Fire Crafting Powers
Fire furies are difficult to control. They are volatile, passionate, and explosive. These traits are what make them so valuable but so difficult to master. There are fewer highly talented Fire Crafters than any other kind of Crafter. Fire furies let their crafters borrow this passion and volatility.
Fire Crafters can inspire great acts of heroism in their allies or drive their enemies to madness with waves of terror and paranoia. The sheer devastation a fire crafter can unleash is unmatched by any other crafter. Metal, earth, and wood crafters may be more dangerous one-on-one, but for wholesale devastation, fire crafters are unmatched.
Play a Fire Crafter if you want to bolster your allies while bringing death and devastation to your enemies from afar.
Fire Crafting Powers
Level | Power | Description |
---|---|---|
1st | Fires of Passion | Your furies help you inspire passion in others and give extra weight to your voice and presence. |
1st | Guiding Motes | You call up a host of minor fire furies that fill an area of your choice. |
1st | Inspire Bravery | A willing creature you touch is imbued with bravery. |
1st | Temperature Control | Use your mastery of fire furies to keep yourself warm or cool in extreme temperatures. |
1st | Wave of Flame | A thin sheet of flames shoots forth from you. |
2nd | Burning Passions | You use the fires of your furies to make your passions felt. |
2nd | Exploring Fury | Your fury manifests and ignites all around a single target. |
2nd | Fire Blades | You evoke a fiery blade in each of your hands. |
2nd | Heat Object | You use your furies to heat an object within range to dangerous or even deadly temperatures. |
3rd | Beacon of Courage | You fill an area with a passion that empowers your allies |
3rd | Enveloping Flame | Your fury streaks out and slams into a target, completely enveloping it. |
3rd | Fear Crafting | You use your furies to cause terror and fear to creatures before you. |
3rd | Greater Exploding Fury | A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. |
3rd | Minor Flock of Furies | Small furies orbit you and fly out to strike your enemies. |
3rd | Quench Flames | You use your mastery of fire to douse flames all around you. |
4th | Burning Wall | You shape your furies into a burning wall. |
4th | Clinging Flames | You set your furies loose on a group of enemies. They burst into a sphere of intense flame and then cling to the targets, continuing to burn them for the duration. |
4th | Fiery Aura | Wispy flames wreathe your body, damaging those near you. |
4th | Inspire Terror | You use your furies to fill a target with terror. The target is plagued with such intense feelings of fear that they can die from it. |
5th | Embodiment of Flame | Your connection to your furies is so great that you can empower yourself by temporarily becoming one with them. |
5th | Immolation | You wreathe an enemy in your furies, burning them to ash. |
6th | Flash and Burn | You launch a blinding white ray at a target you can see within range. |
6th | Wildfire | You call up your furies and let them loose in lines of flame, burning all in your path. |
7th | Fire Traps | You gather your furies, the longer they sit, the stronger they become until they are detonated into terrible explosions. |
7th | Halo of Flame | Seven Fire Furies appear and orbit your head until the power ends. |
7th | Lines of Flame | A Storm of flame appears as you set your furies loose to run amongst your foes. |
8th | Blinding Flash | Your fury flies out and ignites in an explosion of light and flame. |
9th | Pyroclasm | With the greatest efforts, you call to the great fire furies living below the earth. They rush to do your bidding and erupt in a terrifying geyser of flame and power. |
Beacon of Courage
3rd level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 90 feet, Duration: Concentration, up to 10 minutes, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
For the duration, bright light, similar to sunlight, spreads from a point within range and fills a 20-foot-radius Sphere. The light's area is Bright Light and sheds Dim Light for an additional 20 feet. Allies in the radius of the light are bolstered. They have advantage on all saves against fear. Allies who start their turn in the area gain 10 temporary hit points.
Blinding Flash
8th Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 120 feet, Duration: Instantaneous, Prerequisites: 4 Fire Crafting Powers, Uses Per Day: 1
Your fury flies out and ignites in an explosion of light and flame. Brilliant light flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Fire damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Burning Passions
2nd Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self(30-foot Radius), Duration: Concentration up to 1 hour, Prerequisites: None, Uses Per Day: 2
You gain Advantage on Charisma(Persuasion) and Charisma(Performance) checks. Additionally, if an ally within 30 feet of you is under a fear or charm effect, you can use your action to allow them to make a save with advantage as you bolster their confidence.
