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Clasew /
Scourge
(snippets of the class in action, in character) (brief paragraph describing the class) section Adescribing the source section Bfluff and relation to abilities
Hit Die: d8 Hit points at 1st level: 8 + Constitution score
Hit points each level beyond 1st: 5 + constitution modifier
Proficiencies: Armor: Unarmored Defense (Charisma)
Weapons: Axes, Clubs, Daggers
Saving Throws: Constitution, Dexterity
Skills: Choose two of: Acrobatics, Athletics, Arcana, Insight, Intimidation, Medicine
Tools: none
Starting Equipment:
Creating a ScourgeExample Build:
Arts: Charisma is your attribute for using arts and determining their saving throws. You may learn pyromancies and invocations of any color. Gather Flame: You learn the produce flame pyromancy if you have not already. You may have two additional flames, or flame effects, active from this art at 1st level, three additional flames at 7th level, and four additional flames at 15th level. Power of Flame: You may add your charisma modifier to damage dealt with pyromancies. In addition, you learn one flame power, which you may use when casting a pyromancy. Flame powers require you to consume one of the flames created by your produce flame pyromancy, or take temporary hit point burn up to a maximum your proficiency bonus, to add additional effects or change some aspect of the cast pyromancy. You learn one additional flame power at 2nd level, and another every 3 levels afterward. Burn Health: Beginning at 2nd level, you may take temporary hit point burn to break the normal limits of augmenting your pyromancy. When casting a pyromancy, you may choose to take 1d6 points of true damage to increase the effective FP you spent on that casting by +1 (possibly exceeding your maximum FP limit) for the purposes of augmenting that art. When you reach 4th level, you may instead choose to increase the amount of true damage you suffer by +1d6 to also increase the effective FP spent by +1, and again at 8th, 12th, 16th, and 20th levels. Desperate Inspiration: Beginning at 3rd level, you gain 1 desperate inspiration die whenever you complete a short rest, the first time after a long rest your hit points become less than 3/4ths your normal maximum, and again when it reaches 1/2 and 1/4th your normal maximum (temporary hit point burn counts for reaching these thresholds), and whenever you roll a 6 on a d6 when you use your Burn Health ability. At 13th level, you gain an additional desperate inspiration die upon completing a short rest. You lose any unused desperate inspiration dice whenever you complete a long rest. At 3rd level, your inspiration die is a d4, becoming a d6 at 10th level, and a d8 at 18th level. You may use the inspiration die from desperate inspiration in the following ways.
Flame Powers[gets 7, so needs 12~15; Each has a basic, weak, effect, plus an additional effect for burning HP] Ashen Cloud
When creating or expending a flame, you may create a cloud of obscuring ash in a 5ft radius of yourself or one target of the effect. This cloud provides soft cover against ranged attacks and persists for a number of rounds equal to your proficiency bonus. Burn: By taking any hit point burn when activating this flame power, you may cause it to deal fire damage to any creature that remains in its cloud (you may choose to exclude creatures of your choice when creating the cloud); a creature that starts its turn in the cloud or moves into it on the first time on their turn takes fire damage equal to your proficiency bonus. For every 2 points of temporary hit point burn you take when activating this flame power, the cloud's radius increases by +5 feet. Burning Pyre
By expending an additional flame when casting a pyromancy, you may cause all creatures affected by it to be ignited (1d6) for 1 round. If the pyromancy already causes ignite, then the damage of the ignite is increased by +1d6 for 1 round. Branding Flames
As a reaction when a creature saves against one of your pyromancies that inflicts Ignite (or condition that replaces Ignite), you may spend a flame to mark that creature. This mark lasts for 1 hour or until expended. Burn: As a reaction, you may take temporary hit point burn to force any number of creatures of your choice Branded by this flame power to suffer a penalty to an attack roll, saving throw, or skill check. This penalty is equal to the amount of hit point burn you suffer. You may use this ability after the roll has been made, potentially turning a success into a failure. Once a brand has been activated in this way, the creature suffers fire damage equal to your proficiency bonus and the brand is expended. Eager Flames
By expending an additional flame when casting a pyromancy, you may reroll a number of damage dice of that pyromancy equal to your proficiency bonus, treating any roll of a 1 or 2 as a 3 instead. Embers to Ashes
You may expend a flame as a reaction to reduce the ignite damage a single creature or object (up to one 10 foot cube in volume) takes. You reduce the number of dice of damage the ignite deals by an amount of dice equal to your proficiency bonus. If this reduces the damage dice to 0, the ignite effect ends. Embers to Flames
