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Proficiencies Spellfire
Armor: None
Weapons: Simple You can harness the raw magic energy of the Weave,
Tools: None known as spellfire. Your access to this energy is
represented by a pool of spellfire points. The
Saving Throws: Constitution and Charisma maximum safe number of spellfire points you can
Skills: Choose two from Arcana, Deception, Insight, store is shown in the class table. Bodily Effects of
Intimidation, Persuasion and Religion Spellfire below details the effects of trying to store
more points than this. You start your adventure with
Shield of Fire
Drain Magic Starting at 3rd level, you can expend 3 spellfire points
Starting at 2nd level, you can absorb the magic of as an action to create a nimbus of spellfire around
lingering spells and magical effects such as yourself that grants you resistance to fire for one
Darkness, Cloudkill or Haste. While within 5' feet hour. Alternatively you can expend one spellfire
from such a spell, or a creature under the effects of point to gain immunity to the effects of
such a spell, you can use your action to immediately environmental heat for 24 hours.
end it. You gain a number of spellfire points equal to
the spell's level. If you had previously used your Ability Score Improvement
Absorb Magic feature to negate its effects on you,
When you reach 4th level, and again at 8th, 12th, 16th,
you gain half the points instead. (This can occur with
and 19th, you can increase one ability score of your
spells like Incendiary Cloud where you can negate
choice by 2, or you can increase two ability scores of
the effects on you when it's first cast and then
your choice by 1. As normal you can't increase an
attempt to absorb it on following turns). You can
ability score above 20 using this feature.
never gain more spellfire points from a spell than its
level this way. Abilities that are not spells should
give a number of spellfire points equal to the level of Extra Blast
a spell that closely resembles them as adjudicated by Beginning at 5th level, you can unleash two bolts of
the DM. spellfire per attack action against your enemies. The
total amount of spellfire points you can expend in a
Sense Magic round remains the same. At 11 th level you can
unleash three bolts per attack action.
Starting at 2nd level, you can sense the presence of
magic and see it around you. This feature allows you
to perceive magic as if you had cast Detect Magic and Drain Magic Item
can be used a number of times per day equal to Starting at 5th level, you gain the ability to absorb the
1+your Charisma modifier. When you finish a long energy of magic items to power yourself. When
rest you regain all expended uses. within 5' feet of a magic item you can use your action
to drain it. The item becomes non-functional for 24
Spellfire Path hours and you gain a number of spellfire points
depending on its power as shown in the table below:
At 3rd level, you choose a path that represents the
unique qualities of your gift and how you are
Rarity Non-Rechargeable Permanent Items
attempting to master it. Spellfire Channeler,
Weavetouched or Corrupted Wielder, all detailed at Common 1 4
the end of the class description. Your choice grants Uncommon 2 6
you features when you choose it at 3 rd and again at Rare 5 12
7th, 13th and 17th levels. Very Rare 11 16
Reaper of Magic
Starting 17th level, you can attempt, as an action, to
completely consume the magic of a living creature
adjacent to you, destroying its lifeforce in the process.
The target takes 12d10 necrotic damage, or half on a
successful Constitution save, and you gain a number of
spellfire points equal to its Hit Dice. Creatures with
innate magical abilities have disadvantage on the saving
throw and offer double the amount of spellfire points.
You cannot use this feature again until you have
completed a long rest.