Burning Wall
4th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 90 feet, Duration: Concentration, up to 10 minutes, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
You shape your furies into a burning wall. You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
One side of the wall, selected by you when you manifest this power, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Clinging Flames
4th level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 120 feet, Duration: Instantaneous, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
You set your furies loose on a group of enemies. They burst into a sphere of intense flame and then cling to the targets, continuing to burn them for the duration.
You point at a location within range, and your furies streak there and explode in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Fire damage and another 5d4 Fire damage at the end of its next turn.
On a successful save, a creature takes half the initial damage only.
Embodiment of Flame
5th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration, up to 10 minutes, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
Your connection to your furies is so great that you can empower yourself by temporarily becoming one with them.
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the power's duration. The flames don't harm you. Until the power ends, you gain the following benefits:
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d1O fire damage.
- You can use your action to create a line of fire 15 feet long and 5 feet wide, extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save or half as much damage on a successful one.
Enveloping Flame
3rd Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 30 feet, Duration: Instantaneous, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
Your fury streaks out and slams into a target, completely enveloping it. Make a ranged fury crafting attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target takes an action to roll on the ground, dousing the flames.
Exploding Fury
2nd Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 90 feet, Duration: Instantaneous, Prerequisites: None, Uses Per Day: 2
Your fury manifests and ignites all around a single target. The target takes 6d6 Fire Damage. If the target successfully makes a Dexterity saving throw, they only take half of the damage.
Fear Crafting
3rd level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self(30-foot Cone), Duration: Concentration, up to 1 minute, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
You use your furies to cause terror and fear to creatures before you. Each creature in a 30-foot Cone must succeed on an Intelligence saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes an Intelligence saving throw. On a successful save, the spell ends on that creature.
Fiery Aura
4th level, Crafting Type: Active, Manifesting Time: 1 action, Range: Self, Duration: 10 minutes, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with an aura of flames. The aura grants you Resistance to Cold damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage per hit.
Fire Blades
2nd Level, Crafting Type: Active, Manifesting Time: Bonus Action, Range: Self, Duration: Concentration up to 10 minutes, Prerequisites: None, Uses Per Day: 2
You evoke a fiery blade in each of your hands. The blades are similar in size and shape to a blade of your choice, and they last for the duration. If you let go of either blade, it disappears, but you can evoke it again as a Bonus Action.
As an action, you can make a melee attack with each of the fiery blades. These blades count as finesse and have a thrown range of 20/60. On a hit, the target takes Fire damage equal to 3d6 plus your Fury Crafting ability modifier. The Fire Daggers shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Fire Traps
7th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 150 feet, Duration: Concentration, up to 1 minute, Prerequisites: 3 Fire Crafting Powers, Uses Per Day: 1
A beam of yellow light flashes from you and then condenses at a chosen point within range as a glowing bead for the duration. When the crafting ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.
The power's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the crafting hasn't ended. If a creature touches the glowing bead before the crafting ends, that creature makes a Dexterity saving throw. On a failed save, the crafting ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the crafting ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.
Fires of Passion
1st Level, Crafting Type: Passive, Range: Self
Your furies help you inspire passion in others and give extra weight to your voice and presence.
You gain proficiency in the Persuasion and Intimidation abilities. If you are already proficient in these skills, you instead gain expertise in the skill.
Flash and Burn
6th level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 90 feet, Duration: Instantaneous, Prerequisites: 3 Fire Crafting Powers, Uses Per Day: 1
You launch a blinding white ray at a target you can see within range. The target can be a creature or a nonmagical object. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Fire damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying is vaporized into ash.
The spell automatically reduces a Large or smaller non-magical object to ash. If the target object is Huge or larger, a 10 ft. cube is vaporized out of it.
Greater Exploding Fury
3rd Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 90 feet, Duration: Instantaneous, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
3rd level, Action, 100 ft, Instantaneous, 2 uses
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning.
Guiding Motes
1st level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 60 feet, Duration: Concentration, up to 1 minute, Prerequisites: None, Uses Per Day: 3
You call up a host of minor fire furies that fill an area of your choice. Objects in a 20-foot Cube within range are outlined in colored motes of light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Halo of Flame
7th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: 1 hour, Prerequisites: 3 Fire Crafting Powers, Uses Per Day: 1
Seven Fire Furies appear and orbit your head until the power ends. You can use a bonus action to send one of the furies streaking toward one creature or object within 120 feet of you. When you do so, make a ranged Fury Crafting attack. On a hit, the target takes 4d12 fire damage. Whether you hit or miss, the fury is expended. The power ends early if you expend the last fury.
If you have four or more furies remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three furies remaining, they shed dim light in a 30-foot radius.
Heat Object
2nd level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 30 feet, Duration: Concentration, up to 1 minute, Prerequisites: None, Uses Per Day: 2
You use your furies to heat an object within range to dangerous or even deadly temperatures. You can affect a Large or small object with this power. If the object you are targeting is Hure or larger, then you heat a 10 ft. cube of the object. An object under the effect of this power takes 1d8 Fire damage every turn.
Any creature in physical contact with the object takes 2d8 Fire damage when you manifest the power. Until the power ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
Immolation
5th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 90 feet, Duration: Concentration, up to 1 minute, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
Your Fire Furies wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the power ends on a successful one.
If damage from this power kills a target, the target is turned to ash.
Inspire Bravery
1st level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Touch, Duration: Concentration, up to 1 minute, Prerequisites: None, Uses Per Day: 3
You ignite the fires of bravery and passion within your target. A willing creature you touch is imbued with bravery. Until the power ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your Fury Crafting ability modifier at the start of each of its turns.
Inspire Terror
4th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 90 feet, Duration: Concentration, up to 1 minute, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
You use your furies to fill a target with terror. The target is plagued with such intense feelings of fear that they can die from it.
The target makes an Intelligence saving throw. On a failed save, the target takes 4dl0 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration.
On a successful save, the target takes half as much damage, and the power ends. For the duration, the target makes an Intelligence saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the power ends.
Lines of Flame
7th Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 150 feet, Duration: Instantaneous, Prerequisites: 3 Fire Crafting Powers, Uses Per Day: 1
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7dl0 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
Minor Flock of Furies
3rd level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration, up to 10 minutes, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
You conjure six tiny fire furies in your space. They float in the air and orbit you for the power's duration. When you manifest this power- and as a bonus action on each of your turns thereafter- you can expend one or two of the furies, sending them streaking toward a point or points you choose within 90 feet of you. Once a fury reaches its destination or impacts against a solid surface, the fury explodes.
Each creature within 5 feet of the point where the fury explodes must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save or half as much damage on a successful one.
Pyroclasm
9th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 500 feet, Duration: Concentration, up to 1 minute, Prerequisites: 4 Fire Crafting Powers, Uses Per Day: 1
With the greatest efforts, you call to the great fire furies living below the earth. They rush to do your bidding and erupt in a terrifying geyser of flame and power.
You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. When it erupts, or at the start of your turn, each creature in the cylinder takes 10d8 fire damage, or half as much damage if it makes a successful Dexterity saving throw.
The geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool's radius increases by 5 feet. At the start of your turn, a creature in the pool of lava (but not in the geyser) takes 5d8 fire damage.
When a creature leaves the pool of lava, its speed is reduced by half, and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature takes action to break the hardened stone away from itself.
If you maintain concentration on Pyroclasm for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.
Quench Flames
3rd Level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: Self(30-foot Radius), Duration: Instantaneous, Prerequisites: 2 Fire Crafting Powers, Uses Per Day: 2
You use your mastery of fire to douse flames all around you. You extinguish all nonmagical fires in a 30-foot-radius area centered on yourself. You can extinguish fire craftings in the area as well. For each fire crafting in the area, make a Charisma check. The DC equals 10 + the Crafting's level. On a successful check, the crafting ends.
Fire Furies in the area take 8d6 cold damage. A successful Constitution saving throw reduces the damage by half.
Temperature Control
1st Level, Crafting Type: Passive, Range: Self
You use your furies to keep heat or cold from affecting you, even in extreme temperatures. You can exist comfortably in both extreme cold and extreme heat.
Wave of Flame
1st level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: Self(15-foot cone), Duration: Immediate, Prerequisites: None, Uses Per Day: 3
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning.
Wildfire
6th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration, up to 1 minute, Prerequisites: 3 Fire Crafting Powers, Uses Per Day: 1
You call up your furies and let them loose in lines of flame, burning all in your path.
You launch a beam of flame in a 5-foot-wide, 60-foot-lo Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Fire damage and has the Blinded condition until the start of your next turn.
On a successful save, it takes half as much damage only. Until the power ends, you can take a Crafting action to create a new Line of Wildfire. For the duration, a mote of brilliant light shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
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