Advertisement
Guest User

Untitled

a guest
Aug 23rd, 2019
352
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 29.43 KB | None | 0 0
  1. Basic Info:
  2. Name: Miarael Zirlivian
  3. Race: 1/2 human, 1/4 Dragon, 1/4 Salamander
  4. Class (Lvl - XP): Battlemaster Fighter (Level 8) Fire Draconic Sorcereress (Level 8) - 195,000/225,000
  5. Alighnment: Chaotic Good
  6. Age: 21 (6/7/19)
  7. Height: 6'
  8. Weight: 168.4 lbs
  9. Description:
  10. Dark skin, dark red hair and fire-red eyes. Slim, tall, and muscular. Bears a small scar on the back of her neck. Her hair falls to her upper back, just below the shoulders, and is usually tied in a ponytail. Sheโ€™s in her true form, with dragon wings, a salamander tail, and a scale pattern. These are dark red, fire red, and a mixture of the two respectively. Her teeth are slightly sharpened and her hands have claws on them, which she tends to file down. Her wings are about six feet wide, making for a wingspan of just over 12 feet. As well her wings, when closed, stretch from just below her head to just below her knees, and her tail is about four feet long, with an eight inch blade at the end. Her scale pattern is as such:
  11. Salamder scales line the top and sides of her spine, while dragon scales surround the side and back of her neck, as well as the top and back of her shoulders, and side of her chest. The dragon scales retreat to her spine until they get to her hips, widening around the tail and wrapping around the side of her waist. The dragon scales continue on the outside of her legs, surrounding a thin line of Salamander scales that also run down the outside of her leg. The scales continue to her knees, before thinning to a line of about three wide down to her ankles, and then lining the tendons of her feet. On her arms, a thin line of Salamander scales are surrounded by dragon scales that cover the length of her arm before separating and following the tendons of her fingers.
  12. Personality:
  13. Miarael is quiet, and blends into the background. Very introverted, she avoids interactions with others and prefers to be towards the corner of the room, where no one will notice her. Many people might assume that she is shy, which is not the case for most topics, with few exceptions. Mia can be cold and pessimistic, especially when in a bad mood. However, even though it sometimes does not seem like it, she cares deeply about others.
  14. Backstory:
  15. Born in a small village to nonhuman parents. Destroyed the village after a Purist Templar raiding party attacked her mother and the rest of the village. Has been traveling ever since.
  16. Basic Stats:
  17. Armour Class: 15
  18. Initiative: +2
  19. Speed: 30 ft Flying/Walking
  20. HP: 110
  21. Hit Dice: 1d6/1d10
  22. Stats: 13, 14, 8, 12, 16, 17
  23. Profeciency: +3
  24. Strength: 20 - +5
  25. Dexterity: 14 - +2
  26. Constitution: 14 - +2
  27. Intelligence: 16 - +3
  28. Wisdom: 17 - +3
  29. Charisma: 20 - +5
  30. Substats:
  31. Acrobatics (Dex): +2
  32. Animal Handling (Wis): +3
  33. Arcana (Int): +6
  34. Athletics (Str): +5
  35. Deception (Cha): +5
  36. History (Int): +3
  37. Insight (Wis): +6
  38. Intimidation (Cha): +5
  39. Investigation (Int): +3
  40. Medicine (Wis): +3
  41. Nature (Int): +3
  42. Perception (Wis): +6
  43. Performance (Cha): +5
  44. Persuasion (Cha): +5
  45. Religion (Int): +3
  46. Sleight of Hand (Dex): +2
  47. Stealth (Dex): +2
  48. Survival (Wis): +6
  49. Proficencies:
  50. - Perception
  51. - Survival
  52. - Arcana
  53. - Insight
  54. - Common, Infernal, Draconic, Elvish, Salamane
  55. - Simple and martial weapons
  56. - Armour
  57. - Shields
  58. - 2x swords, scythes, whips, spellbooks, staffs, unarmed, fire attacks
  59. - Jewler's Tools
  60. Equipment:
  61. Traits:
  62. - Dueler: +2 damage to one-handed weapons when not wielded with anything else.
  63. - Second Wind: Regain 1d10 + fighter level hitpoints once per long rest.
  64. - Action Surge: Gain a second action once per long rest
  65. - Combat Superiority: Add a special manuever to an attack with superiority dice. 1d8.
