The Elemental Planes are among the few planes that ebb and flow unaffected by the greater intentions and machinations of sentience. Their existence, raw and pure of emotion follows only the older laws of the universe.Those primordial forces and laws that direct the non-magical, usher the 4 Great Seas through their eternal tides without thought or concern.
The Elemental Plane of Fire or the Sea of Flame exerts pressure upon its brethren in a multitude of ways while seeping into and onto many another plane. This exerted Pressure manifests in a menagerie of forms whether that be Elementals, or Enviromental warping, or in the most rare of cases, a singular creature. These singular creatures funnel and exert the will of the Sea of Fire usually for not particularly long, but violently all the same.
(Pre-Req. A character with at least 15 levels in Druid or Cleric with proficiency in Nature, and the ability to cast 8th level spells.)
- This Prestige Class does not affect normal leveling or standard character levels.
A prestige class requires a high level of skill before a character can master even its basic elements. Prestige classes might confer lost lore, allow access to an inscrutable form of magic, grant mastery of an exotic fighting style, or be built around the knowledge harbored by a secret society. Mechanically, a prestige class is a character class that requires the same training and focus as any other class. You enter a prestige class by way of the normal multiclassing rules. However, you cannot enter a prestige class until you are at least 3rd level—and many prestige classes have even higher level requirements. Most prestige classes require characters to complete specific deeds in order to gain access to the class. You cannot advance in a prestige class until its gatekeepers—typically those who harbor the class’s lore—agree to accept you. A prestige class typically offers access to unique game mechanics available only to members of that class. Such mechanics reflect specific lore, secrets, or techniques impossible to master without earning the respect and trust of those who already possess that knowledge. Joining a Prestige Class In order to join a prestige class, you must first check with your Dungeon Master. A DM can opt to include or disallow prestige classes in the game. Typically, a prestige class requires you to undertake specific actions in the game so that your character can begin pursuing that class. If those actions aren’t already possible in your campaign, talk to your DM about integrating the prestige class that interests you.
When your character is ready to advance a level, you can choose to gain a level in a prestige class additional to that level. At your DM's discretion, you may take a level in a prestige class at any time as they see appropriate. Your levels in this or any other Prestige Class are not added to your Character's Overall Level and do not contribute to any other scaling such as Proficiency bonus. Prerequisites Taking up a prestige class through multiclassing involves meeting certain prerequisites, just as with multiclassing into a standard class. You must meet the ability score prerequisites for your current class and for the prestige class in order to qualify for it. A prestige class requires a minimum character level and a minimum score in at least one ability, as well as requiring that you complete any number of specific deeds—finding magic items, defeating monsters, surviving a particular challenge, and so on—before being able to take up that class.
Prestige classes offer a new form of multiclassing. Unlike the basic classes found in the Player's Handbook, characters must meet requirements before they can take their first level for a prestige class. Most prestige classes involve a large amount of work and time, and the class-specific options are usually more available at higher levels. Some involve rituals, planar travel, feats of greatness, race, or even level requirements.
Class Features
As a Promethean, you gain the following class features.
Increase your Spellcasting Score, Constitution, or Dexterity by 2. You may increase one of the remaining scores by one. Alternatively you may increase each score by one. Your creature type changes to Elemental.
Elemental Conflux. Whenever you should cast a spell that would utilize fire or deals fire damage you may treat rolls of 1 on the die as the maximum amount possible rolled on that damage die, this applies to continuous damage effects, or summons and effects conjured by such spells. In addition, any time you should be subject to fire damage you heal equal to the damage dealt plus your proficiency bonus. Damage dealt by cantrips you cast do not trigger this healing effect.
Elemental Leyline. You may communicate telepathically with Elementals as if you shared a language as long as you are able to see them. Additionally, environmental effects such as weather, or temperature do not impose conditions upon you. An example of this includes being immune to extreme cold or heat, or a severe windstorm will not hinder your movement as long as whatever is imposing the effect is natural.
Aura of Conflagration. Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you for the next minute. You gain temporary hit points equal to the spell level plus your proficiency bonus. The flames don’t harm you and they shed bright light out to 60 feet and dim light for an additional 30 feet. While the flames are present, any creature within 30 feet of you takes (18) 4d8 fire damage at the start of their turn. Non-magical weapons that hit you are destroyed immediately after dealing damage to you.
Vestiges of the Sea of Flames. You are able to attune to artifacts and magical items originating from the Elemental Plane of Fire.
Enflamed Rebirth. Whenever your health drops to 0 hit points or lower, your body explodes, sending molten magma and flames everywhere within a 40ft radius. Creatures and objects within this radius must make a Dexterity saving throw equal to your Constitution modifier + Proficiency bonus + 8. On a failure, a creature or structure takes (63) 14d8 fire damage and half on a successful save. Additionally, you regain 30 hit points and have advantage on all attack rolls against anything that took damage from this ability for the next hour.
Invictus Flamma. You are able to comprehend and understand the intricacies of magic to such a degree that the casting of spells beyond 9th level now appears to be a real possibility with the proper preparation.
Promethean Philosophy. When you heal a creature with a spell you cast you may force that creature to consume a number of hit dice equal to the level of the spell slot used. The creature must roll these hit dice and recover that many hit points. If this effect would target a creature lacking any remaining hit dice you may still use this feature but instead of consuming hit dice you must reduce their maximum hp by the total of the additional healing. The creature still rolls a number of hit dice exactly as listed above to determine the amount of healing.
Pyrotic Physiology. Your physical body cannot be magically aged or controlled against your will. You are immune to the Charmed, Exhausted, Frightened, Paralyzed, Petrified, and Poisoned conditions. In addition, you may as a bonus action super heat your body to near magmatic temperatures. Creatures grappling, grappled or subject to your touch take (36) 8d8 fire damage at the instance of contact and at the start of their turns if contact persists. You may slowly melt non-magical materials around you simply by touching the material. Damage you deal in this fashion is considered magical for the purposes of overcoming resistances. This feature can be used at will.
Hearth of the Flames. Whenever you should be within 60ft of a source of fire damage, or extreme heat you may as a bonus action siphon heat from that source. Withdrawing heat from a source snuffs or rapidly cools the source to almost subzero temperatures. Creatures cannot be the target of this feature unless they are Elementals from the Plane of Fire. You recover a spell slot equal to one third (rounding down) the number of damage die direct exposure would expose you to. If the source was a magical effect then you must make a spellcasting check as if dispelling the effect. On a success you dispel the effect and regain a spell slot of equal level or lower if available.
You gain one the following traits:
Materiaclast. Spells you cast of sixth level or higher that deal fire damage can burn through arcane projections of force similar to a Disintegrate spell. Affected spells disintegrates a 10-foot- cube portion of projections of force.
While your Aura of Conflagration is active fire damage you deal deals double damage to objects and structures. Whenever your Aura of Conflagration is active increase your size category by one and increase your Strength, Dexterity, and Constitution modifier by 4. You gain resistance to bludgeoning, piercing, and slashing damage while the aura is active in addition.
Pyroclast. Whenever you would deal fire damage to a creature that is resistant or immune to fire damage, the target has their fire resistance degraded for one minute (immunity becomes resistance, resistance becomes normal, and no resistance becomes vulnerability). This effect does not stack.
While your Aura of Conflagration is active you gain a 50 ft flying speed and can teleport up to 120 ft to a spot you can see as a bonus action a number of times equal to one half your proficiency bonus per long rest.
Iconoclast. You become immune to forms of divine influence.
While your Aura of Conflagration is active whenever you deal fire damage with a spell to a creature with a soul you create ethereal flames that linger upon the target. These flames deal 2d8 fire damage at the start of the creature's turn. This damage reduces a creature's maximum health by the total in addition to its normal damage. The fire lasts until dispelled and cannot be snuffed out or doused and the damage cannot be reduced in any way. When a creature's maximum health is reduced to zero its very essence and soul are burned away. It may not be resurrected by anything less than a Wish spell.
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