder must make a Constitution check with a -2 penalty to take any action other than randomly releasing spellfire energy. A touch causes 5d6 spell levels to be released, and the wielder must make three Constitution checks per round(DC 15).
As a Spellfire Wielder, you gain the following class features.
Hit Dice: 1d6 per Spellfire Wielder level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Spellfire Wielder level after first
Armor: Light Armor
Weapons: Simple Weapons
Tools: choose one Artisan’s tools or Disguise kit
Saving Throws: Constitution, Charisma
Skills: Choose three from Stealth, Arcana, Perception, Survival, Deception.
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 artisan tool or (b) an disguise kit
- (a) a Explorer’s pack or (b) a dungeoneer’s pack
- Leather armor, any simple weapon, and two daggers
The Spellfire Wielder
|1st||+2||Basic Spellfire,+1 spell cast lvl|
|2nd||+2||Improved healing, Spellfire sight, Spellfire control, Drain charged item,+1 spell cast lvl|
|3rd||+2||Immune to fire ,increased storage 1, +1 spell cast lvl, spell fire regen|
|4th||+2||Ability Score Improvement, Rapid blast 2, Spellfire purge, +1 spell cast lvl|
|5th||+3||Drain permanent item, increased storage 2, +1 spell cast lvl|
|6th||+3||Flight, superior Healing, +1 spell cast lvl|
|7th||+3||Deflect Arrows, increased storage 3, +1 spell cast lvl|
|8th||+3||Ability Score Improvement, Rapid blast 3 ,Supreme healing, +1 spell cast lvl|
|9th||+4||Crown of fire increased storage 4, +1 spell cast lvl|
|10th||+4||Maelstrom of fire, Improved Flight, +1 spell cast lvl|
|11th||+4||Greater charged item drain , Spell slot/charge restore,+1 spell cast lvl|
|12th||+4||Ability Score Improvement, Ranged healing , Superior Flight +1 spell cast lvl|
|13th||+5||Haste, Greater charged item drain ranged 10ft, +1 spell cast lvl|
|14th||+5||Bonus feat , Spell slot/charge restore ranged +1 spell cast lvl|
|15th||+5||Greater permanent item drain 10ft, spell copy, +1 spell cast lvl|
|16th||+5||Ability Score Improvement, Greater charged item drain ranged 20ft, +1 spell cast lvl|
|17th||+6||Spellfire reserve, Crown of Fire redux , +1 spell cast lvl|
|18th||+6||Bonus feat, Greater permanent item drain 20ft, +1 spell cast lvl|
|19th||+6||Ability Score Improvement, Greater charged item drain ranged 30ft, +1 spell cast lvl|
|20th||+6||Spellfire burst, Greater permanent item drain 30ft,+1 spell cast lvl|
The wielder cannot precisely control the amount of spellfire released. Each time energy is expended, the number of spell levels the wielder intends to use is modified by 1d4-2 (rolled by the DM), but cannot be less than 1 or more than the wielder's Constitution score in any event. Only one blast per round is possible, and this can be fired in a straight line only. All charges and abilities of magical items touched to the wielder are absorbed completely, whether or not the wielder wishes it so. In any round, a spellfire-wielder can release, under control, a number of spell levels equal to her Constitution score. Any use that requires less than a full spell level of energy (such as lighting a candle) still counts as 1 level expended. Energy expended as destructive blasts, with intent to harm, causes 1d6 points of damage per spell level, If it is used to heal, each level expended restores 2 hit points lost to injury, up to the recipient's normal maximum hit points. Range 400 ft
The character can control how many spell levels she releases as destructive blasts. Further, she can now bend, turn, or angle the blast in any way she desires. Magical items are absorbed only when the wielder wills it. An attack roll only must be made whenever a destructive blast is unleashed at any target more than 10 feet distant. Effects using less than 1 full spell level are now possible. Can detect an item has magic by touch
The Wielder's capacity for storing Spellfire energy levels is INCREASED BY X NUMBER LISTED so the fist increase would change the table where negative effects start to occur from 5x+1 to 6x to 6x+1 to 7x and change last group from 9x+1 to 10x to 10x+1 to 11x.
Drain Charged Item
As a standard action, a Spellfire Wielder can drain a single charge from a touched charged item (including single-use items such as potions and scrolls), converting the energy into a single stored Spellfire energy level. A fully drained item has no magical properties (a potion becomes water, a scroll becomes blank paper). Only one feature of a multiple-use charged item (such as a scroll with several spells) can be drained per round. A creature gets to make a wisdom save (DC 10 + 1/2 Spellfire Wielder level + Spellfire Wielder's Cha modifier) to prevent one of its held or carried items from being drained.