  66. -- Manuever Save DC: 16
  67. -- Superiority Dice: 5/5
  68. -- Riposte: Make an attack against a creature who missed a melee attack against you. Add superiority dice roll to hit.
  69. -- Parry: Reduce the amount of melee damage taken by 1 superiority dice+dex.
  70. -- Manuevering Attack: Ally can move half speed without disadvantage. Add 1d8 to damage. (Cursed gets Goading)
  71. -- Feinting Attack: Gain advantage on an attack against a creature of your choice one turn after activating this ability. Add superiority die to damage.
  72. -- Disarming Attack: Force target to drop one item being held on a failed stregnth save. Add superiority die to damage (Cursed gets Menacing)
  73. - Know your Enemy: Gain knowledge of an enemy's stats in relation to yours after spending at least 1 minute with them outside of combat. Can be two of: Str, Dex, Con, AC, current HP, total level, or fighting level.
  74. - Extra Attack
  75. - Draconic Sorceress: Profeciency bonus for charisma checks against dragons doubled.
  76. - Elemental Affinity: Add charisma modifier to fire damage attacks.
  77. - Sorcery Points: 8/8
  78. -- Flexible Casting: Convert sorcery points to spell slots and vice versa. 1st spell slots:2 sorcery points, 2nd:3, 3rd:5, 4th:6, 5th:7
  79. -- Metamagic: Add affects to spells.
  80. --- Twinned Spell: Spend a number of sorcery points equal to the spell level of a slot to cast a spell twice. Spell must only target one creature.
  81. --- Quickened Spell: Cast a spell as a bonus action for 2 sorcery points.
  82. - Hot Blooded: Any creature that makes a successful melee hit against Mia must make a dex saving throw. Upon failing said throw, the creature takes 1d4 fire damage.
  83. - Draconic Resistance: Once every other long rest, can turn a failed save into a successful one.
  84. - Dedicated Pyromancer: Mia has no limits on the amount of spells she can know, and can learn spells above her max spell slot level. However, she gains disadvantage on magic spells that do not involve fire, and cannot learn spells over her max spell slot level that do not involve fire.
  85. - Overdrive: Can cast spells above her max spell slot limit. Cost 10% of her HP per spell slot above the limit. Her max spell slot limit is the highest spell she has an unused spell slot for. This HP can be gained back through healing magic or health potions. It recovers naturally 1d10+1d6 per long rest or half that total per short rest.
  86. - Magic Leak: Charges magic or fire stones passively. Elemental stones charge in 20 - 1d20 days when equipped to Mia.
  87. - Fire Immunity: Mia is immune to fire damage.
  88. - Sword Styles: As a bonus action, Mia can switch her fighting stance when using a bladed weapon.
  89. -- Demonic: Successful hits in this stance grant +2 extra damage.
  90. -- Salamane: Grants a +2 bonus to hit against enemies in medium or heavy armour, or it's natural equivolent.
  91. -- Elvish: Grants a +2 bonus to hit against enemies with 15 or more Dex.
  92. -- Human: +1 on str, con, and wis saving throws while in this stance.
  93. -- Quick Draw: When drawing a weapon from its sheath: +2 to hit, +2 damage if attacking. If defending from an attack, Mia can make a dex saving throw to take no damage from a melee attack as a reaction. Sheathing the weapon takes all of Mia's movement and actions if this is done.
  94. - Tail Whip: Mia can use an action to attack with her tail. Target takes 1d4 blunt or 1d4 slicing damage on hit.
  95. - Claw: Unarmed strikes from Mia do 1d4 slicing damage.
  96. - Bite: Mia can bite an opponent for 1d4 piercing damage.
  97. - Fire Types: Mia can use different fire types. Different kinds of fire have varying effects. She can switch fires with a bonus action.
  98. -- Red Fire: A raging fire that seeks to burn and destroy all it comes in contact with. Mia's natural fire. When using this, all targets hit with a fire attack from Mia must make a constitution saving throw against Mia's Spell Save DC. On a failed save, the target takes 1d6 extra fire damage. They must keep making the saving throw until they pass.
  99. -- Alchemist's Fire: A flame that glows a bright green. This fire can be used underwater, and in other conditions where fire usually would not work.
