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Mage

Subclass • WC5E

Fire Mage

While any worthy mage is an unparalleled expert in the use of magic and heavily dedicated to their craft, those who master the forces of fire tend to be a little more audacious than their peers. These mages take pride, even pleasure, in igniting their enemies in wild bursts of flame.

Fire Mage Class Features

As a Fire Mage, you gain the following class features when you reach the specified Mage levels.

Level 3: Bonus Cantrip

When you choose this magical study at 3rd level, you learn
the Control Flames cantrip. If you already know this cantrip,
you learn a different mage cantrip of your choice. The
cantrip doesn’t count against your number of cantrips
known.

Level 3: Hot Streak

The blazing energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

At 10th level, you may choose any number of dice that rolled the highest number possible, you can only reroll each dice once.

Level 6: Cauterize

If you are reduced to 0 hit points, you can use your reaction to draw on the fiery energy that burns within you. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your mage level plus your Intelligence modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

Level 10: Ignite

When you deal fire damage with a spell using a spell slot, up to 5th level, you can spend up to 3 sorcery points to empower it. For each sorcery point spent, add an extra die to the damage dealt by the spell.

For example, when you cast burning hands and spend 2 points, you add an extra 2d6 to the spell’s damage. When you cast a spell that makes multiple attack rolls, such as scorching ray, you must spend the points on each attack individually.

Level 14: Combustion

You can unleash the flames that blaze within you. As an action, you wreathing yourself in swirling fire. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Any creature takes fire damage equal to half your mage level if it hits you with a melee attack.
  • Any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
  • You are immune to fire damage and have resistance to cold damage.
  • Your spell attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend 5 sorcery points to use it again.