Greater Charged Item Drain
A Spellfire Wielder can drain a number of charges from a touched charged item (including single-use items such as potions or scrolls) and convert that energy into stored Spellfire energy levels. She can also drain a number of charges equal to her Charisma bonus + 1 (minimum 1), but she can't drain more charges than the item has remaining (Each spell on a scroll counts as 1 charge.) A fully drained item has no magical properties—a potion becomes water, and a scroll become blank paper. A creature holding or carrying such an item may attempt a Will save (DC 10 + 1/2 Spellfire Wielder level + Spellfire Wielder's Cha modifier) to prevent the item from being drained
Greater Charged Item Drain Ranged
as above by range attack instead of touch range 10 ft plus 10 ft at 18th and 20th level.
Drain Permanent Item
a Spellfire Wielder can drain power from permanent magic items by range as a standard action. An item that creates a spell effect (such as boots of speed) loses that function for 24 hours, and the Spellfire Wielder gains Spellfire energy levels equal to the item's caster level. A creature holding or carrying such an item may attempt a Will save (DC 10 + 1/2 Spellfire Wielder level + Spellfire Wielder's Cha modifier) to prevent the item from being drained. If all of an item's permanent abilities are drained, it is still a magic item for the purpose of making saving throws when damaged, and so on.
Greater permanent item drain Ranged
as above by range attack instead of touch range 10 ft plus 10 ft at 18th and 20th lvl
Spell slot restore
Can restore spell slots oneself or another by touch up to the person CON bouns(min 1)or add 1 charge to an item if the item still has charges available
Spell slot restore ranged
as above range 20 ft
Spellfire user can chose to attempt to copy a spell being cast on a successful Charisma check. DC 15 plus spells lvl.
The Spellfire Wielder can substitute a Spellfire burst for a normal Spellfire blast. The range remains the same, but instead of requiring a touch attack, the Spellfire energy explodes in a 10-foot radius burst at the target point, dealing appropriate damage to all creatures in the area. Each affected creature may attempt a Dex check to halve the damage. The character can substitute burst for as many blasts as she would normally fire in a round.
A Spellfire wielder can purge his or her own body of diseases, parasites (including molds and other external creatures), paralysis and petrification alterations, and all other magical effects that alter his or her body from its normal state by releasing 4 spell levels of Spellfire internally. This causes wracking pain, and the wielder can do nothing else in the two rounds this process takes. It also deals the Spellfire wielder 4d6 points of damage, but it purges the body completely. Charms, tracers, and geas magic's are also be destroyed, even if the Spellfire wielder is unaware of their existence.
The Spellfire Wielder learns how to store Spellfire energy levels in deep reserve. These energy levels don't count as part of her normal storage capacity, but they also can't be used to power Spellfire effects without first calling them out of reserve. Spellfire energy levels in reserve don't detect as magical, so a spellfire Wielder's true nature cannot be determined by detecting them. Placing any number of stored Spellfire energy levels in reserve requires a full-round action, as does calling any number out of reserve into normal storage capacity. The Spellfire Wielder can hold a number of Spellfire energy levels to her level plus her Constitution in reserve.
User can expend Spellfire energy levels to accelerate her actions, just as if she had cast haste on herself. She must decide how many levels to spend upon activation of the ability. Each Spellfire energy level she spends allows her to function as though affected by a haste spell for 1 round, and she sparkles with light while this ability is in effect.
the Spellfire Wielder can release two blasts of Spellfire as a standard action. This increases to three blasts per standard action at 8th level. Each blast after the first suffers a cumulative —2 penalty to attack rolls (—0 for the first blast, —2 for the second, and —4 for the third).
user expends 1 spell fire level eyes glow and user can Arcane Sight as spell
This restores 1d4+1 hit points per Spellfire energy level expended (rather than the normal 2 points per spellfire energy level).
This restores 1d6+1 hit points per Spellfire energy level expended
This restores 1d8+1 hit points per Spellfire energy level expended
The Spellfire Wielder can release stored Spellfire energy levels to heal at a range of up to 25 feet +5 feet per two caster levels. Using this ability requires a successful ranged touch attack. The amount of healing is normal for the character
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.
Crown of Fire
By expending 10 spellfire energy levels, a Wielder can manifest the Crown of Fire, which appears as a halo of spellfire around her head and provides light equal to a daylight spell. The crown of fire gives her damage reduction 10/+1 and automatically melts all non-magical weapons that strike her (after inflicting damage, if any). The crown of fire grants the Wielder spell resistance. Maintaining the crown of fire requires expending 10 spellfire energy levels each round, which can be done as a Bounus action. The crown of fire does not interfere with the Wielder's actions, including using other spellfire abilities. a crown of fire can also be created by the willing sacrifice of a personal life energy to the Spellfire user. this type of crown of fire lasts one round per level given.
