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Spellfire Wielder

A Class for D&D 5th Edition

by Constantine Magkakis

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A Story of Spellfire
Right or wrong, legend holds that only one person in a fallacy, spellfire allows its wielder to perform many
all Faern is gifted with true spellfire at a time. Gossip fantastic deeds depending upon her skill, talent and
identifies that one person today as the lass Shandril the amount of magical energy she has within her at
Shessair, an orphaned kitchen-maid from a tavern in the time.
Highmoon of Deepingdale. In general spellfire can be used to absorb magical effects
it contacts, heal the wounded or create destructive blasts
Shandril has spellfire, yes, and a hundred mages
of fire, although the exact effects vary by circumstance
hound her for it, Zhentarim and Thayans and Cult of and user. Talented wielders are rumored to be able to
the Dragon and independents, slaughtering each release multiple blasts at once or even fly.
other in their ruthless pursuit of her power. Learn
this, if you heed nothing else in this book: Legends lie.
Spellfire and Magic
Mystra's Chosen wield lesser spellfire if they care to
call on it, and some among them command true Spellfire is affected by some spells and magic items, such
spellfire. as Dispel Magic or Rod of Absorption. A character with a
Rod of Absorption, or an item with similar capabilities,
A mage hiding in the Border Kingdoms possesses true can use her reaction to absorb a spellfire blast or a
spellfire, and a cruel and arrogant noble of Chessenta, damaging spellfire ray targeted at her. The rod gains a
and the wizard R- but I'm sure you grasp my point. number of charges equal to the spellfire points expended
In the early Sword Coast North, the ranger Haclam to power the effect. Similarly a creature can use
Sunderstone undoubtedly possessed spellfire. He stood Counterspell or ready an action to cast Dispel Magic on a
alone against an orc horde pouring south past the blast. The DC equals to 10 + the number of spellfire
points expended. Globe of Invulnerability can also stop
Coldwood - and turned them into smokes and scorch
spellfire blasts and damaging rays powered by up to five
scars.
spellfire points(or up to eight if cast using higher level
I could go on. So can anyone who cares to spend the slots). Such defensive spells, although useful, are not as
years in study at Candlekeep that I did before I chose efficient at stopping spellfire as they are at thwarting
to flee to this nameless backwater keep and cloak more streamlined magic.
myself in squalor and obscurity.
Why did I spend my fortune and my eyesight, and then Creating a Spellfire Wielder
steal away to here, to grow wizened and ugly and While creating a Spellfire Wielder you will probably
bent? face the same questions and dilemmas with a
Why? Well, because I have true spellfire too, of course. Sorcerer. How much do you know about your
Come looking for me, and I will blast you to dust, and power? Will you manage to control it or will it
then lay waste to all your descendants, ancestors, and control you? Did the power came to you by chance
the realm you came from, every last tree and stone of it. or for some lofty purpose? Most importantly though,
Why? Well, it's what I usually do. does the world know about the fire that burns inside
you? Will you try to hide it or unleash it without
Baerendtia Riverhand, restrain? When the world comes after you, for good
Sage of Sperndelzyon or ill, what will you do? Perhaps you will search for a
teacher to help you master your gift, maybe one will
present himself to you when you start to gather fame
or notoriety. Alternatively you can explore the limits
What is Spellfire? of your power alone or, with the help of the few
trusted companions you might have. You might use
Spellfire is refined, controlled, raw magic from the it to put an end to the schemes of evil sorcerers and
Weave. It can manifest as an all consuming blue- cruel kings. It is just as likely though, that you will
white radiance or as a font of sliver light and healing end up the wicked ruler yourself one day. Faerun is
energy. Normally mortals cannot use or shape raw an immense world, full of wonders, danger and
magic. Instead they manipulate the Weave as opportunity. You must now find your place in it.
described in page 206 of the PHB to produce the
desired effects. A rare few are born with ability to do
so. Once thought to be a gift bestowed only to a
single person at a time, although this is proven to be

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Equipment
Class Features You start with the following equipment in addition with
As a Spellfire Wielder you gain the following features. the equipment granted by your backround.
Hit Points (a) a light crossbow and 20 bolts or (b) any
simple weapon
Hit Dice: 1d6 per Spellfire Wielder level
Hit Points at 1st level: 6 + your Constitution modifier (a) a dungeoneer's pack or (b) an explorer's
Hit Points at higher levels: 1d6(4) + your Constitution pack
modifier per Spellfire Wielder level two daggers