  100. -- Yellow Fire: A yellow flame that moves quickly at the cost of power. +1 to hit to enemies with 12 - 15 dex. +2 to hit to enemies with more than 15 dex. -1 to hit for enemies with 12 - 15 AC. -2 to hit for enemies with 16+ AC.
  101. -- Frostburn: A fire that burns light blue and cold like ice. Rather than doing burn damage, this fire does frost damage.
  102. -- Healing Flames: A dark blue flame that heals instead of harms. For every point of damage that would've been dealt by a fire attack, the target is healed instead.
  103. -- Orange Fire: Bright orange fire that prioritizes power over speed. +1 to targets with 12 - 15 AC, +2 to targets with 16+ AC. -1 to targets with 12 - 15 dex, -2 to targets with 16+ dex.
  104. -- Cursed Flames: Flames that burn jet black, almost as if they were casting shadows instead of light. Victims of this fire have residue from the flames eating at their wounds even after it's extinguished. Tremendous power, but at a great cost. Fire attacks with this kind of fire add an additional damage dice, and deal 1d4 extra damage for 1d8 turns. Damage dealt by this fire is only half healed by healing spells, healing items, and long rests.
  105. -- Holy Flames: Fire that glows a radiant white. When used against creatures with a good alignment, all attacks deal half damage. Attacks against enemies with evil alignment deal 1.5x damage.
  106. -- Infectious Fire: A purple flame. This fire spreads throughout the body like a disease, burning it from the inside out. Every time an enemy is hit by an attack after being hit by this fire, deal 1d4 extra damage until the creature takes a long rest. Damage dealt by this fire is healed half by healing spells, healing items, and long rests.
  107. -- Passion Fire: A pink flame of desire, passion flames deal no damage. Instead, for every pount of damage dealt, the victim looses .25 points of wisdom until combat is over. Victims have disadvantage on all wisdom saving throws until completing a short or long rest.
  108. -- Multicolour Fire: A fire that's random and unpredictable. On a spell cast, fire type is decided by a 1d10 roll.
  109. - Salamia: A form where Mia looses all self control and reason. Nat 1 on a wisdom saving throw if something makes her unbearably angry - usually if someone she cares for is seriously injured or killed directly by an enemy. Form depends on scenario: Red is usual. Green if she's underwater or in low oxygen, yellow for speedy and stealthy enemies. Light blue in extremely cold areas, dark blue with a 16+ wisdom saving throw after the nat 1 if an ally is injured, orange against high armoured and powerful targets, black with a cursed meter level of 80+, holy if the enemy is a powerful undead or evil aligned or in the presence of many such creatures. Purple against particularly intelligent enemies or when trapped, pink against cubi and similar enemies - or when rolling a nat 1 on a wisdom saving throw for being charmed. Multicoloured if three or more of the following situations are met.
  110. - Cursed Meter: When using Cursed Fire or Infectious Fire, Mia's cursed meter fills up. For cantrips, it fills by 2 points. 1st level spells cost 10 points, and every spell slot cost ten points more. For Infectious Fire, this amount is halved.
  111. -- When the cursed meter hits 25, Mia heals half as much damage from healing items, magic, and long rest. At 50, Mia takes 1/4 damage from all her spells cast. When it hits 75, Mia takes 1/2 damage from all her spells. When it hits 100, Mia takes 150% damage from all spells cast.
  112. -- Cursed Meter depletes at 10 points per short rest, and 20 points per long rest.
  113. -- 0/100
  114. - Blazing Strike: As a bonus action, Mia can make a weapon attack do an additional dice of fire damage.
  115. - Fire Strike: As a bonus action, Mia can make an unarmed strike do an additional 1d4 fire damage.
  116. - Absorption: Mia can absorb any fire damage. She can choose to add half of this damage to her next attack before rolling to hit, or heal herself for half the damage that would've been done.
  117. - Autocombustion: As a bonus action, Mia can light herself ablaze. For up to 1d6 turns, any creature that comes into contact with Mia must make a dex saving throw, or take 1d6 burning damage.
  118. - Fire Blink: 6 times per long rest, Mia can instantaneously move to an unobstructed area she can see inside her movement range. This does not consume her movement.
  119. - Fire Manipulation: Mia can control fire - both magical and nonmagical - with ease.
  120. Spells:
  121. Spellcasting Stat: Charisma
  122. Spellcasting Modifier: +8
  123. Spellsave DC: 16
  124. Cantrips:
  125. - Firebolt
  126. One of the most basic fire attacks, and every arsonists' dream. 3d10 fire damage. 120 range. At level 17, increase damage by 1d10.
