Firestorm Avatar

The Firestorm Avatar
Level Proficiency Bonus Features Sculpt Destruction
1st +2 Sculpt Destruction, Cataclysmic Mastery, Control Elements 2d6
2nd +2 Retribution, Primordial Tongue 2d6
3rd +2 Portentious Awareness, Elemental Branching 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Imbued Weapon 4d6
6th +3 Ability Score Improvement 4d6
7th +3 Stormborn 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Elemental Branching 6d6
10th +4 Summon Elementals 6d6
11th +4 Improved Imbued Weapon 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Weaponized Weather 8d6
14th +5 Ability Score Improvement 8d6
15th +5 Elemental Branching 8d6
16th +5 Ability Score Improvement 8d6
17th +6 One with the Flames 10d6
18th +6 Elemental Branching 10d6
19th +6 Ability Score Improvement 10d6
20th +6 Spritual Warlord 10d6

As the horde of demons crawls forward baying madly, the orc stands her ground stolidly and without fear. As she clenches her first, a hail of concentrated lightning falls down upon the fiends from the heavens. For a moment, the battefield is engulfed in blinding light. Once the curtain of brightness fades, it is revealed that the hellish stampede is now only piles of brimstone dust.

The dragonborn knight charges forward valiantly against the immense slaadi with skin the shade of obsidian. His flail swings in the air, gaining momentum and glowing a weird blue as elemental power flows through it. Once the flail makes contact, the magic is released and thunder rings out across the battefield. The slaadi staggers backwards under the force of the tremendous blow.

All around the zombies shamble closer, surrounding a tiefling seperated from the group. As soon as the first undead abomination bites into her, a blaze of fire erupts from the tiefling and reduces it to cinders.

The other monsters who where foolish enough to stand close to her are burnt to a blackened crisp.

Just as the laws of the natural world allow for growth, they also demand destruction. For the world to survive and flourish sometimes cataclysmic force must be used; especially in the form of natural disasters. As a firestorm avatar you become a living representation of the devastating side of nature. By embracing the druidic magic of elemental fire and air, you are able to wreak havoc upon those who defy what should be with all the force of nature's ruthless wrath.

Harbingers of Destruction

While there are a wide variety of different people who possess druidic magic to sway nature, you embody an aspect of nature which many other's dont. Whereas as other magicians would focus on growth of life, your grim role is that of sowing death and ruin. You strike with the might of a hurricane, you tear through crowds of your foes like a tornado, your wrath is as potent as an erupting volcano, and you are as persistent as a raging wildfire. Your powers manifest in a way that is explosive and untamed, a clear message to all that those who dare defy you that they are against a near insurmountable foe.

Vengeful Saviors

There are very few firestorm avatars in the world, and this is mainly because one cannot learn to be one. Such a person is only granted that title by the forces of nature or the elemental planes in times of dire need. When entire countries, if not all of the material plane itself, are at risk of a tragic fate only then a firestorm avatar may rise. When this happens the chosen warrior is tasked with challenging the villanous creatures which are responsible for these calamities. Because of this firestorm avatars are both the subject of legends of the past and omens of the future; but these stories are just as likely to portary them as wanton slaughters as they are brave heroes. More often then not, where they fall on this spectrum is debatable and not easily defined.

Creating a Firestorm Avatar

Unlike most other classes, firestorm avatars are exceedingly rare due to the fact that they must be gifted their powers by forces much more powerful than the material plane sees. This of course raises the question of how you got such power. Did a powerful god, elemental or fey choose you as the person who should wield such might, or did the actual nonliving forces of the elemental planes subconciously give you the ability to bring such destruction? Your attunement to nature is as potent as a druid's, if not more so, meaning that your connections to the elements is superior to that than should be possible for mortals, and this should be reflected in your backstory one way or another.

What must also be considered is what you used the magic of the firestorm avatar to do. Naturally you possess powers of immense destruction and ruin, so this automatically makes it too easy for you to due terrible acts of merciless calamity. This does not mean that you go around destroying things out

of sadistic joy though, so you must consider how carefully you use your magical abilities. Due you to prefer to investigate things carefully, determine who the real enemy is and strike with precise but explosive power, or do you simply go in and reign destruction on easily noticeable threats? With the awesomely dangerous powers you hold, it is easy to become corrupted by pride or vengeance, and if you fall prey to either of these than it could prove to be a threat to the whole world itself. Do you embrace this uncontrollability, do you seek to avoid it at all costs by heavy meditation and maintainance of inner peace, or do you have a different state of mind which guides your actions and thoughts?

Quick Build

You can make a firestorm avatar by following these suggestions. First, your ability scores should be ranked in importance of Charisma > Constitution > Strength or Dexterity > Intelligence and Wisdom. Second, choose the acolyte or folk hero background. Third, choose insight and intimidation as your skill proficiencies. Fourth, take chain mail armor, a shield and a battleaxe, a heavy crossbow and 20 bolts, and an explorer's pack as your equipment.

Class Features

As a firestorm avatar, you gain the following class features.

Hit Points

Hit Dice: 1d8 per firestorm avatar level

Hit Points at 1st level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per firestorm avatar level after 1st

Proficiencies

Armor: Light, Medium and Heavy Armor, Shields

Weapons: Simple and Martial Weapons

Tools: None

Saving Throws: Constitution and Charisma

Skills: Choose two from athletics, insight, intimidation, nature, perception and religion.

Equipment

  • (a) leather armor, (b) scale mail or (c) chain mail

  • (a) two melee weapons of your choice or (b) a melee weapon and a shield

  • (a) a ranged weapon and 20 pieces of ammunition or (b) two weapons with the thrown property

  • (a) an explorer's pack or (b) a priest's pack

Firestorm Avatar Save DC

Some of your features will force an enemy to make a saving throw. The DC of all of these saving throws is equal to 8+ your proficiency bonus + your Charisma modifier

Sculpt Destruction (Level 1)

You can coalesce the elements into a cataclysmic form to carry out nature's wrath. You can use an action to unleash destructive power, causing anything in an area of effect to make saving throw.

On a failure a target takes 7 (2d6) damage, but on a success they take half as much damage.

Whenever you use this feature, you choose whether the damage type for this attack is fire, lightning or thunder. In addition, you choose whether the saving throw against this feature is tied to Constitution or Dexterity every time you use it.

Finally, whenever you use this feature you choose the area of effect from the list below.

1) an up to 15 ft. sphere originating from a point that you can see within 120 ft. of you.

2) an up to 40 ft. cone originating from you.

3) a 5 by up to 120 ft. line originating from you.

4) an up to 15 ft. radius, up to 30 ft. high cylinder originating from a point within 120 ft. of you that you can see.

5) an up to 15 ft. square originating from a point within 120 ft. of you that you can see.

You can use this feature a number of times equal to your proficiency bonus, and all uses are restored after you complete a long rest.

The damage of this feature increases as you level up, as shown in the Sculpt Destruction collumn of the Firestorm Avatar table.

Cataclysmic Mastery (Level 1)

Whenever you roll a 1 on the damage die for an effect which deals fire, lightning or thunder damage, you may reroll the die and use that result instead.

This feature does not apply to attacks attached to the condition which do not deal this damage type. For example, if you are level 5 in this class and hit a creature with a weapon attack that is empowered by Imbued Weapon, you may not reroll the weapon's damage die if you roll a one, but you may reroll the extra damage dealt by Imbued Weapon.

Control Elements (Level 1)

The natural forces of the world are bound to your will, allowing you to manipulate them into minor supernatural wonders. You can cast the cantrips Control Flames, Gust, Mold Earth and Shape Water at will.

In addition tot that, you can use your action to cause an area of water within 120 ft. of you to move apart and create a 5 ft. wide, up to 5 ft. deep, and up to 40 ft. long trench. The sperated water forms a wall on either side. The trench remains for 1 minute. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Retribution (Level 2)

You are an avatar of nature's vengeance, and similarly can enact cruel justice against those that strike you. Whenever you are hit by an attack roll made against you or a magic missile, you can use your reaction to create any of the following effects.

