Base Class: Fighter
Some inherit wealth. Others inherit kingdoms.
You inherited a curse.
The Blackflame is not mere fire—it is a force born of suffering, rage, and something far older than mortal blood. Once wielded with purpose by your predecessor, it now burns within you… untamed, volatile, and hungry.
Where your forebear controlled the flame, you embody it.
In battle, your emotions ignite this cursed power, warping your body into something increasingly inhuman. Scales creep across your skin, your strength swells beyond mortal limits, and your presence alone begins to suffocate the weak. The longer the flame burns, the more it reshapes you—until what remains is no longer man, but something forged in wrath and survival.
Whether you seek vengeance, answers, or simply the strength to endure, one truth remains:
The Blackflame does not grant power.
It reveals what was already inside you.
And if you are not strong enough to carry it…
it will consume you whole.
Blood Sense
3rd-level Black Flame feature
You gain advantage on initiative rolls.
In addition, you can sense creatures within 30 feet of you that are below half their hit point maximum. You know their location, even if they are hidden or invisible, provided they are not behind total cover.
Black Flame Curse
Black Flame Curse
3rd-level Black Flame feature
You can use your inherited abilities to manifest and manipulate the Black Flame, bending the world around you through rage and will.
You learn {{scalevalue}} abilities of your choice from the options below. Each time you gain a level in this class, you can replace one ability you know with another from this feature.
Abilities Known
| Fighter Level | Number of Abilities |
|---|---|
| 3rd | 3 |
| 7th | 4 |
| 10th | 5 |
| 15th | 6 |
Whenever you finish a long rest, all expended uses of your Black Flame abilities are restored.
If a Black Flame ability requires a saving throw, the save DC equals 8 + your proficiency bonus + your Constitution modifier.
Immolating Hatred
The hatred within you manifests as overwhelming physical force and presence.
You have advantage on Strength ([ability]Strength[/ability]) checks and Charisma (Intimidation) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to redirect the attack. Choose another creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Executioner’s Brand
You channel your hatred into a weapon or object you are holding.
While you are wearing or carrying an object imbued with this energy, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with a weapon attack, you can invoke this energy to surround the target in black, mist-like flame. The target takes an extra <strong>2d6</strong> fire damage and must succeed on a Strength saving throw (DC: {{savedc:con}}) or be restrained until the end of your next turn.
While affected by the flame, the target takes <strong>2d6</strong> fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Tyrant’s Gaze
As a bonus action, a sharp red light emanates from your eyes, instilling overwhelming fear.
Each creature of your choice within 10 feet must make a Wisdom saving throw (DC: {{savedc:con}}). On a failure, a creature is frightened of you for 1 minute.
A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Ash Step
You burn out of reality in a violent burst of Black Flame.
When you are hit by an attack, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see.
The attacker has disadvantage on any additional attacks against you this turn.
In addition, you leave behind a trail of black flame that lasts until the end of your next turn. A creature takes 1d6 fire damage when it enters the area for the first time on a turn or ends its turn there.
Black Flame Armor (7th Level or Higher)
A shadow of the Black Flame protects you.
You have advantage on saving throws against being charmed or restrained, and you have resistance to poison damage.
As a bonus action, you can fully manifest this protection, causing black flame to envelop you like armor. For 1 minute, you gain resistance to bludgeoning, piercing, and slashing damage.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Flame Precognition (7th Level or Higher)
You glimpse fragments of the future through the Black Flame.
You have advantage on Intelligence (Arcana) checks, and you can’t be surprised while you aren’t incapacitated.
In addition, as a bonus action, you can enter a heightened state for 1 minute. During this time, when you or another creature you can see within 60 feet makes an attack roll, saving throw, or ability check, you can use your reaction to grant advantage or disadvantage to the roll.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Ash Step
Ash Step
You burn out of reality in a violent burst of Black Flame.
When you are hit by an attack, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see.
The attacker has disadvantage on any additional attacks against you this turn.
In addition, you leave behind a trail of black flame that lasts until the end of your next turn. A creature takes 1d6 fire damage when it enters the area for the first time on a turn or ends its turn there.
Black Flame Armor
Black Flame Armor (7th Level or Higher)
A shadow of the Black Flame protects you.
You have advantage on saving throws against being charmed or restrained, and you have resistance to poison damage.
As a bonus action, you can fully manifest this protection, causing black flame to envelop you like armor. For 1 minute, you gain resistance to bludgeoning, piercing, and slashing damage.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Executioner's Brand
Executioner’s Brand
You channel your hatred into a weapon or object you are holding.
While you are wearing or carrying an object imbued with this energy, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with a weapon attack, you can invoke this energy to surround the target in black, mist-like flame. The target takes an extra <strong>2d6</strong> fire damage and must succeed on a Strength saving throw (DC: {{savedc:con}}) or be restrained until the end of your next turn.
While affected by the flame, the target takes <strong>2d6</strong> fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Flame Precognition
Flame Precognition (7th Level or Higher)
You glimpse fragments of the future through the Black Flame.
You have advantage on Intelligence (Arcana) checks, and you can’t be surprised while you aren’t incapacitated.
In addition, as a bonus action, you can enter a heightened state for 1 minute. During this time, when you or another creature you can see within 60 feet makes an attack roll, saving throw, or ability check, you can use your reaction to grant advantage or disadvantage to the roll.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Immolating Hatred
Immolating Hatred
The hatred within you manifests as overwhelming physical force and presence.
You have advantage on Strength ([ability]Strength[/ability]) checks and Charisma (Intimidation) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to redirect the attack. Choose another creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Tyrants Gaze
Tyrant’s Gaze
As a bonus action, a sharp red light emanates from your eyes, instilling overwhelming fear.
Each creature of your choice within 10 feet must make a Wisdom saving throw (DC: {{savedc:con}}). On a failure, a creature is frightened of you for 1 minute.
A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Demon Blood Transformation
Demon Blood Transformation
3rd-level Black Flame feature
You imbue yourself with the power of the Black Flame, taking on a demonic form.
As a bonus action, you gain the following benefits for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks deals an extra {{scalevalue}} damage on a hit.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Flameguard instinct
Flameguard Instinct
7th-level Black Flame feature
A flicker of Black Flame distorts fate for a moment.
When a creature you can see within 60 feet is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your {{proficiency}} , regaining all uses when you finish a long rest.
Scorched Form
Scorched Form
10th-level Black Flame feature
The Black Flame has permanently altered you.
You gain resistance to fire damage.
In addition, the extra damage from your Demon Blood Transformation increases to <strong>1d8</strong>.
Master of the Flame
Master of the Flame
15th-level Black Flame feature
You have learned to fully embrace the power of the Black Flame.
You can use each of your Black Flame abilities twice, instead of once, before needing to rest.
In addition, you regain all expended uses of your Black Flame abilities when you finish a short or long rest.
Demon Of The Black Flame
Demon of the Black Flame
18th-level Black Flame feature
You have mastered the Black Flame, refining its chaos into something terrifyingly complete. What once threatened to consume you has instead been forged into your final form.
The extra damage from your Demon Blood Transformation increases to 1d10.
When you activate that feature, your size can increase to Huge. While you are this size, your reach increases by 5 feet, and you gain a flying speed of 40 feet.
In addition, while your Demon Blood Transformation is active, you gain resistance to bludgeoning, piercing, and slashing damage.
Previous Versions
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3/23/2026 1:13:36 AM
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Coming Soon
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