  127. - Fire Slash
  128. A line of fire thrown towards an enemy. A version of firebolt made for particularly mobile targets. 3d10 fire damage. 150 range. +3 to hit against enemies with 15+ dex. At level 17, increase damage by 1d10, and bonus to hit by 1.
  129. - Fire Spear
  130. A version of firebolt made to pierce armour and deal with tougher enemies. 3d10 fire damage. 100 range. +3 to hit against enemies with 15+ AC. At level 17, increase damage by 1d10, and bonus to hit by 1.
  131. - Fire Shield
  132. A shield that can be used on the caster or an ally. Increase AC by 3 for the selected target for 3d4 turns. Any creature that makes a melee attack against the shielded user takes 3d4 fire damage. Range 60. Can be a dome shape with a diameter of up to 15 feet. At level 17, increase AC bonus by 1, damage and turns lasted by 1d4, and diameter by 5 feet.
  133. - Fire Dash
  134. Allows the user to disappear in a flurry of fire, and reappear elsewhere. Caster can move to any unobstructed area within 90 feet, as long as a 1x1 foot space remains unoccupied between them and their target area. Anything between the caster and their target area must make a dex saving throw, and takes 3d6 damage on a failed save, or half that on a successful one. At level 17, increase damage by 1d6, and max distance by 30 ft.
  135.  
  136. Level 1: 4/4
  137. - Fire Drop Bolt
  138. A fire bolt that is casted in one direction before making a sharp turn to strike it's target. 2d10 fire damage, range 100. Enemies that the caster is aware of but that cannot be seen or are behind cover can be targeted without disadvantage, but can make a dex saving throw to avoid the attack if it hits. The target takes no damage on a successful save. Add 1d10 for every subsequent spell slot.
  139. - Wall o' Fire
  140. Creates a wall of fire in a line 20 feet long or 20 feet in circumference that stretches up to 6 feet high. Must be within 120 feet of the caster. Anything that touches this fire, or is in the way of the line takes 1d8 fire damage on a failed saving throw, and half that on a successful one. Every spell slot casted above it's original, add 10 feet to it's length. Add one dice of damage for every other spell slot.
  141. - Combustion
  142. Sets a target within 60 feet ablaze. Target must make a constitution saving throw - on a failed throw, they take 1d4 fire damage for 1d4 turns. On a successful save, they take half the damage for one turn. Every other spell slot, increase the amount of turns by one die. Every other spell slot starting at level 2, increase the damage by one die.
  143. - Fire Breath
  144. Mia breaths a cone of fire 20 feet in a conic shape. Any target caught in this cone makes a constitution save. On a fail, they take 4d6, -1d6 for every 5 feet the fire travels. On a successful save, they take half that. For every spell slot casted above it's original, add 1d6 of damage.
  145. - Fire Mirage
  146. Caster creates a solid object made entirely out of fire. This object takes on all the stats of a normal object, but deals an additional 1dx of fire damage. For every level casted above the first, the weapon does 1dx extra damage. Every other spell slot, the weapon ld6 turns longer.
  147. - Fire Portal
  148. Opens a portal, allowing Mia to travel between distances. She can travel up to 4x her movement speed in combat, or can choose to stay there as long as she wishes. Anyone else who is not immune to toxic chemicles in the air takes 1d6 damage per turn spent inside the dimension. Causes 1d6 damage to anything in the area where the portal opens on a failed dex saving throw, or half that on a successful one. Damage increases by 1d6 for every spellslot casted above the original.
  149. - Blazing Slash
  150. Cast a slash of fire from a weapon wielded by the caster. 60 range, 2 die of the weapons damage type. +1 to hit against enemies with 12+ dex. Increases by 1dx per spell slot. Every 3rd spell slot increase the bonus to hit.
  151.  
  152. Level 2: 3/3
  153. - Fire Blast
  154. A short ranged blast of fire originating from the hand and spreading 20 ft in a conic shape. 4d8. Subsequent levels increase damage by 1d8.
  155. - Plasma Stream
  156. A powerful stream of condensed fire with a range of 120 ft. Deals 3d10 on hit. Hits reduce the AC of armour by 1, and can melt through cover and solid objects.