Thunderous Rebuke. You proclaim a curse in an ancient language and the creature that hit you must make a Strength saving throw. On a failure they take 1d8 thunder damage and are pushed back 10 ft., but on a success they take half as much damage and don't suffer from the other effect.

The damage of this attack increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.

Shocking Conductivity. Electricity pulses through your body and travels to lash out at the creature that hit you, forcing them to make a Dexterity saving throw. On a failure they take 1d8 lightning damage and suffer disadvantage on the next Strength or Dexterity ability check, attack roll or saving throw they make within the next minute, but on a success they take half as much damage and aren't inflicted with the other effect.

The damage of this attack increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.

Flaming Aura. Flames burst from you, forcing every creature within 5 ft. of you to make a Constitution saving throw. On a failure they take 1d6 fire damage, but on a success they take half as much damage.

The damage of this attack increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

You can use the retribution feature a number of times equal to your Charisma modifier (minimum of 1), but at no point can you have a number of uses higher than your firestorm avatar level. All uses are restored after you complete a long rest.

Primordial Tongue (Level 2)

You can understand, speak, read and write primordial.

If you already knew this language, you may instead choose one other language of your choice. In addition, when you speak in primordial you can communicate with elementals, birds and reptiles as if you shared a language; even if they are not intelligent enough to know a language.

Portentious Awareness (Level 3)

Your attunement to nature allows you to feel the arrival of an environmental calamity far before anyone else can possibly predict it. If you are within a mile of the epicenter or point of origin of a major avalanch/landslide, blizzard, drought, earthquake, flood, hailstorm, hurricane, tornado, tsunami, volcanic eruption, wildfire, limnic eruption or similar natural disaster that will occurr within the next 3 months, than you can sense that a natural disaster will happen in that area. You know what natural disaster will happen and where its epicenter or point of origin will be, but you cannot tell exactly when it will happen.

Elemental Branching (Level 3)

At 3rd level, you choose an elemental force to attune to aside form that of fire and air. The branch you choose grants you features at 3rd level and again at 9th, 15th and 18th level.

Ability Score Improvement (Level 4)

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Imbued Weapon (Level 5)

The weapons you wield are infused with the elemental energy writhing within your soul. Your weapon attacks are considered magical for the purpose of overcoming resistance and immunity.

Also, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra amount of fire, lightning or thunder damage (your choice when you make the attack rol) equal to 1d8 + your Charisma modifier to the target.

At level 11, you deal the extra damage from this feature even if your attack misses.

Stormborn (Level 7)

You have become so attuned to elemental air that you can now soar through it with grace. Thusly, you gain a flying speed of 40 ft. The exact method of this flight is up for you to decide. You could grow wings, be carried by gusts of wind or seemingly walk on air.

Summon Elementals (Level 10)

After paying your services to the elemental planes for so long, they are begginning to support you. You can use an action to summon four mephits of any combination of types; each one appearing in their own unnocupied space within 60 ft. of you of your choosing.

Instead of choosing which mephits are summoned from the MM, you may only choose the four detailed at the end of this document; cinder, lightning, thunder and toxin mephits.

The summoned creatures are friendly to you and your companions. They all act in a group directly after your turn in initiative. You can use a bonus action to issue a verbal command which they are compelled to obey. If you don't give any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

A mephit summoned by this feature dissapears 1 hour after its summoning, if it was not already killed.

Once you use this feature you cannot use it again untill you complete a long rest.

Weaponized Weather (Level 13)

You may use an action to cause any of the following effects to to occur in the area within 120 ft. of you. These effects last for 1 hour or until you use a bonus action on your turn to end an effect.

  • You fill the area with fog, making it lightly obscured.

  • You can force a heavy rain upon the area, applying disadvantage on Wisdom (perception) which rely on hearing.

  • You cause snow or hail to rain down upon the ground, making the ground within the area difficult terrain.

  • You can freeze the surface of the water within the area into ice. If a creature enters a space or starts its turn on the ice, then they must succeed on a Dexterity saving throw or fall prone. Creatures on the surface of the water are pushed on top of the ice and submerged creatures are trapped below the ice, but may use an action to make a Strength check (with a DC equal to your firestorm avatar save DC) to break a 5 ft. square of the ice and reach the surface.

Once you use this feature, you cannot use it again until you complete a short or long rest.

One with the Flames (Level 17)

Over time your body has become closer to that of an elemental's than a human's. You have immunity to fire damage and can move vertically through flames almost as if you where swimming. This does not mean you follow the rules for underwater combat while within a flame, but spaces covered in fire are still considred difficult terrain for you.

Spiritual Warlord (Level 20)

The pinnacle of your power has been reached and you now have the capability to be a commander of the elemental armies. Whenever an ally that you can see or hear within 120 ft. of you hits with a weapon attack, the damage is considered magical and they add an amount of fire, lightning or thunder damage (your choice when they make the attack roll) equal to your Charisma modifier (minimum of 1) to their damage roll.

An ally can only recieve this benefit only once per turn.

Elemental Branchings

As a firestorm avatar you inherently hold great influence over the elements of air and fire,but this doesn't mean you are restricted to those elements. By attuning to some of the elements, you will begin to achieve understanding of all of the elements in general. You specialize in using the powers of another force of nature to supplement your inherent abilities as a firestorm avatar. At 3rd level, you choose what force you would like to "branch out" into; the freezing chill of the deep ocean, the solid stones of the primordial earth or the magnificent plants which breath life into the world.

Branch of the Depths

The merciless cold emenating from the darkest abysses of the ocean is a source of power to you. You have become adapted to the seas itself as you transform into a sort of a water spirit; an undine. Your foes now not only fall victim to the force of storms and fire, but from the wrathful ocean itself. Of all the firestorm avatars, those that branch into the element of water are the most feared for their ability to travel almost everywhere without being hindered.

Aquatic Adaptations (Level 3)

Your body has become accustomed to undersea environment, causing you to grow gills and fins. This means that you gain a swimming speed of 30 ft. and can breathe in both air and water.

Retribution: Frigid Curse (level 9)

The following effect is added to the list of attacks you can make through your Retribution feature.

Frigid Curse. Your body radiates the gelid chill of the darkest depths of the ocean, forcing the attacker to make a Constitution saving throw. On a failure they take 2d8 cold damage and have their movement speed halved until the end of their next turn, but on a success they take half as much damage and don't suffer the other effect.

The damage of this attack increaes to 3d8 at level 11 and 4d8 at level 17.

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Slippery Body (level 15)

Your skin is covered in smooth scales that excrete some sort of strange but natural mucus. Due to this, you have advantage on saving throws and ability checks against being grappled or restrained. Also, even if you are grappled or restrained, you can use a bonus action on your turn to slip out without needing to make an ability check.

Freezing Destruction (level 18)

Whenever you use your Sculpt Destruction feature, you can choose to deal cold damage. A Constitution saving throw is required to resist the cold damage.

Also, if you use the Sculpt Destruction to deal any damage other than fire damage, heavy snow bursts out from the point or origin making any piece of ground within the area of effect becomes difficult terrain for 1 hour. Water within the area of effect is also frozen solid and melts after 1 hour.

Branch of Life

For nature to flourish and grow, the weak and diseased plants must be destroyed so that the stronger ones may live. The devestation wrought by wildfires and tempests is necessary for the survival of nature, and you know this very well. You have become especially attuned to the plants of the world and can bend them to your will with ease. Not only that though, but you also gain the resilience of the primordial forests which never die too.

Amatuer Druidism (Level 3)

You know the Druidcraft cantrip and one other cantrip of your choice from the Druid spell list. Charisma is your spellcasting ability for both of these spells.

Retribution: Ensnaring Tendrils (level 9)

The following effect is added to the list of attacks you can make through your Retribution feature.

Ensnaring Tendrils. Thorny vines emerge from the ground in an attempt to coil themselves around the creature that hit you, forcing them to succeed on a Strength saving throw or take 2d4 piercing damage and be restrained until the end of their next turn.

The damage of this attack increases to 3d4 at level 11 and 4d4 at level 17.

Nature's Ward (level 15)

You have become an embodiment of elemental life itself, making you uncannily resilient to contaminants. You are immune to diseases and necrotic damage. In additon, if you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage on a success, and only half damage on a failure.

Controlled Destruction (level 18)

Even though your role is to reign calamity upon the world, you are careful to ensure that what remains is not irrevocably damaged in the process. Whenever you use your Sculpt Destruction feature, you can choose up to eight huge or smaller objects and creatures in the area of effect. The chosen targets suffer none of the damage or other related effects of the attack.

Branch of Stone

All of nature is built upon a core of rocks within the world, and these ancient supports are the toughest thing that has ever been created. You are an embodiment of the unstoppable strength of the earth below. The earth itself refuses to stand in your way as you gain dominion over it. Attempting to break a firestorm avatar with the powers of the subterranean earth is a nearly impossible task.

Earth Walk (Level 3)

You can almost merge with the earth itself, allowing you to move across nonmagical difficult terrain without expending extra movement.

Retribution: Stone Skin (level 9)

The following effect is added to the list of effects you can make through your Retribution feature.

Stone Skin. Your hide becomes as solid as rock, granting you resistance to nonmagical bludgeoning, piercing and slashing damage, and immunity to poison damage, until the start of your next turn.

Aura of Toughness (level 15)

Your attunement to elemental earth has became greater, allowing you to bestow your allies with its boons. Whenever you use the Stone Skin option of your Retribution feature, up to four allies of your choice within 120 ft. of you gain the benefits of stone skin until the start of their next turn. You don't need to see or hear those allies to use this feature.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Earthshattering Destruction (level 18)

You have become so powerful that the very earth itself quakes when you manifest your power. Whenever you use your Sculpt Destruction feature, every hostile creature within 120 ft. of you must succeed on a Strength saving throw or be knocked prone.



Cinder Mephit

Small Elemental


  • Armor Class 13
  • Hit Points 10 (3d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Languages primordial (ignan)
  • Challenge 1/4

Billowing Death. If an enemy reduces the mephit to 0 hit points while within 5 ft. of it, that enemy must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) fire damage.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4+3) magic piercing damage plus 2 (1d4) fire damage.
Sulfurous Breath. One creature within 60 ft. of the mephit must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) fire damage.



Lightning Mephit

Small Elemental


  • Armor Class 13
  • Hit Points 10 (3d6)
  • Speed 15 ft., fly 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Damage Immunities lightning, poison, thunder
  • Condition Immunities poisoned
  • Languages primordial (auran)
  • Challenge 1/4

Charged Death. If an enemy reduces the mephit to 0 hit points while within 5 ft. of it, that enemy must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) lightning damage.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4+3) piercing damage plus 2 (1d4) lightning damage.
Spew Lightning. One creature within 60 ft. of the mephit must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) lightning damage.


Thunder Mephit

Small Elemental


  • Armor Class 13
  • Hit Points 10 (3d6)
  • Speed 15 ft., fly 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Damage Immunities lightning, poison, thunder
  • Condition Immunities poisoned
  • Languages primordial (auran)
  • Challenge 1/4

Booming Death. If an enemy reduces the mephit to 0 hit points while within 5 ft. of it, that enemy must succeed on a DC 13 Constitution saving throw or take 2 (1d4) thunder damage. If the target fails this saving throw by 5 or less then they are deafened until the end of their next turn.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4+3) piercing damage plus 2 (1d4) force damage.
Thunderous Screech. One creature within 60 ft. of the mephit must succeed on a DC 15 Constitution saving throw or take 7 (2d6) thunder damage. If the target fails this saving throw by 5 or less than they are deafened until the end of their next turn.


Toxin Mephit

Small Elemental


  • Armor Class 13
  • Hit Points 10 (3d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Languages primordial (ignan)
  • Challenge 1/4

Noxious Death. If an enemy reduces the mephit to 0 hit points while within 5 ft. of it, that enemy must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4+3) piercing damage plus 2 (1d4) poison damage.
Spit Poison. One creature within 60 ft. of the mephit must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage.