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Spellfire Wielder

Spellfire is a rare magical power highly coveted by many in Faerûn, as it allowed the user to absorb
spells cast at them, internally convert it to raw magical energy, and then use it in myriad ways. Spellfire
energies can be used to heal, to project destructive bursts of flame, for flight, and many other things.

This class is based off of the Spellfire rule found in Volo's Guide to all things magical.

Spellfire has always been a very powerful ability in any edition, be advised before allowing a PC to have
this ability as it is a game changer.

Creating a Spellfire Wielder

The amount of magic that a spellfire-wielder's body can absorb and contain, expressed in Spellfire
points, is limited by his or her CON score. A spell that is cast in the normal way or triggered through the
use of a scroll or a magical item represents a number of Spellfire points equal to the spell slots used IE a
spell the uses a 3rd level spell slot would give them 3 Spellfire points. Each 'plus' of a magical weapon
and any single ability of other types of magical items counts as 1 Spellfire point (or more, if the ability is
unusually potent). Charges stored in devices represent 1 Spellfire point level for each charge, all of
which are transferred if the item comes into contact with the wielder. Magical/Supernatural effects
produced by creatures can be absorbed; a dragon's breath weapon, for instance, represents a number
of Spellfire points equal to the number damage die rolled IE a 12d6 breath weapon would give the
Spellfire user 12 Spellfire points. A spellfire-wielder's body can hold up to 10 times the person's CON
score in Spellfire points. However, if the number of Spellfire points stored is in excess of half that
amount (CON x 5), certain risks and penalties come into play:

(Con x 5) + 1 through Con x 6: The wielder can feel the energy within her (or his) body, and her eyes
glow slightly. Any physical contact with the wielder by a living being, a magical item, or a spell effect
causes 1d6 Spellfire points to be released at the being or thing touching the wielder, with each point
causing 1d6 points of damage. Once per day, the wielder must make a CON check (DC 10). Failure means
that the wielder suffers 1d6 points of damage as 1 Spellfire point of energy is expended.

(Con x 6) + 1 through Con x 7: The wielder's skin tingles, and her eyes glow brightly. A touch (as above)
causes 2d6 Spellfire points to be released. The wielder must make a CON check once per hour (DC 15),
with the same consequences for failure as described above.

(Con x 7) + 1 through Con x 8: The skin of the wielder glows faintly, and her eyes shine brightly enough
to be noticed in full daylight. The wielder can feel a burning sensation within her body. A touch causes
3d6 Spellfire points to be released, and the wielder must make a CON check once per turn (DC 15).

(Con x 8) + 1 through Con x 9: The wielder's entire body glows, and her eyes are as bright as lanterns.
The wielder is in pain, and must make a CON check to take any action other than randomly releasing
spellfire energy. A touch causes 4d6 Spellfire points to be released, and the wielder must make a CON
check once per round (DC 15).

(Con x 9) + 1 through Con x 10: The body glows brightly and gives off heat that can be felt 30 feet away.
The wielder must make a CON check with a -2 penalty to take any action other than randomly releasing
spellfire energy. A touch causes 5d6 Spellfire points to be released, and the wielder must make three
CON checks per round (DC 15).

Class Features

As a Spellfire Wielder you gain the following class features.

Hit Points

Hit Dice: 1d6 per Spellfire Wielder level


Hit Points at 1st Level: 6 + CON modifier
Hit Points at Higher Levels: 1d6 (or 4) + CON modifier per Spellfire Wielder level after 1st

Proficiencies

Armor: Light Armor


Weapons: Simple Weapons
Tools: choose one Artisan’s tools or Disguise kit
Saving Throws: CON, CHA
Skills: Choose two from Stealth, Arcana, Perception, Survival or Deception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

 (a) a light crossbow and 20 bolts or (b) any simple weapon

 (a) a artisan tool or (b) an disguise kit

 (a) a Explorer’s pack or (b) a dungeoneer’s pack

 Leather armor, any simple weapon, and two daggers


Table: The Spellfire Wielder

Level Proficiency Features


Bonus

1st +2 Basic Spellfire, +1 spell cast lvl

2nd +2 Improved healing, Spellfire sight, Spellfire control, Drain charged item,+1 spell
cast lvl

3rd +2 Immune to fire, increased storage 1, +1 spell cast lvl, spell fire regen

4th +2 Ability Score Improvement, Rapid blast 2, Spellfire purge, +1 spell cast lvl

5th +3 Drain permanent item, increased storage 2, +1 spell cast lvl

6th +3 Flight, superior Healing, +1 spell cast lvl

7th +3 Deflect Arrows, increased storage 3, +1 spell cast lvl

8th +3 Ability Score Improvement, Rapid blast 3, Supreme healing, +1 spell cast lvl

9th +4 Crown of fire increased storage 4, +1 spell cast lvl

10th +4 Maelstrom of fire, Improved Flight, +1 spell cast lvl

11th +4 Greater charged item drain, Spell slot/charge restore, +1 spell cast lvl

12th +4 Ability Score Improvement, Ranged healing, Superior Flight +1 spell cast lvl

13th +5 Haste, Greater charged item drain ranged 10ft, +1 spell cast lvl

14th +5 Bonus feat, Spell slot/charge restore ranged +1 spell cast lvl

15th +5 Greater permanent item drain 10ft, spell copy, +1 spell cast lvl

16th +5 Ability Score Improvement, Greater charged item drain ranged 20ft, +1 spell cast
lvl

17th +6 Spellfire reserve, Crown of Fire redux, +1 spell cast lvl

18th +6 Bonus feat, Greater permanent item drain 20ft, +1 spell cast lvl

19th +6 Ability Score Improvement, Greater charged item drain ranged 30ft, +1 spell cast
lvl

20th +6 Spellfire burst, Greater permanent item drain 30ft, +1 spell cast lvl
Basic Spellfire

The wielder cannot precisely control the amount of Spellfire released. Each time energy is expended, the
number of Spellfire points the wielder intends to use is modified by 1d4-2 (rolled by the DM), but cannot
be less than 1 or more than the wielder's CON score in any event. Only one blast per round is possible,
and this can be fired in a straight line only. All charges and abilities of magical items touched to the
wielder are absorbed completely, whether or not the wielder wishes it so. In any round, a spellfire-
wielder can release, under control, a number of Spellfire points equal to her CON score. Any use that
requires less than a full Spellfire points of energy (such as lighting a candle) still counts as 1 point
expended. Energy expended as destructive blasts, with intent to harm, causes 1d6 points of damage per
Spellfire point. If it is used to heal, each point expended restores 2 hit points lost to injury, up to the
recipient's normal maximum hit points. Range 400ft

Spellfire Control

The character can control how many Spellfire points she releases as destructive blasts. Further, she can
now bend, turn, or angle the blast in any way she desires. Magical items are absorbed only when the
wielder wills it. An attack roll only must be made whenever a destructive blast is unleashed at any target
more than 10 feet distant. Effects using less than 1 full Spellfire point are now possible. Can detect an
item has magic by touch

Increased Storage

The Wielder's capacity for storing Spellfire points is INCREASED BY X NUMBER LISTED so the first
increase would change the table where negative effects start to occur from 5x+1 to 6x to 6x+1 to 7x and
change last group from 9x+1 to 10x to 10x+1 to 11x.

Drain Charged Item

As a standard action, a Spellfire Wielder can drain a single charge from a touched charged item
(including single-use items such as potions and scrolls), converting the energy into a single stored
Spellfire point. A fully drained item has no magical properties (a potion becomes water; a scroll becomes
blank paper). Only one feature of a multiple-use charged item (such as a scroll with several spells) can be
drained per round. A creature gets to make a wisdom save (DC 10 + 1/2 Spellfire Wielder level + Spellfire
Wielder's CHA modifier) to prevent one of its held or carried items from being drained.

Greater Charged Item Drain

A Spellfire Wielder can drain a number of charges from a touched charged item (including single-use
items such as potions or scrolls) and convert that energy into stored Spellfire point. She can also drain a
number of charges equal to her CHA bonus + 1 (minimum 1), but she can't drain more charges than the
item has remaining (Each spell on a scroll counts as 1 charge.) A fully drained item has no magical
properties—a potion becomes water, and a scroll become blank paper. A creature holding or carrying
such an item may attempt a Will save (DC 10 + 1/2 Spellfire Wielder level + Spellfire Wielder's CHA
modifier) to prevent the item from being drained.

Greater Charged Item Drain Ranged

As above by range attack instead of touch range 10ft plus 10ft at 18th and 20th level.
Drain Permanent Item

The Wielder can drain power from permanent magic items by touch as a standard action. An item that
creates spell effects (such as boots of speed) loses that function for 24 hours, and the Wielder gains
Spellfire point equal to half the caster level of the item. A creature gets to make a Wisdom save (DC 10 +
1/2 Spellfire Wielder level + Spellfire Wielder's CHA modifier to prevent one of its held or carried items
from being drained. An item with all its permanent abilities drained for the day is still a magic item (for
purposes of making saving throws when damaged, and so on).