  157. - Fire Ripples
  158. Sends multiple waves of fire about two feet high from self in all directions. Fire reaches 30 feet, and deals 1d6 damage on a failed dex saving throw, or half that on a succesful one. Casts 1d4 waves. Increases by 1d6 damage per spell slot, and 1d4 attacks every other spell slot.
  159. - Firewall
  160. Sends a powerful wall of fire six feet tall out 10 feet in all directions from the caster. All entities within ten feet of Mia must make a dex saving throw - on a fail, they take 4d6 burning damage. On a successful one, they take half that. Damage goes up 1d6 per level.
  161. - Fire Drop Ball
  162. A fire ball that travels in a straight line before taking a sudden sharp turn to impact it's target, traveling a total of 120 feet. Can targets areas behind cover or that cannot be seen directly without taking disadvantage as long as there is a clear path to the location. Targets must make a dex saving throw and take 4d6 fire damage on a failed save, or half that on a successful one. Damage goes up 1d6 per level.
  163. Level 3:3/3
  164. - Fireball
  165. A ball of fire that explodes in a 20 foot radius with a 120 ft range. Deals 8d6 on a failed dex saving throw, or half that on a successful one. Every spell slot this spell is casted above 3rd, add 1d6 damage, and increase radius by 5 feet.
  166. - Wyvern Punch
  167. Sends a dragon shaped beam of fire towards a target, with a range of 120 feet. On a hit, the dragon consumes the target, dealing 3d8 fire damage. It then explodes into a fire tornado, lifitng the target up ten feet into the air. Target takes an additional 3d8 fire damage, and all enemies within 10 feet must make a dex saving throw, taking 3d8 damage on a failed save, or half that on a successful one. Damage goes up by 1d8 per spell slot level.
  168. - Fire Tendril
  169. Creates up to 1d4 tendrils of flame that can bat and or grapple targets. These tendrils have a reach of 30 feet. Targets that are swiped at take 3d6 blunt +3d6 fire damage, whereas targets grappled must make a strength saving throw - on a failed save, they are grappled, being unable to move and taking 3d6 fire damage for that turn. All tendrils can attack once per turn, but the spell requires concentration. Tendrils last for 1d10 turns. For every spell slot, increase damage by 1d6. Increase amount of tendrils by one die every other spell slot.
  170. - Fire Gusts
  171. Fires off 3d4 fire slashes in all directions, each of which travel 60 feet, target random enemies, and do 2d10 damage on hit. Every spell slot, increase damage by 1d10. Every 3rd spell slot, increase the number by 1d4.
  172. - Sword Barrage
  173. Fires up to 1d8 firebolts, each of which deal 2d8 damage, from a weapon with overcharged firestones. For each spell slot, increase firebolt amount by 1 die (1d8 --> 1d12), and damage by one die. Spell slot level increases with every overcharged fire stone in the weapon.
  174. - Fire Parasite
  175. Summons a parasite that burrows into the target on hit. Target must make a con saving throw - on a failed throw, they take 2d12 burning damage, and must make the throw again next turn. On a successful throw, the parasite fizzles out.
  176. - Shockwave
  177. A slam into the ground from above, with the target having to be within 60 feet of Mia. Target takes twice the weapon die in it's type of damage (2d6 slicing for a shortsword) and 4dx fire damage. Any entity within ten feet must make a dex saving throw, and takes 4dx fire damage on a failed throw, or half that on a successful one. If no target is specified, or if the attack misses, all units within that radius must still make the dex saving throw. Both attack damage numbers go up 1dx every spell slot, and the radius goes up every 3rd spell slot.
  178. Level 4: 2/2
  179. - Volcanic Eruption
  180. Raises an exploding blast of fire from the ground at a point within 120 feet. Any enemies inside of a 10 foot radius must make a dex saving throw. On a failed save, they take 10d6 damage and are thrown 15 feet into the air. Every spell slot increase, add 1d10 damage. At 7th level, increase radius to 15 feet.
  181. - Fire Razor
  182. A spinning blade of fire that cuts through objects like wood and bodies. Range 60 feet. On a hit, the target takes 8d8 burning damage, and their armour looses one point of AC. If the target is or is behind cover that is breakable, such as wood or glass, all entities within 10 feet of the attack must make a dex saving throw, and take 2d4 piercing damage on a failed save. They take no damage on a successful save. The cover is destroyed.
  183. - Sword Beam
  184. Fires a beam of plasma from the tip of a weapon up to 60 feet away. Weapon must have fully or overcharged firestones embeded into it - for every full fire stone embedded into the weapon, the spell slot level increases by one. On a hit, deals 8d10 burning damage, and reduces armour AC by 2. Melts through cover. For subsequent spell slots, increase damage by 1d10.
  185. - HPM
  186. A slow moving ball of fire with a range of 60 feet. The ball of fire drifts around for 1d8 turns. Anything that comes within ten feet of it must make a dex saving throw, taking 8d8 damage on a failed throw. They take no damage on a successful one. At 5 and 8 spell slots, increase damage by 1d8. At 6th and 9th spell slots, increase turns by 1d8. At 7th spell slot, increase radius to twenty feet.
  187. - Dancing Flames
  188. A set of multiple firebolts that home in on a singular enemy within 60 feet. If the enemy has 12 or more Dex, +1 to hit. Summons 1d6 bolts that deal 2d10 damage each. Every other spell slot starting at 6th, increase the bolts by 1d6. Every other spell slot starting at 5, increase the damage by 1d10.
  189. - Fire Mine
  190. A ball of fire that can be placed. When casted, roll 1d20. 1-5, the fireball explodes, dealing 8d10 damage to the caster and anyone within 20 feet of them who fails a dex saving throw (or half that on a successful one). 6-10, and the fireball explodes, dealing 4d10 damage to the caster and anyone within 10 feet of them who fails a dex saving throw (or half that on a success). 11-15, and the fireball can be placed. It will explode in 1d4 turns, or if someone comes within 10 feet of it. It explodes in a 20 foot radius, dealing 8d10 fire damage to anyone who fails a dex saving throw, or half that if they succeed. 16-20, and the fireball stays where it is placed until manually exploded by the caster, or until something comes within 10 feet of it. It'll explode, dealing 8d10 burning damage to anything within 20 feet of it that fails a dex saving throw, or half that if they succeed the throw. Starting at the fifth spell slot, increase damage by 1d10.
  191. Level 5: 0/0
  192. - Fire Vortex
  193. Summons a vortex of fire that sucks in any loose item less than 50 pounds within 20 feet in front of Mia. Creautres must make a dex saving throw - on a failed throw, they are also sucked in and take 5d10 burning and 5d10 crushing damage. This takes one turn. Then, it releases everything sucked inside in a small beam of fire that destroys cover. For every 50 pounds of items, this attack does 2d10 burning damage between Mia and a point straight ahead of her within 120 feet. Targets in this area must make a dex saving throw, taking full damage on a failed throw, and half damage on a successful one. This damage is also inflicted on any creature sucked into the vortex. Every spell slot, increase the range of things that can be sucked in by 10 feet, and the weight that can be sucked in by 50 pounds.
  194. - Damaku
  195. Summons four balls of fire - one in front of, to the left, to the right, and behind the caster. Each of them float ten feet before splitting into two smaller balls of fire. They split four times into a total of 64 balls, traveling a total of fifty feet. They split once each turn. Anything that comes within 5 feet of these balls of flame must make a dex saving throw - on a failed throw, they take 6d6 burning damage, or half that on a successful save. Every spell slot, increase the damage by 1d6. Every other spell slot, increase the amount of splits by one, and feet traveled by 10.
  196. - Flame Worm
  197. An attack that ruptures from the ground, flying up into the sky before diving back into the ground. It leaves the ground 1d4 times, and enters it that same amount. It cannot enter and leave the ground in the same spot more than once. Anywhere it appears or lands, any entity within 10 feet must make a dex saving throw, taking 4d12 damage on a failed save, and half that on a successful one. At spell slots 7 and 9, increase the die for the amount of time it leaves and enters the ground by 1 (1d4 --> 1d6). At levels 6 and 8, increase the damage by 1d12.
  198. - Blood Boil
  199. Make a strength roll to grapple a target. If it suceeds and the target has 30 or less health, they must make a constitution saving throw or be burnt alive. If the target has more than 30 health, on a failed throw they take 8d10 damage, or half that on a successful throw. For each spell slot casted above this one, the health limit increases by 10 hp.
  200. - Flame Sparrows
  201. A ball of fire that splits into 1d6 bolts and homes in on enemies. Deals 6d10 on hit, and has advantage on attack rolls. When cast above the 5th level, increase bolts by one die (1d6 > 1d8).
  202. Level 6: 0/0
  203. - Fire Dragon
  204. Summons a dragon made entirely out of condensed fire. Lasts for 1d4 turns. Requires concentration. The dragon can attack twice: it can make a swipe with it's claws, dealing 8d6 burning damage to anything that's hit within a 20 foot line perpandicular to the attack point, or a swipe with it's tail doing 6d8 burning damage to anything that;s hit withing a 40 foot line perpendicular to the attack point. Each attack rolls to hit for every creature in it's area. It can also breath fire, dealing 10d10 burning damage to everything in a 60 foot cone that fails a dex saving throw, or half that to anything that suceeds the throw. Every spell slot, increase damage by one die. At the 9th spell slot, spell last for 2d4 turns.
  205. - Fire Pillar
  206. Summons a pillar of flame 40 feet in diameter. Lasts for 1d6 turns, and can be moved around the field, traveling up to twenty feet in one turn. Anything that gets caught by it must make a dex saving throw, taking 10d12 on a failed throw, or half that on a successful one. For every spell slot casted above 6, increase the damage by 1d12. At level 9, it lasts 2d6 turns.
  207. - Flame Needler
  208. Summons up to 1d10 spikes of flames that impale a singular target that's within 100 feet. The spikes each roll to hit, dealing 4d8 damage per hit. Once they've all hit, each of them explodes, forcing all targets within 20 feet to make a dex saving throw. On a failed throw, they take 4d8 additional burning damage and are thrown back to the outside of the radius. On a successful save, they take half that damage. The target automatically takes full damage for each needle that hits. All needles explode regardless of whether they hit or not. At level 7 and 8, increase the damage by 1d8. At level 9, increase the number of spears to 2d6.
  209. Level 7: 0/0
  210. - Fire Tornado
  211. Summons a massive tornado of fire 60 feet in diameter from the heavens somewhere within 240 feet. Moves 30 feet per turn, and lasts for 1d4 turns. All targets that find themselves in the area of the tornado must make a dex saving throw. On a failed save, they are caught in the tornado until it's end, taking 12d12 damage per turn. Once the tornado ends, all objects and entities caught in it are thrown twenty feet into the air. At the 9th spell slot, it last for 2d4 turns, and every spell slot the damage increases by 1d10.
  212. - Meteor Strike
  213. Causes a rain of meteors from the sky. Summons 2d10 fireballs that land all across the field in a 120 ft radius. Each fireball requires a dex saving throw for anything within twenty feet of it, and the target takes 8d6 damage on a failed throw, or half that on a successful one. A large fireball also lands in the center of the storm, exploding in a 40 foot radius and dealing 16d6 damage to any entity that fails a dex saving throw, or half that on a successful one. All meteors increase by 1d6 damage at the 8th and 9th spell slots, and the fireballs summoned increases to 2d12 at the 9th level.
  214. Level 8: 0/0
  215. - Pyronami
  216. Summons a massive wave of fire that sweeps across the field, stretching in a 120 foot line and standing 12 feet tall. All creatures in its path must make a dex saving throw, taking 20d8 damage on a failed throw, or half that on a successful one. Increases damage by 2d8 at the 9th level.
  217. Level 9: 0/0
  218. - Pits of Hell
  219. Turns the ground of an area 60 feet in diameter into fire for 1d6 turns. Any time someone steps into this area, or ends their turn there, they take 5d10 fire damage. In addition, they have disadvantage on all saving throws while in this area, and their movement speed is halved.
  220. - Hellfire Rain
  221. Summons up to 10d10 firebolts to rain down upon the enemy. They target random targets, each rolling for a hit. The spell spreads across the entire field. Each firebolt deals 6d10 damage on a hit.
  222. - Hypernova
  223. A massive explosion starting at Mia and spreading 120 feet in all directions, destroying cover and spreading around corners. Anything caught in it must make a dex saving throw, taking 60d4 fire damage, or half as much on a successful throw.
  224. - Pulsar Cannon
  225. A beam of hot plasma that rips through the air in a straight line, destroying anything in it's way. On a hit, the attack deals 60d6 to it's target. Anything between the beam and it's target must make a dex saving throw, taking 60d6 damage on a failed throw, or half that on a successful one.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement