Difference between revisions of "Flamesmith (3.5e Alternate Class Feature)"

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The core of the concept is picking up Thundersmith and changing the flavor to be using fire instead. I like the balance and flavor of the original class better, but see no reason to keep other energy types away from this kind of concept, so this will be an attempt at reflavoring the class with fire.
 
The core of the concept is picking up Thundersmith and changing the flavor to be using fire instead. I like the balance and flavor of the original class better, but see no reason to keep other energy types away from this kind of concept, so this will be an attempt at reflavoring the class with fire.
  
'''{{Anchor|Flaming Blows}}''' (previously ''Thunderblows'') '''{{Su}}:''' Choose one of [[SRD:Intelligence|Intelligence]], [[SRD:Wisdom|Wisdom]], [[SRD:Charisma|Charisma]] when you gain this feature. You can add the chosen modifier plus your [[SRD:Constitution|Constitution]] modifier as fire damage to any of your attacks.  
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'''{{Anchor|Flaming Blows}}''' (previously ''Thunderblows'') '''{{Su}}:''' You can add your [[SRD:Constitution|Constitution]] modifier as fire damage to any of your attacks.  
  
'''{{Anchor|Firesurge}}''' (previously ''Stormsurge'') '''{{Su}}:''' Whenever you deal energy damage (with a magic weapon, spell, spell-like ability...) you may choose the damage type to be fire instead. The caster level for spells and spell-like abilities you use that deal fire damage is increased by 2.
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'''{{Anchor|Firesurge}}''' (previously ''Stormsurge'') '''{{Su}}:''' Whenever you deal energy damage (fire, cold, electricity, acid, sonic) you may choose the damage type to be fire instead. The caster level for spells and spell-like abilities you use that deal fire damage is increased by 2.
  
'''{{Anchor|Resistance to Fire}}''' (previously ''Resistance to Electricity'') '''{{Ex}}:''' At level 2 you gain [[SRD:Resistance to Energy|resistance to fire]] 5.
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'''{{Anchor|Resistance to Fire}}''' (previously ''Resistance to Electricity'') '''{{Ex}}:''' At level 2 you gain [[SRD:Resistance to Energy|resistance to fire]] 5. At level 5 this gets improved into [[SRD:Resistance to Energy|resistance to fire]] 10.
  
 
'''{{Anchor|Heat Endurance}}''' (previously ''Stormwalk'') '''{{Ex}}:''' You gain +2 to saving throws against fire effects, you can exist in temperatures of up to 160F (70C) without having to make Fortitude checks and your protection against heat is level 3. You qualify for any features that require the Heat Endurance or Improved Heat Endurance feats.
 
'''{{Anchor|Heat Endurance}}''' (previously ''Stormwalk'') '''{{Ex}}:''' You gain +2 to saving throws against fire effects, you can exist in temperatures of up to 160F (70C) without having to make Fortitude checks and your protection against heat is level 3. You qualify for any features that require the Heat Endurance or Improved Heat Endurance feats.
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At level 3 you are able to seep the power of truefire into items you craft. This allows you to:
 
At level 3 you are able to seep the power of truefire into items you craft. This allows you to:
* create wondrous items of less than 5000gp market price that require a spell with the Fire descriptor as if you had all the requirements for them, including the Craft Wondrous Item feat (you must still pay the costs).
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* create [[SRD:Wondrous Items|wondrous items]] and [[SRD:Specific Magic Weapons|specific magic weapons]] [[SRD:Specific Magic Armor|and armor]] of less than 5000gp market price that require a spell with the Fire descriptor as if you had all the requirements for them, including the [[SRD:Craft Wondrous Item|Craft Wondrous Item]] feat (you must still pay the costs).
* create ''fire-imbued'' weapons and armor. You can enhance any weapon or armor by crafting into it one of the following special abilities: Flaming, Ignan, Blurring, Displacement or Fire Resistance. This ability doesn't count towards the modified bonus for the item (doesn't count towards maximum number of enhancements nor the price of the next enhancements).  
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* create ''fire-imbued'' weapons and armor. You can enhance any weapon or armor by crafting into it one of the following special abilities: [[SRD:Flaming|Flaming]], base [[SRD:Fire Resistance|Fire Resistance]], Ignan<sup>[[Publication:Magic Item Compendium|MIC]]</sup>, Blurring<sup>[[Publication:Magic Item Compendium|MIC]]</sup>, Displacement<sup>[[Publication:Magic Item Compendium|MIC]]</sup>, Explosive<sup>[[Publication:Eberron Campaign Setting|ECS]]</sup>, Burning<sup>[[Publication:Complete Warrior|CW]]</sup>. This ability doesn't count towards the modified bonus for the item (doesn't count towards maximum number of enhancements nor the price of the next enhancements).
  
