Flame Transmuter
Flame Transmuters are alchemical adepts who draw on ambient heat, inscribing glowing transmutation circles to reshape it into weapons, barriers, or healing fire. Their art demands both scholarly study and intuitive quickness, for they must trace precise glyphs under duress and channel volatile energy without succumbing to the blaze. They stand between creation and destruction, turning mere flame into a versatile tool or a force of righteous wrath.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Ember Bolt
You hurl a mote of concentrated flame at a target within 60 ft.
Burnsteel Weapon
You coat one weapon you’re holding with burning alchemical residue.
Must be wielding a weapon
Searing Pillar
You create a column of flame erupting from the ground in a 5-foot radius within 30 ft.
Ember Wall
You conjure a 20-foot long, 10-foot high wall of fire at a point you can see within 60 ft.
Thermal Shield
When you are hit by an attack, you can expend Ember Charges to surround yourself with a burst of superheated air.
Flame Step
You step through one fiery space you can see and emerge from another within 30 ft. Both departure and arrival points ignite briefly.
Cauterize
When you or an ally within 5 ft drops to 0 hit points but isn’t killed outright, you can use your reaction and spend 1 Ember Charge to restore them to 1 hit point.
Inferno Burst
You release all stored heat in a 20-foot radius around you. Creatures in the area must make a Dexterity save.
Transformations
Phoenix Form
You transform into a phoenix-shaped being of flame, embodying rebirth and wrath.
Gain flying speed of 60 ft, Resistance to fire and necrotic damage, Your melee attacks deal an extra 1d8 fire damage
Fiery Dive: As an action, you dive in a 15-foot cone. Each creature in the area takes 4d8 fire damage (Dex save for half).
You cannot cast ember abilities while in this form
Auras
Ember Aura
A halo of shimmering heat surrounds you.
Enemies that start their turn in the aura take 1d6 fire damage; allies are unaffected.
Companions
Phoenix Guardian
Level 18You summon a loyal phoenix ally to fight at your side and rally fallen comrades.
Perception
Darkvision 60 ft
Fiery Beak: Melee Weapon Attack, + your proficiency bonus to hit, deals 1d8 + your Intelligence modifier fire damage, Reviving Flames: When an ally within 30 ft drops to 0 HP, the phoenix can use its reaction to restore them to 1 HP once per long rest, Rebirth Burst: The phoenix can sacrifice itself to heal all allies within 30 ft for 5d6 hit points
Attack, Dive, Resurrect, Swoop
Level 6: Regains Reviving Flames use on a short rest
Level 11: Rebirth Burst can be used twice per long rest
Level 17: When the phoenix dies, it returns to you as an Ember Charge
Class Features
Alchemical Savant (Level 1)
Ember Reserves (Level 2)
Circle of Flames (Level 3)
Prerequisite: Alchemical Savant
Fiery Conversion (Level 6)
Prerequisite: Ember Reserves
Thermal Body (Level 10)
Prerequisite: Circle of Flames
Phoenix Mastery (Level 20)
Prerequisite: Thermal Body
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