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

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1d10 spellfire points plus twice your class level. Spellfire Blast
During the course of play you can gain spellfire You can use your Attack action to throw a bolt of
points in the following ways: blue-white fire at one enemy of your choice. A
spellfire blast deals 1d6 points of damage plus 1d6
You gain one spellfire point's worth of per spellfire point expended. Spellfire damage is half
energy every time you complete a long rest, fire damage and half force damage. A spellfire blast
from the residual magic in the environment has a normal range of 120 feet and a maximum
and exposure to the sun. In lightless range of 400 feet.
environments such as the wilderness of the
Underdark the time needed can double. In Healing Fire
magic rich environments, like the lair of a As an action you can touch a living creature (including
dragon, an ancient ruin protected by yourself) to heal it for 2 hit points per spellfire point
mithals, or if you remain in close proximity expended.
to a powerful artifact, the rate you gain
spellfire points increases to two points per
day. Absorb Magic
You can gain spellfire points by directly Whenever a creature casts a spell or uses an ability
absorbing magic cast at you as described in purely magical in nature that targets you or includes you
the Absorb Magic feature below. Later in its area of effect you can spend your reaction to
spellfire points can be gained by draining absorb it (Similar to a Rod of Absorption). A spell or
energy from magic items, lingering spells or ability absorbed this way has no effect on you. For each
even living creatures. spell absorbed this way you gain a number of spellfire
Finally a willing living creature can sacrifice points equal to its level. Area spells with a duration
its life to give you a number of spellfire greater than a single round offer half that amount
points equal to its Hit Dice. If the creature is instead(min one point). Abilities that are not spells give
a spellcaster or possesses strong innate a number of spellfire points equal to the level of a spell
magic you gain spellfire points equal to two that closely resembles them as adjudicated by the DM.
If an ability does not match the description of any spell
times its maximum Hit Dice.
it gives a number of spellfire points equal to the
creature's Hit Dice. Cantrip level magics are
You can expend spellfire points to fuel various
automatically absorbed but offer no spellfire points.
class features. You can spend a number of spellfire
points per round equal to your Constitution score.
Whenever you expend more points per round than Bodily Effects of Spellfire
your character level or your Constitution modifier, A Spellfire Wielder's capacity for spellfire energy is
whichever is higher, you suffer a level of exhaustion. determined by her Constitution score and her character
You start knowing two such features: Spellfire Blast level. As the number of spellfire points in the pool
and Healing Fire. You also begin in play with a third approaches or surpasses the maximum safe value, as
feature Absorb Magic, that you can use to gain determined by the class table, spellfire energy starts to
spellfire points and shield yourself from the Art. As become increasingly unstable.
you gain levels more features become available to From max spellfire points Constitution Score to max
you. spellfire points: The wielder's eyes glow brightly, and any
creature, magic item, or spell effect that touches the
Some of your spellfire features require your target character causes 1 spellfire point to be discharged as a
to make a saving throw to resist the feature's effects. harmless burst of light. Once per day, the character must
Others require you to make an attack roll using make a Constitution save (DC 10) or take 1d6 points of
spellfire. The saving throw DC and the attack roll damage as one of her spellfire points backfires.
are calculated as follows: From the above upper limit, up to max spellfire points +
Constitution score: As above, plus the wielder's skin glows
(shedding light as a candle), a touch releases 1d4 spellfire
Spellfire save DC = 8 + your proficiency bonus + your Charisma points as light, and the character must make the backfire
modifier Constitution check every hour.
Spellfire attack roll = your proficiency bonus + your Charisma From the above upper limit, up to max spellfire points +
modifier Constitution Score: As above except the character sheds
light equal to a torch, feels a burning sensation within her
body (disadvantage on skill checks) and must make the
backfire Constitution check every minute. A touch releases

