Remove these ads. Join the Worldbuilders Guild

Fire Oracle


Hit Points

Hit Dice: d8 per Fire Oracle level
Hit Points at first Level: 1D8 (or 5) + your constitution modifier
Hit Points at Higher Levels: 1D8 (or 5) + your constitution modifier

Proficiences

Armor: Light, medium
Weapons: Simple Weapons, Martial Weapons,light crossbows
Tools: None
Saving Throws: Wis,Cha
Skills: Choose any 2 skills

Overview & Creation

A descendant of a spellcaster of immense power from a time long forgotten, an immeasurable stream of magical energy surges through your being. A power such as this is not bestowed upon just anyone, however. A power of this magnitude is meant for something more, something.... Greater. This boundless magical prowess may just be the key to saving this realm from damnation.


Class Features

Power over Fire   As an oracle of fire, you can create and shape fire to your whim. You are able to cast the control flames cantrip at will, and can ignore the duration of said cantrip. As an action, you can hurl a ball of fire towards an enemy within 30 ft of you, dealing 1D8 damage on a hit. This damage increases to 2D8 at 6th level, and 3D8 at 11th level.   Fiery Ambition   Your fiery will inspires resolve in others. As a bonus action, you can insipre an ally within 60 ft of you that can see or hear you, and they gain a +2 to their next attack roll.   Fiery Rage   Beginning at 2nd level, as a bonus action, you can channel the fiery powers within you, and attack a second time as part of your normal action. This second attack has disadvantage on the attack roll.   Flaming Aura   At 3rd level, as a free action, you can envelop yourself in a fiery aura. Any creature that begins its turn within 5ft of you must make a dex saving throw against you spell save DC. They take 2D6 damage on a fail, and half as much on a success.   Ability Score Improvement   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.   Fire Absorption   Beginning at 5th level, you begin to understand fire on a spiritual level. When you are hit with an attack that causes you to take fire damage, you can instead choose to regain hit points half of the damage you would have initially recieved, rounded down. You can only use this feature once per long rest. This increases to twice per long rest at level 10, and three times at level 15.   Wings of a Phoenix   At 7th level, you gain a flying speed of 30 ft as a pair of fiery wings sprouts from your back on command. As a bonus action, you can flap these wings at a creature within 10 ft of you. This creature must make a DEX saving throw against your spell save DC or be pushed back 10 feet.   Eternal Flame   At 13th level, your flame burns hotter and brighter than ever. When you make an attack that causes fire damage, you can treat immunity as resistance, or resistance as a normal attack. In addition, you gain resistance to fire damage.   Erupting magma   At 17th level, your mastery of fire has grown to such levels, that you can command the magma within the planet itself. Choose one creature you can see, and expend one spell slot. That creature must make a DEX saving throw against your spell save DC. This creature takes 1D6 fire damage x the level of spell slot expended on a fail, half as much on a success.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   • A family Heirloom that serves as your arcane focus.   • (a) Leather armor and any martial weapon (b) Studded leather armor   • (a) A light crossbow and 20 bolts or (b) any simple weapon   • (a) An explorer's pack, or (b) a dungeoneer's pack


Spellcasting

Cantrips   You know two cantrips of your choice from the Fire Oracle spell list. You learn additional Fire Oracle cantrips of your choice at higher levels, as shown in the cantrips known column of the Fire Oracle table.   Spell Slots   The Fire Oracle Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of that spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell cure wounds and have a 1st level and 2nd level spell slot available, you can cast cure wounds using either slot.   Spells known of a 1st level or higher   You know four 1st-level spells of your choice from the Fire Oracle spell list. The Spells Known column of the Fire Oracle table shows when you learn more Fire Oracle spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Fire Oracle spells you know and replace it with another spell from the Fire Oracle spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability   Wisdom is your spell casting ability for your Fire Oracle Spells. Your magic comes from an ancestor long ago, one with unimaginable power. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Fire Oracle spell you cast and when making an attack roll with one.  

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting   You can cast any Fire Oracle spell you know as a ritual if that spell has the ritual tag.   Spellcasting Focus   You can use any family heirloom or item associated with your ancestors as a spellcasting focus for your Fire Oracle Spells.


Created by

Zelew1.

Statblock Type

Class Features

Link/Embed