You may expend a flame as a reaction when a creature suffers ignite damage to increase that damage taken by +1d6, to a maximum total number of ignite damage dice equal to your proficiency bonus. This additional ignite damage persists for the duration of the original ignite. Burn: For every 3 points of temporary hit point burn you take when activating this flame power, you increase the ignite damage by +1d6, and the maximum total number of ignite damage dice for this ability is increased by +2. Fan the Flames
By expending a flame as a reaction when you ignite a creature or when a creature takes damage from being ignited, you may also deal damage to a creature or object adjacent to it for the same damage, and ignite it for the same duration, but reducing the damage dice by 1 (to a minimum of 0). A successful dexterity saving throw negates this additional ignite. Fickle Flames
By expending an additional flame when casting a pyromancy, you may exclude a number of creatures from the effect of that pyromancy equal to your charisma modifier (minimum 1). Knowledge of Death
You learn one red or black necromancy from the circles you have available. These necromancy arts count as pyromancies for purposes of your class abilities. You may take this flame power up to 3 times. Knowledge of Flames
You learn one additional pyromancy from the circles you have available. You may take this flame power up to 3 times. Life from Fire
You may use your charisma modifier in place of your constitution modifier to determine your hit points, constitution saving throws, and the amount of HP you recover when spending health dice. Burn: You may take temporary hit point burn as a move action, gaining 5 temporary hit points per point of burn you suffer. Pyroclastic Bouquet
By expending an additional flame when casting a pyromancy, you are surrounded by a swirl of power for a number of rounds equal to the number of FP spent on that pyromancy. Creatures within 5 feet of you that attack you take fire damage (or damage of the same type as the pyromancy you cast if it did not deal fire damage) equal to your focus die. Scouring Flame
By expending an additional flame when casting a pyromancy, you may convert an amount of the damage it deals into true damage, up to a maximum of your level. Secret of Flame
Select one pyromancy you know. You increase the FP maximum for purposes of augmenting its abilities by +1. Burn: You may turn 2 points of temporary hit point burn from your Burn Health ability into full HP burn to pay for this additional increase, and increase the FP limit and payment by +1 for each additional 2 points converted. You may convert a maximum number of temporary hit point burn this way equal to your proficiency bonus for each casting. KindlingYou are kindling of flame, dedicating yourself to burn with purpose. Blackflame Kindlingblackflame subclass; Blasty and doubles down on the risky nature of the class. Blackflame deals bonus damage against Corrupted creatures and the Dark. Applies blackflame to even non-mutable pyromancies. 3rd
Empower Flames. (move action to boost the damage of your flames? 6th
Blackflame. You learn the blackflame pyromancy. Any ignite you inflict is half radiant damage, half true instead of fire damage. 9th
14th
20th
Dancing Kindling3rd
Bonus Proficiencies. You gain proficiency in Performance, or expertise if you already possessed it. You also gain proficiency in Polearms and Whips, and may use the weapon masteries for these weapons. 6th
Extra Attack. Whenever you take the attack action, you may attack twice. You may step or move in between these attacks, but you still expend the action to do so, if any. 9th
Extra Dance. You learn an additional Dance from the Dancer class. 14th
Extra Dance. You learn an additional Dance from the Dancer class. 20th
Natural Body. (see carniphage) Storm's Kindlinglightning and thunder subclass; can convert pyromancy damage to lighting and deals bonus thunder damage with flame. Long-range focused, can ignore stormy conditions and gains bonuses in them. 3rd
Levin Spear. You learn the Levin Spear pyromancy if you have not already; otherwise learn one of the following pyromancies Branding Iron, Fire Lash, Inner Fire, Searing Rebuke.
6th
Levin Quiver. You learn the Levin Quiver pyromancy, and create 1 additional levin bolt when using its base ability to create multiple levin bolts. 9th
I am the Storm. As a standard action, you may discoporate into a storm cloud. Your size increases by 1 step, and creatures may freely move through your spaces and you may freely move through the spaces of other creatures, as well as gaps of up to 1 inch wide. Creatures are in your space gain the soaked condition, which lasts for as long as they are in your space and 3 rounds afterward. While in this state, you gain the benefit of levin sparks for free and without spending any FP (treat this art as if you spent the maximum amount of FP on it); you may also use howling wind as a swift action, and while in this state you may push affected creatures in any direction instead of the usual limitation. This state lasts for 1 minute, and you may use this ability twice at 9th level, three times at 13th level, and four times at 17th level, regaining all expended uses upon completing a long rest. 14th
20th
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