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1d6 spellfire points as blinding light (Constitution save, Purify Body
DC 10 + number of spellfire points expended, on a fail
blinded for one round) against the wielder and all creatures Beginning at 3rd level, by turning the power of
within 5 feet of her. spellfire inwards you can purge your body of
Max Spellfire points + Constitution Score +1 and above: poisons and diseases that might ail you. As an action
As above except the character radiates a palpable (but non- you can expend a spellfire point to remove one
damaging) heat to a radius of 20 feet, is in pain disease or poison from your system. If more than
(disadvantage on skill checks and attack rolls), and must one is present at the time you purge one at random.
make the backfire Constitution check every round. A touch Each time you use this ability you suffer 1d6 points
releases 2d6 spellfire points as blinding light (Constitution of spellfire damage. At 7th level you can purge curses
save, DC 10 + number of spellfire points expended, on a
as if casting a Remove Curse spell on yourself by
fail blinded for one round) against the wielder and all
creatures within 5 feet of her. Finally the wielder is forced expending three spellfire points and taking 3d6
to use the Attack action, throwing Spellfire Blasts and points damage. At 10th level your ability to remove
expending her allowed maximum number of spellfire curses expands. You can now purge effects that
points, at random targets within 30 feet of her(which can reduce your hit point maximum or your stats, as well
be herself) in preference to any other action. effects that alter your physiology in any way.

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

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Legendary 15 20
Sentient - 30
Deflection
Beginning at 6th level, you can use small bolts of
Upon being drained non-rechargeable items lose 1/3 spellfire to knock missiles fired at you away. This
of their maximum charges(rounded-up). If this feature allows you to Deflect Missiles like a Monk of
reduces their total to zero charges they crumble to the same level would. You use your Charisma modifier
dust or become non-magical(follow the rules in the to calculate the amount of damage that is negated.
item's entry). Activating this feature costs one spellfire point and you
Rechargeable items lose all charges (follow their can never choose to catch a missile you successfully
entry's rules to replenish them once they reactivate). deflect.
Sentient items do no appreciate being drained and
might develop a deep hatred and/or fear for a Spellfire Flight
character that attempts to do so, especially if it is
done without their permission. At 10th level, you can use spellfire's awesome power to
Artifacts normally cannot be drained of their magic. propel yourself through the air. By expending three
The DM should decide the consequences and the spellfire points as an action you can fly as if under the
details of an attempt to do so. Draining an artifact effects of a Fly spell cast by you. For every minute after
should give a spellfire wielder 30 or more spellfire the first you must expend an additional spellfire point if
points. you wish to maintain the effect. In addition you can
A creature can prevent an item on its possession expend one spellfire point as a bonus action to increase
from being drained by succeeding on a Wisdom your flight speed by 30 feet until the end of your turn. A
saving throw. visible trail of light, that lasts for one round, is formed
Permanent items can only be drained a set number behind you as you move.
of times before they lose their magic permanently as
shown in the table below: Crown of Fire
At 14th level, by using an action and expending an
Rarity Maximum Number of Times
amount of spellfire points equal to your Constitution
Common 2 score you can manifest the Crown of Fire, which
Uncommon 3 appears as a halo of spellfire around your head and
Rare 4 provides light equal to a Daylight spell. The crown
Very Rare 5 snuffs out any form of magic around you that is not
Legendary 6 spellfire and suppresses magic items and other
Sentient 6 effects as an Antimagic Field would. It provides
resistance against bludgeoning, piercing and
Examples: An uncommon potion gives 2 spellfire slashing damage dealt by non-magical weapons.
points and it becomes non-magical liquid. Creatures and objects within 10 feet of you suffer 10
An Arrow of Slaying gives 11 spellfire points and spellfire damage per round. Maintaining the crown
becomes a regular arrow. requires concentration. Once you use this feature,
A Ring of Three wishes with two charges remaining you cannot use it again until you finish a long rest.
gives 15 spellfire points and loses one charge.
A Nine-lives Stealer gives 16 spellfire points and
loses 3 charges. If this is the fifth time the sword is Spellfire Haste
drained using this ability it becomes a non-magical Beginning at 15th level, you can use spellfire to
sword. energize yourself, accelerating your actions. You
A Staff of Frost gives 16 spellfire points and loses all sparkle with light for the duration of the effect, as
charges. If this is the fifth time the staff is drained power surges inside you. By expending three
using this ability it turns to water and is destroyed. spellfire points as an action you can act as if under
A +1 Longsword gives 6 spellfire points. If this is the the effects of a Haste spell cast by you for one
third time the sword is drained using this ability it minute.
becomes a non-magical sword.
Spellfire Reserve
Improved Healing
At 20th level, you learn how to store spellfire energy
Starting at 6th level, your Healing Fire feature now heals in deep reserve. These spellfire points don't count as
1d4+1 hit points per spellfire point used. part of your normal storage capacity, but they also
can't be used to power spellfire effects without first

