Hellflame - Quirk Image

Quirk Tier: Legendary

 

Saving throw DC: Charisma

 

You can produce intense flames from anywhere on your body. This allows you to perform several impressive feats and really turn up the heat on your competition. Your Powers grow in strength as you do.

 

Your melee weapon attacks deal an additional 1d6 Fire damage. As you gain power this ability’s damage changes to (2d6 at level 5) (3d6 at level 11) (4d6 at level 17).

 

You can choose to perform one of the following abilities as an action on your turn:

 

You can make ranged attacks with your fire. This takes the form of a fireball or cone of fire.

The damage for both abilities starts at 2d4 fire damage and changes to (4d4 damage at lvl 5) (4d6 damage at lvl 11) (6d8 damage at lvl 17). The fireball has a range of 60ft and an AOE of 10ft that changes to (70ft range and 20ft AOE at lvl 5) (80ft range and 30ft AOE at lvl 5) (100ft range and 40ft AOE at lvl 17). The cone of fire has a 10ft range that changes to (15ft at lvl 5) (20ft at lvl 11) (30ft at lvl 17). Each creature caught in either of these abilities must make a Dex saving throw, on a success they take half damage.

 

You can bind your foes with chains of fire. You can target a creature within 5 ft of you, the creature makes an acrobatics check versus your spell save DC (8 + Proficiency + Charisma Modifier). On a failure the target is grappled in place by the chains, and as a bonus action you can engulf them in a white hot flame dealing 4d6 fire damage. As you gain power this ability’s range and damage change to (10ft and 6d6 damage at lvl 5) (15ft and 8d6 damage at lvl 11) (20ft and 10d8 damage at lvl 17). This Ability requires Concentration and you must make an additional Con save for every round the affect is sustained.

 

When you use your abilities, you must make a con save (DC:15 + number of times you used them) on a failure, you suffer a level of exhaustion. Your DC resets to 15 when you do not use your fire abilities for one hour. If you have resistance to Fire damage you halve the DC before Rolling and if you have immunity to Fire damage, you automatically succeed the save. As you gain power the Heat bothers you less and you become more resistant to it, this results in the base DC changing to (12 at lvl 5) (10 at lvl 11) (8 at lvl 17)

Hellflame - Quirk Image

Comments

Posts Quoted:
Reply
Clear All Quotes