 
At level 5 you are able to make magic items out of truefire itself. This allows you to:
 
At level 5 you are able to make magic items out of truefire itself. This allows you to:
* create wondrous items and magic rings of any price that require a spell with the Fire descriptor as if you had all the requirements for them, including any crafting feats (you must still pay the costs).
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* create [[SRD:Wondrous Items|wondrous items]], [[SRD:Specific Magic Weapons|specific magic weapons]] [[SRD:Specific Magic Armor|and armor]] and [[SRD:Rings|magic rings]] of any price that require a spell with the Fire descriptor as if you had all the requirements for them, including any crafting feats (you must still pay the costs).
* create ''truefire weapons and armor''. Made out of the purest flames, these items are always magical (minimum +1 enhancement bonus) and have a +4 to confirm critical hit; they otherwise have the same stats as their usual steel/wood counterpart. You can enhance any ''truefire weapon or armor'' by crafting into it up to two of the following special abilities: Flaming, Ignan, Blurring, Displacement, Fire Resistance (including Greater and Improved), Energy Surge (only on flaming weapons), Flaming Burst, Energy Immunity (fire only), Energy Defense (fire only). These abilities don't count towards the modified bonus for the item (don't count towards maximum number of enhancements nor the price of the next enhancements).
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* create ''truefire weapons and armor''. Made out of the purest flames, these items are always magical (minimum +1 enhancement bonus) and have a +4 to confirm critical hit; they otherwise have the same stats as their usual steel/wood counterpart. You can enhance any ''truefire weapon or armor'' by crafting into it up to two of the following special abilities: [[SRD:Flaming|Flaming]], [[SRD:Fire Resistance|Fire Resistance]] (including Greater and Improved), [[SRD:Flaming Burst|Flaming Burst]], Ignan<sup>[[Publication:Magic Item Compendium|MIC]]</sup>, Blurring<sup>[[Publication:Magic Item Compendium|MIC]]</sup>, Displacement<sup>[[Publication:Magic Item Compendium|MIC]]</sup>, Energy Surge<sup>[[Publication:Magic Item Compendium|MIC]]</sup> (only on flaming weapons), Energy Immunity<sup>[[Publication:Magic Item Compendium|MIC]]</sup> (fire only), Energy Defense<sup>[[Publication:Magic Item Compendium|MIC]]</sup> (fire only), Explosive<sup>[[Publication:Eberron Campaign Setting|ECS]]</sup>, Burning<sup>[[Publication:Complete Warrior|CW]]</sup>. These abilities don't count towards the modified bonus for the item (don't count towards maximum number of enhancements nor the price of the next enhancements).
  
'''{{Anchor|Fueled by Fire}}''' (previously ''Fueled by Lightning'') '''{{Ex}}:''' Whenever you would be dealt fire damage (after failing any saving throws that might prevent such damage and after applying your resistances), you may instead attempt to absorb the damage. Roll a [[SRD:Concentration Skill|Concentration]] check: the result is the amount of damage you succesfully negate.
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'''{{Anchor|Fueled by Fire}}''' (previously ''Fueled by Lightning'') '''{{Ex}}:''' Whenever you are subject to an effect that would attempt to deal fire damage (before taking into account resistances and other defenses), you may choose to become charged by it. You get 1 charge for every 5 points of damage, and you can store a maximum of charges equal to 2 &times; [[SRD:Constitution|Constitution]] modifier. When you next make an effect that deals fire damage, you discharge completely dealing extra fire damage equal to the number of charges you had stored to the first creature struck. If you stay charged for three rounds without discharging, you naturally lose all charges.
After successfully negating damage in such a manner you become charged. Whenever you make an effect that deals fire damage, you may choose to discharge and deal an extra 1d6+Con fire damage to all creatures affected by the original effect. Even if you don't, you naturally discharge within 3 rounds of becoming charged.
 