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calling them from reserve. Spellfire points in reserve feet and hits its target unerringly. Using a spellfire ray
also don't detect as magical. Placing any number of to attack requires an action and can deal a maximum of
spellfire points in reserve requires one minute and 1d6 damage per class level. Trying to muscle out more
can be done after a short or a long rest. Calling any power than that turns the ray into a spellfire blast. You
number of points from reserve into your normal can use this the feature a number of times equal to
pool, requires an action. If you start your turn with 1+your Charisma modifier. When you finish a long rest
less spellfire points than your Constitution score you you regain all expended uses.
can call upon your reserve as a bonus action instead. In addition, whenever you damage a creature with
You can store a number of spellfire points in this your spellfire, you can expend a spellfire point to
manner equal to your class level plus your intensify the radiance of the flames, causing any
Constitution bonus (if any). affected creature to have disadvantage on attack rolls
until the end of its next turn. Whenever you use more
spellfire points than your Constitution modifier on a
damaging feature, you can instead expend three
Spellfire Paths spellfire points to force the creature to make a
Spellfire Wielders have many features in common but Constitution saving throw. On a failure it is blinded for
how they go about using their gifts can set them miles one minute. A creature blinded by this feature makes
apart. Some devote themselves in mastering their gift, another Constitution saving throw at the end of each of
others in the desperation of their darkest hour, or in the its turns. On a successful save it is no longer blinded.
greedy exploration of their powers are consumed by it,
like they will later consume others. Finally, either Spellfire Orb
through divine intervention or just seer force of will, a Beginning at 13th level, you gain the ability to create
rare few awaken the very power of the Goddess of all orbs of concentrated spellfire with immense
Magic inside them. destructive potential. As an action you can launch an
orb of spellfire to any point within your normal
spellfire range. The orb races to its destination and
Spellfire Channeler then blossoms into an explosion of blue-white flame.
Each creature within a 20-foot radius sphere must
You devote yourself in perfecting the art of your gift. make a Dexterity saving throw. On a failed save a
Most who bear it never have the time or the opportunity creature takes 1d6 points of damage per spellfire
to fully develop it. Those who practice their spellfire are point spent or half as much on a successful one. In
able to hone their talent into a tool with fantastic order to create a spellfire orb you must expend a
capabilities. You are determined to go even beyond that minimum amount of spellfire points equal to your
and learn new methods of controlling and shaping class level. You can use this feature a number of
spellfire that lesser mortals barely comprehend. times equal to your Constitution modifier. When you
finish a long rest you regain all expended uses.
Spellfire Initiate
At 3rd level, you make your first steps towards the Maelstrom of Fire
complete mastery of your gift. First you learn finesse At 17th level you can, as an action and by expending
and control. As long as you have at least one spellfire spellfire points equal to your Constitution score,
point, you can complete tasks that require minuscule unleash deadly spellfire energy in all directions. Each
amounts of spellfire like lighting a candle or warming creature in a 40-foot-radius, 40-foot-high cylinder
food. In addition, as an action, you can produce the centered on you must make a Dexterity saving throw. A
effects of any of the Dancing Lights, Faerie Fire (only creature takes 1d6 points of damage per spellfire point
blue) and Light cantrips as if you had cast them. expended on a failed save, or half on a successful one.
Finally, whenever you hit a creature with your You can maintain the effect as long as you keep
spellfire you can expend a spellfire point to cause some expending your allowed maximum of spellfire points
of the blue-white flames of the blast to linger on the per round. Once the effect ends you cannot use it again
target. The next attack roll made against this target until you complete a long rest.
before the end of your next turn has advantage as a
result.
Weavetouched
Spellfire Savant
You awaken the fabled Silver Fire, a rare form of
At 7th level, your skill with spellfire further improves.
spellfire that until the restoration of the Weave was only
You can now use rays of spellfire to absorb magic and
held by the chosen of Mystra. Maybe you were truly
harm or heal others at range. A ray has a range of 60

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touched by the Goddess of all Magic for a purpose, or expend the beam deals 1d8 points of damage, in
this could just be a quirk of your gift. Whatever the addition it ignores immunity to damage and has the
reason it was bestowed upon you this power is yours to secondary effects of a Disintegrate spell. This means
command and unleash upon the world. that any creatures reduced to zero hit points are turned
to dust, along with any large or smaller non-magical
Silver Fire objects in the beam's path. The beam destroys 10-foot
Beginning at 3rd level, your spellfire has a pure cube portions of Huge or larger objects it meets. Once
silvery color and unless you will it to destroy feels you use this feature you cannot use it again until you
quite cool to the skin. Silvefire's raw power makes it complete a long rest.
far more difficult to precisely shape and control than
normal spellfire, but it offers many unique qualities
that make it a most potent gift. Silverfire blasts and Corrupted Wielder
other damaging effects ignore resistance to both fire
The greatest boon a spellfire wielder can receive is the
and force damage and cannot be dispelled, absorbed
lifeforce of a creature offered willingly to power her
or otherwise thwarted like normal spellfire can.
spellfire. Shandril Shessair only managed to manifest
Magical barriers and protective spells, such as Wall
the legendary Crown of Fire after a Harper made the
of Force and Globe of Invulnerability, that come to
ultimate sacrifice, allowing her to take in all the magic
contact with silverfire are dispelled.
his lifeforce contained. But what can be given as a gift,
Once per short rest, as an action, you can cast a
can also be taken by force. You have realized your
beam of silverfire that blasts out of you in a 100-feet
ability to absorb magic energy directly from living
long, 5-feet wide line. Each creature in the area must
creatures, either by accident, as when Shandril tried to
make a Dexterity saving throw. A creature takes full quench the magical flames ravaging her husband's
damage on a failed save, or half as much damage on body, or by experimentation with your abilities. Instead
a successful one. The beam dispels and passes of shying away from the terrible power you discovered,
through any magical barriers in its path. you decide to explore it, starting down a dark path from
In addition when you use Shield of Fire you can which there might be no salvation.
choose to ignore the effects of environmental cold
for 24 hours or gain resistance to cold for one hour.
Life Drain
Starting when you choose this path at 3rd level, you
Quicksilver Soul can steal some of the magic energy in a living
Beginning at 7th level, you can use your Purify Body creature's lifeforce with a touch. As an action you
ability to immediately end the charmed condition if can make a melee spellfire attack against the target.
it is currently affecting you. Moreover you can If the attacks hits you deal 1d8 necrotic damage to it
expend one spellfire point as an action to gain the and gain one spellfire point. At 5th 10th and 15th levels
benefits of the first paragraph in the Ring of Mind the damage increases by 1d8 and you gain an
Shielding entry in DMG(pg 191) for one hour. additional spellfire point per use. You cannot gain
Silverfire can shield not only you mind but also more spellfire points from a single creature than its
your body, allowing you to function with no food or maximum Hit dice until 24 hours have passed.
drink for up to seven days. You must expend a Shades of black appear on your spellfire whenever
spellfire point for each day you want to benefit from you power it with spellfire points taken from living
this feature. creatures.

Weaveport Lifeforce Preservation


At 13th level, as an action you can instantly transport At 7th level, your ability to wield spellfire to bolster
yourself to a destination you select as long as the your own lifeforce improves. Whenever you gain
Weave of Magic is functional in both areas. The effect spellfire points through the abilities of this path you
functions like a Teleport spell cast by you. Once used require no nourishment for the next 24 hours. In
this feature cannot be used again until you complete addition Purify Body no longer causes backlash
a long rest. damage and whenever you use the Healing Fire
feature to heal yourself, you heal 5 hit points per
Wrath of the Chosen spellfire point expended.
Starting at 17th level, when you use a silverfire beam
you can stretch the Weave around you to its limits in Vampiric Fire
order to magnify the power of your attack to Starting at 13th level, you can use spellfire taken from
unimaginable levels. For every spellfire point you living creatures to rapidly regenerate yourself. In

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any turn you gain spellfire points through the
features of this path you may use Healing Fire or
Purify Body on yourself as a bonus action. You may
not expend more spellfire points on Healing fire than
the amount you gained this turn.

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.

