Base Class: Fighter
Black-Flame Knights are warriors blessed by the fire spirits in order to protect the universe from the chaos gods have brought to the universe. Fire spirits often communicate with Black-Flame Knights, granting them wisdom or providing power in the name of restoring the universe back to before the time of the gods. Although they may seem intimidating, Black-Flame Knights are devoted to the wellbeing and safety to those around them, especially if they have been hurt by the gods. Black-Flame Knights seek vengeance for what the gods have done to the universe, and strive to bring order to the cosmos.
Level 3: Spellcasting
Black-Flame Knight Spellcasting
| Fighter Level | Prepared Spells | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|
| 3 | 3 | 2 | - | - | - |
| 4 | 4 | 3 | - | - | - |
| 5 | 4 | 3 | - | - | - |
| 6 | 4 | 3 | - | - | - |
| 7 | 5 | 4 | 2 | - | - |
| 8 | 6 | 4 | 2 | - | - |
| 9 | 6 | 4 | 2 | - | - |
| 10 | 7 | 4 | 3 | - | - |
| 11 | 8 | 4 | 3 | - | - |
| 12 | 8 | 4 | 3 | - | - |
| 13 | 9 | 4 | 3 | 2 | - |
| 14 | 10 | 4 | 3 | 2 | - |
| 15 | 10 | 4 | 3 | 2 | - |
| 16 | 11 | 4 | 3 | 3 | - |
| 17 | 11 | 4 | 3 | 3 | - |
| 18 | 11 | 4 | 3 | 3 | - |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as a Black-Flame Knight.
Cantrips. You know three cantrips of your choice from the Wizard spell list (see that class’s section for its list). Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Fighter level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Black-Flame Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Black-Flame Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
Black-Flame Magic. Whenever you cast a spell that does fire damage, it does additional damage equal to your spellcasting ability modifier. Additionally, you have the ability to prepare spells that are not in the Wizard spell list. The spell must be of a level you have spell slots for, and it must deal fire damage.
Level 3: Black-Flame Armor
Beginning at 3rd level, your bond with Black-Flame has led to you becoming one with its power. Once you have chosen this subclass, you immediately don the Black-Flame Armor.
You gain the following benefits while wearing this armor:
- Black-Flame Armor is your spellcasting focus for your wizard spells.
- The armor is attached to you and cannot be removed. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action.
- This armor provides an AC of 10 + Dex Modifier + Int Modfier.
- Whenever you hold a melee or ranged weapon, it immediately erupts into Blackflame (if it wasn’t already), granting it the ability to now deal fire damage and gets +1 to all attack and damage rolls. Any weapon you hold with this benefit immediately loses it once you let go of the weapon, and it returns back to its original state. Your unarmed strikes also gain the benefit from this feature.
- You may spend one hour to create any non-magical weapon you have seen purely out of Black-Flame. The weapon has the same statistics as that weapon, however, it now deals fire damage and gets +1 to attack and damage rolls. At level 10, this feature provides +2 to attack and damage rolls, and at level 18 it provides +3 to attack and damage rolls. Additionally, this weapon lasts indefinitely. You can only have one weapon this way at a time. If you were to create another weapon with this feature while another already exists, the old one disappears.
- All Black-Flame spells, weapons, and class features you use will not set anything on fire unless you want it to.
Level 7: Improved Black-Flame Armor
Starting at 7th level, your bond grows between with your Black-Flame armor, intensifying its powers. This power is represented by Heat Points, which allow you to control Black-Flame in formidable ways. You regain all spent Heat Points after a long rest.
- Heat Points. You have Heat Points equal to half your Fighter level (rounded down), and are used to give you various benefits which are listed below.
- Intensifying Heat. Each time you deal fire damage 3 times in a single combat, you gain 1 Heat Point. All Heat Points gained this way are lost after the combat is over.
- Heat Wave (Level 7). As an action, you expend 2 Heat Points to intensify the heat of your armor. Whenever a creature hits you with a melee attack for the next minute, the creature must make a Dexterity saving throw or take 2d8 fire damage, or half as much on a successful one. The damage this feature does increases to 3d8 at level 15, and 4d8 at level 18. 5d8
- Black-Flame Weapon (Level 7). By expending 1 Heat Point, you spend one minute to grant a weapon you are holding the power of the Black-Flame. This weapon, now does fire damage as well as +1 to attack a damage rolls for the next hour. This features benefit increases to +2 at level 10, and +3 at level 18.
- Black-Flame Shield (Level 7). By expending 1 Heat Point, you spend one minute to grant a shield you are holding the power of the Black-Flame. This shield gains a +1 to its AC for the next hour. This features benefit increases to +2 at level 15, and +3 at level 18.
- Black-Flame Explosion (Level 10). By expending 4 Heat Points, you spend your action to cause your Black-Flame armor to erupt in a 20ft explosion centered on you. Each creature within this radius must make a Dexterity saving throw or take 6d6 fire damage on a failed save, or half as much on a successful one. This feature does 8d6 damage at level 18.
- Protection of The Black-Flame (Level 10). By expending 5 Heat Points, you spend your bonus action to grant yourself temporary hit points equal to twice your fighter level + your spellcasting ability modifier.
- Suicide Squad (Level 15). By expending 7 Heat Points, you cast the spell Conjure Minor Elementals. The creatures summoned must be the creature: Magmin.
- Black-Flame Dragon (Level 18). By expending 9 Heat Points, you cast the spell Illusory Dragon. The damage type for this dragon is fire.
- The Ultimate Black-Flame Blade (Level 18). By expending 13 Heat Points, you cast the spell Blade of Disaster. The damage this spell does is fire damage.
Creating Spell Slots. Heat Points may also be exchanged for spell slots, as listed below. You cannot use Heat Points to create spell slots that you do not have yet.
| Creating Spell Slots | |
|---|---|
| Spell Slot Level | Heat Point Cost |
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
Level 10: Master of Black-Flame
At 10th level, your expertise over fire based magic gives you and your allies an edge over your foes. Whenever an ally within a 30ft radius of you makes an attack with a weapon or spell that deals fire damage, you may grant them advantage on their attack. If your allies weapon or spell requires a saving throw of their target(s), the target(s) of your allies spell have disadvantage on their saving throw. This feature can be used up to 3 times, and requires a long rest to regain all of its uses. At level 18, it has 5 uses.
Additionally, all Black-Flame Weapons you create or wield now have a +2 bonus to attack and damage rolls.
Additionally, when using the Extra Attack feature, you may replace one of your attacks with a cantrip that does fire damage.
Additionally, any attacks you make that deal fire damage ignore resistance to fire damage, and treat immunity to fire damage as resistance to it. Additionally, you have resistance to cold and fire damage.
Level 15: Absorb Magic
At 15th level, your armor gains the ability to absorb your foes magic and use it for your own benefit. Whenever you take damage from spells or magical attacks, gain 1 Heat Point.
Level 18: Black-Flame Armor: Last Stand
At the 18th level, your armor has given you the ability to cheat death. If you were to be knocked unconscious, go to 1 hp instead and gain 100 temporary hp. You regain this feature after a long rest.
Additionally, all Black-Flame weapons you wield or create now gain +3 to all attack and damage rolls.
Additionally, when using the Extra Attack feature, you may replace up to 2 of your attacks with cantrips that deal fire damage.







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