Beruflich Dokumente
Kultur Dokumente
by Constantine Magkakis
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Common 1 4
Improved Healing
Uncommon 2 6 Starting at 6th level, your Healing Fire feature now heals
Rare 5 12 1d6+1 hit points per spellfire point used.
Very Rare 11 16
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
character that attempts to do so, especially if it is Spellfire Flight
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
Rarity Maximum Number of Times At 14th level, by using an action and expending an
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. You do not
Very Rare 5
Legendary 6 suffer exhaustion for expending more spellfire
Sentient 6 points that your class level while activating Crown of
Fire, until after it has ended. The crown snuffs out
Examples: An uncommon potion gives 2 spellfire any form of magic around you that is not spellfire
points and it becomes non-magical liquid. and suppresses magic items and other effects as an
An Arrow of Slaying gives 11 spellfire points and Antimagic Field would. It provides resistance against
becomes a regular arrow. bludgeoning, piercing and slashing damage dealt by
A Ring of Three wishes with two charges remaining non-magical weapons. Creatures and objects within
gives 15 spellfire points and loses one charge. 10 feet of you suffer 10 spellfire damage per round.
A Nine-lives Stealer gives 16 spellfire points and Maintaining the crown requires concentration. Once
loses 3 charges. If this is the fifth time the sword is you use this feature, you cannot use it again until
drained using this ability it becomes a non-magical you finish a long rest.
sword.
Lifeforce Preservation
At 7th level, your ability to wield spellfire to bolster
your own lifeforce improves. Whenever you gain
spellfire points through the abilities of this path you
require no nourishment for the next 24 hours. In
addition Purify Body no longer causes backlash
damage and whenever you use the Healing Fire
feature to heal yourself, you heal 6 hit points per
spellfire point expended.
Vampiric Fire
Starting at 13th level, you can use spellfire taken from
living creatures to rapidly regenerate yourself. In
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.