More than two years ago an Unearthed Arcana presented a Prestige Class: The Rune Scribe.
According to the rough guidelines in the UA, I've attempted to create the Spellfire Wielder prestige class, based on the class presented in older editions such as 2nd and 3.5.
Spellfire Wielders are from the Forgotten Realms but you can easily adapt to any other setting.
Spellfire is a rare magical power highly coveted by many in Faerûn, as it allowed the user to absorb spells cast at them, internally convert it to raw magical energy, and then use it in myriad ways. Spellfire energies can be used to heal, to project destructive bursts of flame, for flight, and many other things
Level
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Features
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1st
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Spellfire Blast, Magic Absorption
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2nd
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Drain Magic Items, Magical Healing
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3rd
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Flight
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4th
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Double Blast
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5th
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Crown of Fire
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- Charisma 14. Spellfire wielders need a powerful attunement with the raw power of magic
- Constitution 12. Spellfire wielders need a strong physical body to contain inside themselves the raw power of magic
- DM's Permission. Spellfire wielders are very rare and have origin in the Forgotten Realms , and they might not to be suitable to your DM's campaign.HIT POINTSHit Dice: 1d6 per spell wielder levelHit Points per level: 1d6 (4) + your constitution modifier per spell wielder levelMagic AbsorptionYou absorb the magical energy of a spell that is targeting you and not with an area of effect. The spell's energy is stored into your body. The energy has the same level as the spell when it was cast You can store levels up to your Constitution score. Each time you absorb more energy you must make a Constitution DC 13 saving throw. On a failed score, you absorb the energy but you immediately release it. Each creature, including you, or object not worn or wielded in a 10 ft radius suffers 1d6 fire and 1d6 radiant per level released. You can store levels up to to the double of your Constitution score at 3th level.Spellfire BlastAs an action, you can expend your energy levels stored to make a melee or a ranged (maximum range 120 ft) spell attack to a creature or an object. Charisma is your spellcasting ability and you add your proficiency bonus. On a successful hit, the target suffers 1d6 fire damage and 1d6 radiant damage per energy level released.Drain Magic ItemsAs an action you can drain one charge from a touched magic item (including scrolls or potions), converting the energy into a single stored energy level. A fully drained item has no magical properties. At 4th level you can drain power from touched permanent magic item. The item loses its magical functions for 24 hour. You store energy levels according to the rarity of the item:
Rarity
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Energy levels
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Common
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1 energy levels
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Uncommon
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3 energy levels
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Rare
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5 energy levels
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Very Rare
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7 energy levels
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Legendary
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10 energy levels
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Bye.
The DM