Fer-Kut
Hit Points
Hit Dice: d4 per Fer-Kut level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Being born in Fer-Kut and worshipping him henceforth, you gain abilities from Fer-Kut himself as you grow stronger. As he is the God of Fire, his abilities are based around Fire.
Pious Spells gained by these abilities cannot be stopped or negatively affected by a normal spell.
Class Features
Level 2
You can always feel the heat within the world around you. Once per day, you can cast the
Pious Spell Adjust Temperature.You regain this ability after a long rest. At level 5, you regain this ability after a short rest.
Level 5
Your control over temperature develops directly into control over fire. Once per day, you can cast
Control Flames as a
Pious Spell . You regain this ability after a long rest. At level 8, you regain this ability after a Short Rest.
Level 8
You apply your fire control in a wider variety of situations. Once per day, when you or an ally hits an attack, you can roll
2d6 and add that number onto the damage as Fire damage. You regain this ability after a long rest. At level 11, you regain this ability after a short rest, and can do it twice.. At level 14, you can do this three times per short rest.
Level 11
Your understanding of fire goes beyond hurt. Once per day, when a target of your choice takes Fire damage, you can use your reaction to either half this damage or double it. You regain this ability after a long rest. At level 14, you regain this ability after a short rest.
Level 14
You are able to heat almost anything you want to a maximum. Once per day, you can use an action to choose to activate one of the following effects;
- You can cast Heat Metal as a Pious Spell
- Choose either a static item no larger than 5ft, or an area of water with a radius no larger than 30ft. This is heated to the point it burns to the touch, or boils/melts. Any creature who touches it takes 1d6 Fire damage.
- You can make the ground in a 5ft area extremely hot, like walking on coals. Any creature who starts their turn in that area, or moves into that area, must make a DC 15 Dexterity Saving Throw, or take 1d6+3 Fire damage.
This effect lasts 1 minute.
Level 17
Fire is always a good way to get out of trouble. Once per long rest, you can use your bonus action to cast
Fireball as a
Pious Spell. As it is created with Pious Energy, anyone from Fer-Kut takes no damage from this, and any of your allies have advantage on the saving throw.
Level 20
You and Fer-Kut are one. All of your previous Pious Features no longer require any kind of rest, and thus have unlimited uses. Also, once per day, you can directly contact Fer-Kut himself. If you are in Possession of Fer-Kut's Pious Weapon, you gain full control over it.