Crown of Fire Redux
cost is now 5 instead of 10 per round
The Wielder gains the ability to deflect/destroy, although rather than using a hand, a single Spellfire energy level is expended each round to knock the arrows away. If the Wielder has no Spellfire energy levels available, she cannot use this ability. wielder can defelct as many Arrows as they have levels of the Spellfire class.
The Wielder can expend spellfire energy levels to fly as the spell. Each spellfire energy level expended allows the Wielder to fly for 1 minute. The flying Wielder leaves a visible trail of light that fades after 1 round.
As above but each spellfire energy level expended allows the Wielder to fly for 5 minutes.
As above but each spellfire energy level expended allows the Wielder to fly for 10 minutes.
Maelstrom of Fire
The Wielder can release Spellfire energy in all directions as a 20-foot-radius spread, dealing 1d6 damage per spellfire energy level expended to all creatures in the area
Spell Fire Regen
The Wielder can absorb energy from the world to replenish the Spellfire pool of the Wielder. The amount the user can absorb is the user Constitution and Charisma bonus combined(double that in high magic area like wild magic area, fairy circle or mythic). This can be done once per day at no cost. The user can try to absorb more the once per day but must make a Constitution check(DC 10) to do so (-2 for each extra attempt). If the check is failed the user can no longer attempt to draw power for the day. There is a 10% chance (cumulative for each attempt). on the failure that a tear opens up in the weave. while drawing in power no dex or action/movement allowed for the round.
At 10th level the Spellfire Wielder can choose between the following paths:
Cantrips at 10th
Spellfire user gains the use 1 Cantrip plus Charisma bonus. These can be from any spell the Spellfire user has absorbed. These Cantrips can be cast as long as the spell fire user has at least 1 level of Spellfire left.
Cantrips at 11th
Spellfire user gains additional Cantrips equal to Charisma bonus. Cantrips can be changed out after a long rest.
1st level at 12th
Gains 1 1st level spell plus Charisma bonus. These can be from any spell the Spellfire user has absorbed. Each level of Spellfire used to cast spell counts as a spell slot(minimum of 1 needed)
1st level at 13th
Spellfire user gains additional 1st level spells equal to Charisma bonus. 1st spells can be changed out after a long rest.
2nd level at 14th
Gains 1 2nd level spell plus Charisma bonus. These can be from any spell the Spellfire user has absorbed. Each level of Spellfire used to cast spell counts as a spell slot(minimum of 2 needed)
2nd level at 15th
Spellfire user gains additional 2nd level spells equal to Charisma bonus. 2nd spells can be changed out after a long rest
3rd level at 16th
Gains 1 3rd level spell plus Charisma bonus. These can be from any spell the Spellfire user has absorbed. Each level of Spellfire used to cast spell counts as a spell slot(minimum of 3 needed)
3rd level at 17th
Spellfire user gains additional 3rd level spells equal to Charisma bonus. 3rd spells can be changed out after a long rest
4th level at 18th
Gains 1 4th level spell plus Charisma bonus. These can be from any spell the Spellfire user has absorbed. Each level of Spellfire used to cast spell counts as a spell slot (minimum of 5 needed)
4th level at 19th
Spellfire user gains additional 4th level spells equal to Charisma bonus. 4th spells can be changed out after a long rest
5th level at 20th
Gains 1 5th level spell plus Charisma bonus. These can be from any spell the Spellfire user has absorbed. Each level of Spellfire used to cast spell counts as a spell slot(minimum of 5 needed)
Create Whirl Flames at 10th
These spinning balls of flame as big as the casters head remain behind (lasting 1 day per spellfire level of their creator or until all its Spellfire is released.) after the wielder has left the area or even the plane. this time can be extend anytime the creator comes into contact with it. Whirl flames can drain any magic that comes into contact with them or release Spellfire at any thing that contacts them. Whirl flames that come into contact with magic absorbs it as a Spellfire user and adds it to the total amount of energy stored. A person who comes into contact with a whirl flame is hit by 1d4+1 levels of Spellfire that deal 1d6 per level. At this level the created whirl flame is stationary and can not be moved. Nonliving objects do not cause a whirl flame to discharge but will melt or burn up the object. Spellfire never creates smoke when it melts things, but smoke can be produce from flammable objects that it sets alight but does not entirely consume. the creator of the whirl flame can reabsorb when in contact with the whirl flame regain any levels of Spellfire it has left. A whirl flame can be set with up to 2 tasks when it is created. A task can be to give of heat to warm the room or to be hot enough to cook food but not discharge, or discharge all at once when someone contacts it. A wielder can have one whirl flame plus Charisma bonus in existence at a time.