Greater Permanent Item Drain

A Spellfire Wielder can drain power from permanent magic items by range as a standard action. An item
that creates a spell effect (such as boots of speed) loses that function for 24 hours, and the Spellfire
Wielder gains Spellfire points equal to the item's caster level. A creature holding or carrying such an item
may attempt a Will save (DC 10 + 1/2 Spellfire Wielder level + Spellfire Wielder's CHA modifier) to
prevent the item from being drained. If all of an item's permanent abilities are drained, it is still a magic
item for the purpose of making saving throws when damaged, and so on.

Greater permanent item drain Ranged

As above by range attack instead of touch range 10ft plus 10ft at 18th and 20th lvl

Spell slot restore:

Can restore spell slots oneself or another by touch up to the person CON bonus (min 1) or add 1 charge
to an item if the item still has charges available

Spell slot restore ranged:

As above range 20ft

Spell copy

Spellfire user can chose to attempt to copy a spell being cast on a successful CHA check. DC 15 plus
spells lvl. The copy costs the same amount of Spellfire points as spell slots used to cast the spell.

Spellfire Burst

The Spellfire Wielder can substitute a Spellfire burst for a normal Spellfire blast. The range remains the
same, but instead of requiring a touch attack, the Spellfire energy explodes in a 10-foot radius burst at
the target point, dealing appropriate damage to all creatures in the area. Each affected creature may
attempt a DEX check to halve the damage. The character can substitute burst for as many blasts as she
would normally fire in a round.

Spellfire purge

A Spellfire wielder can purge his or her own body of diseases, parasites (including molds and other
external creatures), paralysis and petrification alterations, and all other magical effects that alter his or
her body from its normal state by releasing 4 Spellfire points of Spellfire internally. This causes wracking
pain, and the wielder can do nothing else in the two rounds this process takes. It also deals the Spellfire
wielder 4d6 points of damage, but it purges the body completely. Charms, tracers, and geas magic's are
also be destroyed, even if the Spellfire wielder is unaware of their existence.

Spellfire Reserve

The Spellfire Wielder learns how to store Spellfire points in deep reserve. These energy levels don't
count as part of her normal storage capacity, but they also can't be used to power Spellfire effects
without first calling them out of reserve. Spellfire energy levels in reserve don't detect as magical, so a
spellfire Wielder's true nature cannot be determined by detecting them. Placing any number of stored
Spellfire points in reserve requires a full-round action, as does calling any number out of reserve into
normal storage capacity. The Spellfire Wielder can hold a number of Spellfire points equal to their level
plus CON in reserve.

Haste

User can expend Spellfire points to accelerate her actions, just as if she had cast haste on herself. She
must decide how many points to spend upon activation of the ability. Each Spellfire point she spends
allows her to function as though affected by a haste spell for 1 round, and she sparkles with light while
this ability is in effect.

Rapid Blast

The Spellfire Wielder can release two blasts of Spellfire as a standard action. This increases to three
blasts per standard action at 8th level. Each blast after the first suffers a cumulative —2 penalty to
attack rolls (—0 for the first blast, —2 for the second, and —4 for the third).

Spellfire sight

The user expends 1 spell point the eyes glow and user can Arcane Sight as spell

Improved Healing

This restores 1d4+1 hit points per Spellfire point expended (rather than the normal 2 points per Spellfire
point).

Superior Healing

This restores 1d6+1 hit points per Spellfire point expended

Supreme Healing

This restores 1d8+1 hit points per Spellfire point expended

Ranged Healing

The Spellfire Wielder can release stored Spellfire points to heal at a range of up to 25 feet +5 feet per
two caster levels. Using this ability requires a successful ranged touch attack. The amount of healing is
normal for the character
Ability Score Increase

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.

Crown of Fire

By expending 10 Spellfire points, a Wielder can manifest the Crown of Fire, which appears as a halo of
spellfire around her head and provides light equal to a daylight spell. The crown of fire gives her damage
reduction 10/+1 and automatically melts all non-magical weapons that strike her (after inflicting
damage, if any). The crown of fire grants the Wielder spell resistance. Maintaining the crown of fire
requires expending 10 spellfire points each round, which can be done as a Bonus action. The crown of
fire does not interfere with the Wielder's actions, including using other spellfire abilities. A crown of fire
can also be created by the willing sacrifice of a personal life energy to the Spellfire user. this type of
crown of fire lasts one round per hit dice given.

Crown of Fire Redux

Cost is now 5 instead of 10 per round

Deflect Arrows

The Wielder gains the ability to deflect/destroy, although rather than using a hand, a single Spellfire
point is expended each round to knock the arrows away. If the Wielder has no Spellfire energy levels
available, she cannot use this ability. wielder can deflect as many Arrows as they have levels of the
Spellfire class.

Flight

The Wielder can expend Spellfire points to fly as the spell. Each spellfire energy level expended allows
the Wielder to fly for 1 minute. The flying Wielder leaves a visible trail of light that fades after 1 round.

Improved Flight

As above but each Spellfire point expended allows the Wielder to fly for 5 minutes.

Superior Flight

As above but each Spellfire point allows the Wielder to fly for 10 minutes.

Maelstrom of Fire

The Wielder can release Spellfire energy in all directions as a 20-foot-radius spread, dealing 1d6 damage
per Spellfire point expended to all creatures in the area

Spell Fire Regen

The Wielder can absorb energy from the world to replenish the Spellfire pool of the Wielder. The
amount the user can absorb is the user CON and CHA bonus combined (double that in high magic area
like wild magic area, fairy circle or mythic). This can be done once per day at no cost. The user can try to
absorb more the once per day but must make a CON check (DC 10) to do so (-2 for each extra attempt).
If the check is failed the user can no longer attempt to draw power for the day. There is a 10% chance
(cumulative for each attempt). on the failure that a tear opens up in the weave. while drawing in power
no DEX or action/movement is allowed for the round.

Arcane/Divine Spellfire

Spellfire user who chooses this path learns how to use Spellfire to duplicate Spells at 10th level

Cantrips at 10th

Spellfire user gains the use 1 Cantrip plus CHA bonus. These can be from any spell the Spellfire user has
absorbed or seen cast. These Cantrips can be cast as long as the spell fire user has at least 1 level of
Spellfire left.

Cantrips at 11th

Spellfire user gains Cantrips equal to CHA bonus. Cantrips can be changed out after a long rest.

1st level at 12th

Gains 1 plus CHA bonus. These can be from any spell the Spellfire user has absorbed or seen cast. each
point of Spellfire used to cast spell counts as a spell slot

1st level at 13th

Spellfire user gains 1st level spells equal to CHA bonus. 1st spells can be changed out after a long rest.

2nd level at 14th

Gains 1 plus CHA bonus. These can be from any spell the Spellfire user has absorbed or seen cast. each
point of Spellfire used to cast spell counts as a spell slot

2nd level at 15th

Spellfire user gains 2nd level spells equal to CHA bonus. 2nd spells can be changed out after a long rest

3rd level at 16th

Gains 1 plus CHA bonus. These can be from any spell the Spellfire user has absorbed or seen cast. each
point of Spellfire used to cast spell counts as a spell slot

3rd level at 17th

Spellfire user gains 3rd level spells equal to CHA bonus. 3rd spells can be changed out after a long rest

4th level at 18th

Gains 1 plus CHA bonus. These can be from any spell the Spellfire user has absorbed or seen cast. each
point of Spellfire used to cast spell counts as a spell slot

4th level at 19th

Spellfire user gains 4th level spells equal to CHA bonus. 4th spells can be changed out after a long rest
5th level at 20th

Gains 1 plus CHA bonus. These can be from any spell the Spellfire user has absorbed or seen cast. each
point of Spellfire used to cast spell counts as a spell slot

Meta Spellfire

Spellfire wielder who chooses this path learns the true power of Spellfire at 10th level

Create Whirl Flames at 10th

These spinning balls of flame as big as the caster’s head remain behind (lasting 1 day per spellfire level
of their creator or until all its Spellfire is released.) after the wielder has left the area or even the plane.
this time can be extended anytime the creator comes into contact with it. Whirl flames can drain any
magic that comes into contact with them or release Spellfire at anything that contacts them—. Whirl
flames that come into contact with magic absorbs it as a Spellfire user and adds it to the total amount of
energy stored. A person who comes into contact with a whirl flame is hit by 1d4+1 points of Spellfire
that deal 1d6 per point. At this level the created whirl flame is stationary and cannot be moved.
Nonliving objects do not cause a whirl flame to discharge but will melt or burn up the object. Spellfire
never creates smoke when it melts things, but smoke can be produce from flammable objects that it
sets alight but does not entirely consume. the creator of the whirl flame can reabsorb when in contact
with the whirl flame regain any levels of Spellfire it has left. A whirl flame can be set with up to 2 tasks
when it is created. A task can be to give of heat to warm the room or to be hot enough to cook food but
not discharge, or discharge all at once when someone contacts it. A wielder can have one whirl flame
plus CHA bonus in existence at a time.

