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

Hit Die d8
Primary Ability Intelligence, Dexterity
Saving Throws Dexterity, Intelligence

Proficiencies

Armor Light armor
Weapons Simple weapons, Hand crossbows
Tools Alchemist’s supplies
Skills Choose 2 from Arcana, Insight, Investigation, Nature, Survival

Starting Equipment

• Alchemist’s supplies and a dagger
• Light crossbow and 20 bolts
• Leather armor
• Explorer’s Pack
• Transmutation formula book

Class Resources

Ember Charges 6 (Long Rest)

Class Abilities

Martial Abilities

Resource Ember Charges
Ember Bolt
Action 1 Ember Charge Level 1

You hurl a mote of concentrated flame at a target within 60 ft.

Damage Effect
Damage: 1d8 fire (+1d8 at 5th, 11th, and 17th levels)
Burnsteel Weapon
Bonus Action 1 Ember Charge Level 2

You coat one weapon you’re holding with burning alchemical residue.

Prerequisites:

Must be wielding a weapon

Buff Effect
Damage: 1d6 fire (2d6 at 10th level, 3d6 at 18th level)
Duration: 1 minute
Searing Pillar
Action 2 Ember Charges Level 3

You create a column of flame erupting from the ground in a 5-foot radius within 30 ft.

Damage Effect
Saving Throw: Dexterity
Damage: 3d6 fire (+1d6 per two class levels above 3rd)
Ember Wall
Action 3 Ember Charges Level 6

You conjure a 20-foot long, 10-foot high wall of fire at a point you can see within 60 ft.

Control Effect
Saving Throw: Dexterity
Damage: 4d6 fire (+1d6 per three class levels above 6th)
Duration: Concentration, up to 1 minute
Thermal Shield
Reaction 2 Ember Charges Level 5

When you are hit by an attack, you can expend Ember Charges to surround yourself with a burst of superheated air.

Buff Effect
Duration: You gain resistance to nonmagical bludgeoning, piercing, and slashing until end of next turn
Flame Step
Bonus Action 1 Ember Charge Level 7

You step through one fiery space you can see and emerge from another within 30 ft. Both departure and arrival points ignite briefly.

Utility Effect
Cauterize
Reaction 1 Ember Charge Level 9

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.

Healing Effect
Inferno Burst
Action 4 Ember Charges Level 11

You release all stored heat in a 20-foot radius around you. Creatures in the area must make a Dexterity save.

Damage Effect
Saving Throw: Dexterity
Damage: 5d8 fire (+1d8 per two Ember Charges you spend above 4)

Transformations

Phoenix Form
1 minute 4 Ember Charges Level 15

You transform into a phoenix-shaped being of flame, embodying rebirth and wrath.

Changes:

Gain flying speed of 60 ft, Resistance to fire and necrotic damage, Your melee attacks deal an extra 1d8 fire damage

Special Actions:

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).

Limitations:

You cannot cast ember abilities while in this form

Auras

Ember Aura
10-foot radius Level 10

A halo of shimmering heat surrounds you.

Effect:

Enemies that start their turn in the aura take 1d6 fire damage; allies are unaffected.

Companions

Phoenix Guardian
Fiend (Phoenix)
Level 18

You summon a loyal phoenix ally to fight at your side and rally fallen comrades.

Statistics:
HP 6 × your level
AC 15
STR 10
DEX 16
CON 14
INT 12
WIS 14
CHA 18
Speed:
Walk 30 ft.
Fly 60 ft.
Skills:

Perception

Senses:

Darkvision 60 ft

Features:

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

Commands:

Attack, Dive, Resurrect, Swoop

Scaling:

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)

You are proficient with alchemist’s supplies. You learn two Fire Alchemy formulas of your choice and add your Intelligence modifier to any fire damage you deal with alchemical abilities.

Ember Reserves (Level 2)

You harness ambient heat into Ember Charges. You gain a number of Ember Charges equal to your proficiency bonus. You regain all expended charges on a long rest.

Circle of Flames (Level 3)

You can inscribe a simple transmutation circle as an action. For the next minute, any ember ability you use within the circle costs 1 fewer Ember Charge (minimum 1).

Prerequisite: Alchemical Savant

Fiery Conversion (Level 6)

When you deal fire damage with an ember ability, you regain 1 Ember Charge (to a maximum equal to your proficiency bonus).

Prerequisite: Ember Reserves

Thermal Body (Level 10)

You gain resistance to fire damage. In addition, any ember ability you use that creates an area expands its effect by 5 feet.

Prerequisite: Circle of Flames

Phoenix Mastery (Level 20)

Ember abilities you use ignore resistance to fire damage. Once per long rest, you can spend 10 Ember Charges to use Phoenix Alchemy without expending additional resources.

Prerequisite: Thermal Body

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