Drain life at 11th
The Spellfire wielder is able to drain life energy from living creatures by direct touch. A successful attack roll is required, and a saving throw is allowed to withstand the draining attempt; if it fails, the Spellfire wielder takes away one experience level or Hit Die from the being, and gains 10 spell levels of Spellfire energy. If an opponent is killed this way a 4 round crown of fire begins. Note that using this ability on a being that is not freely consenting to donate life energy may be an evil act in many circumstances. user gains 1 additional whirl flame able to be in existence.
Linked Whirl flame at 12th
The wielder can create whirl flames that are linked to the creator. A linked Whril flame can be set so that magical energy drained by a whirl flame can be instantly transferred into the Spellfire wielder as stored Spellfire energy. The Spellfire wielder can now will a linked whirl fire to move up to 10ft a round
Improved Drain life at 13th
An attack roll is still required, but victims (unless themselves able to employ Spellfire) are not allowed a saving throw to prevent the draining. User gains 1 additional whirl flame able to be in existence.
Spellfire Flash at 14th
The Spellfire wielder can alter the light intensity of Spellfire from almost invisible (87% undetectable in darkness and 97% undetectable under average sunlit conditions) to blinding. (con save to prevent its effect when used on or near creatures that see by means of eyes). Creatures get a saving throw to end this blinding effect at the end of every day. Also, creatures that use gaze attacks such as basilisks, and beholders, lose the use of these eye-related powers for the same length of time as they are blinded. Creatures may be cured of this blindness by a cure blindness or deafness, heal, or regenerate spell.
A spellfire wielder gains the ability to control energy transferred from remotely located whirlflames, so that she or he can call on them at will or store energy to them remotely. linked Whril flames will last forever unless discharged completely or drained by the caster. linked whirl flames now draw 1d3 spellfire levels from the weave daily(double if in aa high magic zone) user gains 1 additional whirl flame able to be in existence.
Spell Boost 16th
a wielder gains the power to boost spells that the wielder casts or if in contact with a spell caster. Duration can be extended by 1d3 timeframe of spell per spell level of Spellfire and damage can be augmented by one die(that is determined by the spell) per spellfire spell level. No other activity can be undertaken while this spellfire use is being performed.
Teleport at 17th
a spellfire user willing to do nothing else during the round can also choose to teleport without error to the vicinity of any one of his or her linked whirlflames at a cost of four spell levels of spellfire energy. user gains 1 additional whirl flame able to be in existence.
Improved teleport at 18th
A spellfire wielder becomes able to take along other creatures when teleporting , which must still be to linked whirl flame. All creatures touching the wielder are transported along with all worn or carried items at a cost of four spell energy levels per being. If this cost exceeds the spellfire wielders stored energy, a randomly chosen being is left behind.
meteor swarms at 19th
The wielder gains the ability to create meteor swarms by means of spellfire discharge. Each swarm costs nine spell levels. user gains 1 additional whirl flame able to be in existence.
Spellfire Elemental at 20th
Spellfire wielder can transform into a Spellfire elemental, user must use at least 15 Spellfire levels to transform. when user transforms the power of the weave is unleashed the user gains a fire form as a fire elemental, 50 temp hp and the effects of a crown of fire. all magical items within 5 feet of elemental are completely drained(not including the items the Spellfire user was wearing or holding. the user also has an unlimited Spellfire pool the amount of Spellfire that can be unleash per round is still limited by the users constitution. the transformation lasts for 10 round plus the users con and cha bonus. at the end of the time the user is left completely drained of Spellfire levels(not counting those in whirl flames or held in reserve)and unable to use Spellfire until a short rest has been completed
|Class||Spellfire Wielder +|
|Features||Create Whirl Flames at 10th +, Drain life at 11th +, Linked Whirl flame at 12th +, Improved Drain life at 13th +, Spellfire Flash at 14th +, Improved link at 15th +, Spell Boost 16th +, Teleport at 17th +, Improved teleport at 18th +, meteor swarms at 19th +, Spellfire Elemental at 20th +, Cantrips at 10th +, Cantrips at 11th +, 1st level at 12th +, 1st level at 13th +, 2nd level at 14th +, 2nd level at 15th +, 3rd level at 16th +, 3rd level at 17th +, 4th level at 18th +, 4th level at 19th + and 5th level at 20th +|
|Hit Die||1d6 +|
|Identifier||5e Class +|
|Save||Constitution + and Charisma +|
|Skill||Stealth +, Arcana +, Perception +, Survival + and Deception +|
|Title||Spellfire Wielder +|