  
  
 
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Latest revision as of 16:13, 28 April 2022

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Author: Eromythic (talk)
Date Created: 21-01-2022
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Flamesmith

Fire-flavoured Thundersmith

Class: Thundersmith

Prerequisites: None

Level: 1 to 5

Replaces: Electricity typed features.

Benefit: Fire typed features.


The core of the concept is picking up Thundersmith and changing the flavor to be using fire instead. I like the balance and flavor of the original class better, but see no reason to keep other energy types away from this kind of concept, so this will be an attempt at reflavoring the class with fire.

Flaming Blows (previously Thunderblows) (Su): You can add your Constitution modifier as fire damage to any of your attacks.

Firesurge (previously Stormsurge) (Su): Whenever you deal energy damage (fire, cold, electricity, acid, sonic) you may choose the damage type to be fire instead. The caster level for spells and spell-like abilities you use that deal fire damage is increased by 2.

Resistance to Fire (previously Resistance to Electricity) (Ex): At level 2 you gain resistance to fire 5. At level 5 this gets improved into resistance to fire 10.

Heat Endurance (previously Stormwalk) (Ex): You gain +2 to saving throws against fire effects, you can exist in temperatures of up to 160F (70C) without having to make Fortitude checks and your protection against heat is level 3. You qualify for any features that require the Heat Endurance or Improved Heat Endurance feats.

Truefire Forge (previously Lightning Forge) (Su): By using a magical forge powered by truefire, you enhance your crafting ability.

At level 3 you are able to seep the power of truefire into items you craft. This allows you to:

  • create wondrous items and specific magic weapons and armor of less than 5000gp market price that require a spell with the Fire descriptor as if you had all the requirements for them, including the Craft Wondrous Item feat (you must still pay the costs).
  • create fire-imbued weapons and armor. You can enhance any weapon or armor by crafting into it one of the following special abilities: Flaming, base Fire Resistance, IgnanMIC, BlurringMIC, DisplacementMIC, ExplosiveECS, BurningCW. This ability doesn't count towards the modified bonus for the item (doesn't count towards maximum number of enhancements nor the price of the next enhancements).

At level 5 you are able to make magic items out of truefire itself. This allows you to:

  • create wondrous items, specific magic weapons and armor and magic rings of any price that require a spell with the Fire descriptor as if you had all the requirements for them, including any crafting feats (you must still pay the costs).
  • create truefire weapons and armor. Made out of the purest flames, these items are always magical (minimum +1 enhancement bonus) and have a +4 to confirm critical hit; they otherwise have the same stats as their usual steel/wood counterpart. You can enhance any truefire weapon or armor by crafting into it up to two of the following special abilities: Flaming, Fire Resistance (including Greater and Improved), Flaming Burst, IgnanMIC, BlurringMIC, DisplacementMIC, Energy SurgeMIC (only on flaming weapons), Energy ImmunityMIC (fire only), Energy DefenseMIC (fire only), ExplosiveECS, BurningCW. These abilities don't count towards the modified bonus for the item (don't count towards maximum number of enhancements nor the price of the next enhancements).

Fueled by Fire (previously Fueled by Lightning) (Ex): Whenever you are subject to an effect that would attempt to deal fire damage (before taking into account resistances and other defenses), you may choose to become charged by it. You get 1 charge for every 5 points of damage, and you can store a maximum of charges equal to 2 × Constitution modifier. When you next make an effect that deals fire damage, you discharge completely dealing extra fire damage equal to the number of charges you had stored to the first creature struck. If you stay charged for three rounds without discharging, you naturally lose all charges.



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AuthorEromythic +
ClassThundersmith +
Identifier3.5e Alternate Class Feature +
Rated ByThe bluez in the dungeon +
RatingRating Pending +
SummaryFire-flavoured Thundersmith +
TitleFlamesmith +