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Creating the Class & various questions edition's can only absorb spells targeted at her rule
and started adding from there in order to find the
Spellfire Wielders are in many ways similar to sweet spot between that and 2 nd edition's absorb
sorcerers and probably one of their unofficial almost anything rule. With single class progression
predecessors. Yet they have enough differences to and four to six encounters per day the spot is pretty
stand apart and be their own class. close to the second option. I suggest you first try-out
Important notes: This class does not aim to be one this class as it is. There are ways to reduce the power
of the core classes of the game. It is meant to be a of this feature if you still find it overwhelming. You
tool for a group of players that want to tell a story can always limit the effect just to spells, or remove
about the most coveted magical power in Faerun. the feature completely and replace it with Magic
Allowing it in your campaign should be a conscious Resistance (Advantage on saves vs spells and
choice made by the whole group. Resistance to damage from spells, awarding spellfire
Allow multi-classing at your own peril. points on a successful save and when spell damage is
The class was designed around the amount of taken).
encounters per day that is suggested in DMG, about
four to six. Also it is important to understand that in But the big bad wizard at the end of the campaign
order to function properly the class needs to be able will be useless against such a character, no?
to absorb magic on a regular basis. If the big bad wizard's plan is to cast Disintegrate
after Disintegrate at the spellfire wielder he most
Why a class based on spellfire? definitely will be. On the other hand any big bad
Its simple, spellfire is my favorite magical ability wizard worth his salt will think of one or more ways
from the world of Faerun. Maybe because the novel to deal with such a character. He will have his
with the same name was the first FR book I ever minions and summons on her, he will be throwing
read. I understand it is an ability that makes most curses and spells at her companions, he will have his
people uncomfortable and cannot be suited to many apprentices hurl their spells at her first so he can
tables but for me it is just another amazing tool to follow up with his own(that Disintegrate plan may
tell a great story. just work in the end), will be using his Staff of the
Magi to absorb her spellfire. And that is just off top
Why not a sorcerous origin or another class of my head. Generally he, like any good boss,
archetype? should be forcing her and the rest of the characters
Spellfire is a very potent ability on its own, so in the party to make choices, choices that can be
combining it with another class progression, costly and choices that lead to interesting story
especially with a class that has the utility of a full developments.
spellcaster, is incredibly dangerous. To keep things
even close to balanced you will need to trim A spellfire wielder seems to be able to dominate a
spellfire's qualities to the point where it is not that fight with raw damage output. Is this normal?
anymore except in name. Although she can definitely have a high dpr and
dominate a single encounter, a spellfire wielder
So a spellfire wielder can just absorb any spell? played like this will quickly end up useless for the
A spellfire wielder can use her reaction to absorb rest of the day and maybe even longer. Much like a
most kinds of magical effects, from a spell to a sorcerer throwing his Meteor Swarm and an 8th and
deathknight's hellfire orb, that target them or 7th level Disintegrate at the first enemies he sees.
include them in their area of effect. As usual the DM Except that the sorcerer will have his cantrips to fall
is the final arbiter of whether or not an effect can be back to. There is no guarantee that the spellfire
absorbed. Note: Other creatures in the spell's or wielder will be able to recharge at all if she chooses
ability's area still suffer its effects as normal. to go all out.
At lower levels going nuclear is even more risky.
Is this not broken? Except that there is no guarantee that you will be
The class as designed has a limited resource pool to able to recharge, exhaustion is a constant threat.
call upon in order to fuel any of the features it Also misses from high powered blasts are very
possesses, including its attacks. Also it possess very costly. The extra blast feature of the class is aimed at
little defensive capabilities other that this and they exactly this. Stabilizing the dpr of the character
are very costly. With that in mind it is not. Not being while also offering the option for some multiple
able to refuel her spellfire points would make the target damage. Keep the number of encounters per
class unplayable. While testing this I started with 3 rd

Spellfire Wielder version 1.1 5


day up and you will have no problems with the
damage output. Having only one or two encounters
per day will lead to problems with many classes not
just the Spellfire Wielder.

The other casters in the party are casting their spells


on the spellfire wielder to power her up, is this
supposed to happen?
Its a feature not a bug, when done in moderation. In
the books Elminster encouraged the Knights of Myth
Drannor and Shandril's betrothed to feed her their
unused spells in order to keep her battle ready.
Moreover doing this before battle is not even close
to optimal.

Can a spellfire wielder using Spellfire Haste throw an


extra spellfire blast with his additional attack action?
That is the intent, yes. The limits of spellfire point
expenditure remain the same though.

Can a spellfire wielder multi-class into a spellcaster?


Let me repeat that multi-classing is not advised with
this class and has not been playtested at all. With
that being said, if you choose to allow it, spellcasting
and spellfire should not interact with each other. At
any given round the character can choose to use her
spells or her spellfire features as she sees fit.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast,


the dragon ampersand, and all other Wizards of the
Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and
other countries.
This work contains material that is copyright Wizards
of the Coast and/or other authors. Such material is
used with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright
2016 by Konstantinos Magkakis and published under
the Community Content Agreement for Dungeon
Masters Guild.

Spellfire Wielder version 1.1 5

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