Drain life at 11th

The Spellfire wielder is able to drain life energy from living creatures by direct touch. A successful attack
roll is required, and a saving throw is allowed to withstand the draining attempt; if it fails, the Spellfire
wielder takes away one experience level or Hit Die from the being, and gains 10 spellfire points. If an
opponent is killed this way a 4-round crown of fire begins. Note that using this ability on a being that is
not freely consenting to donate life energy may be an evil act in many circumstances. user gains 1
additional whirl flame able to be in existence.

Linked Whirl flame at 12th

The wielder can create whirl flames that are linked to the creator. a linked Whirl flame can be set so that
magical energy drained by a whirl flame can be instantly transferred into the Spellfire wielder as stored
Spellfire energy. the Spellfire wielder can now will a linked whirl fire to move up to 10ft a round

Improved Drain life at 13th

An attack roll is still required, but victims (unless themselves able to employ Spellfire) are not allowed a
saving throw to prevent the draining. user gains 1 additional whirl flame able to be in existence.

Spellfire Flash at 14th

The Spellfire wielder can alter the light intensity of Spellfire from almost invisible (87% undetectable in
darkness and 97% undetectable under average sunlit conditions) to blinding. (con save to prevent its
effect—when used on or near creatures that see by means of eyes). Creatures get a saving throw to end
this blinding effect at the end of every day. Also, creatures that use gaze attacks—such as basilisks, and
beholders, lose the use of these eye-related powers for the same length of time as they are blinded.
Creatures may be cured of this blindness by a cure blindness or deafness, heal, or regenerate spell.

improved link at 15th

A spellfire wielder gains the ability to control energy transferred from remotely located whirl flames, so
that she or he can call on them at will or store energy to them remotely. linked Whirl flames will last
forever unless discharged completely or drained by the caster. linked whirl flames now draw 1d3
Spellfire points from the weave daily (double if in aa high magic zone) user gains 1 additional whirl flame
able to be in existence.

Spell Boost 16th

A wielder gains the power to boost spells that the wielder casts or if in contact with a spell caster.
Duration can be extended by 1d3 timeframe of spell per Spellfire point and damage can be augmented
by one die (that is determined by the spell) per Spellfire point. No other activity can be undertaken while
this spellfire use is being performed.

Teleport at 17th

A spellfire user willing to do nothing else during the round can also choose to teleport without error to
the vicinity of any one of his or her linked whirl flames at a cost of four spell levels of spellfire energy.
user gains 1 additional whirl flame able to be in existence.

Improved teleport at 18th

A spellfire wielder becomes able to take along other creatures when teleporting, which must still be to
linked whirl flame. All creatures touching the wielder are transported along with all worn or carried
items at a cost of four spell energy levels per being. If this cost exceeds the spellfire wielders stored
energy, a randomly chosen being is left behind.

meteor swarms at 19th

The wielder gains the ability to create meteor swarms by means of spellfire discharge. Each swarm costs
nine Spellfire points. user gains 1 additional whirl flame able to be in existence.

Spellfire Elemental at 20th

Spellfire wielder can transform into a Spellfire elemental, user must use at least 15 Spellfire points to
transform. When user transforms the power of the weave is unleashed. The user gains a fire form as a
fire elemental, 50 temp hp and the effects of a crown of fire. all magical items within 5 feet of elemental
are completely drained (not including the items the Spellfire user was wearing or holding. the user also
has an unlimited Spellfire pool the amount of Spellfire that can be unleash per round is still limited by
the users CON. the transformation lasts for 10 minutes plus the users con and CHA bonus. at the end of
the time the user is left completely drained of Spellfire levels (not counting those in whirl flames or held
in reserve) and unable to use Spellfire until a short rest has been completed.
Multiclassing

Prerequisites. To qualify for multiclassing into the Spellfire Wielder class, you must meet these
prerequisites: CON 10 CHA10

Proficiencies. When you multiclass into the Spellfire Wielder class, you gain the following proficiencies:
Choose one from Stealth, Arcana, Perception, Survival or Deception

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