Demon Defeater
Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5
Rise into the air and spray out projectiles of FoF in all directions for the duration of 1 turn, dealing 1d20 damage in a radius of 1 meter. You are invincible for the duration of your turn, but immobile.
Gain the ability to wield unique magic known as the Flames of Fate. Gain a class resource “Isotopic Flame” equivalent to your Demon Defeater level. Each type of FoF has an associated damage type, as well as several passive effects– both positive and negative. As a movement action, you may swap the current active FoF type, spending 1 Isotopic Flame.
While using Flux FoF, you deal Cold damage.
-You may make only one offensive action on your turn maximum, and cannot use reactions as attacks.
-Gain +30% DEF and -10% ATK.
-You may use Guard/Parry/Dodge as a free action, and your D/P/G actions are reused on a success.
-Whenever you make a save against a DC and would take half damage on a success, take no damage instead. If you fail, take half damage instead.
While using Agni FoF, you deal Heat damage.
-You cannot Dodge/Parry/Guard.
-Gain +30% ATK and -10% DEF.
-You gain an additional attack the first time you use the Attack action on your turn.
-Whenever you land a critical hit, it rolls maximum at a 1d2 chance.
Fire a projectile of FoF of your current type, dealing 3d1 damage as a ranged spell attack.
At the start of your turn, gain 1 temp HP.
Whenever you defeat an enemy, gain an upgrade point. Once per session, whenever you take a long rest, gain 3 Upgrade Points.
Upgrade points can be put into the following categories, up to a limit of 15:
[Flamebolt: Increase the number of sides on the die roll of your Flamebolt by 1.]
[Flameshield: Increase the temp HP of flameshield by 1.]
[Press F: Increase the damage of Press F by 1d20]
While using Helios FoF, you deal Radiant damage.
-For each turn you remain on Helios beyond the first, gain 1 stack of Exhaustion.
-Gain +50% ATK, but are restricted to 1 ability action.
-For the first turn you swap to Helios, all your dice roll advantage.
-The damage rolls of negative status effects you inflict are doubled.
While using Stratus FoF, you deal Psychic damage.
-Whenever you miss an attack or fail a save, take 4HD psychic damage (ignoring resistances/immunities).
-Gain advantage on INT, WIS, and CHA rolls/saves. All of your attacks affect SC instead.
-Whenever you are afflicted with a negative mental status effect, it automatically halves in stack count each round.
-Whenever an enemy is afflicted with a negative mental status effect, it defaults to Mind Control if the target is not immune to it.
While using Narukami FoF, you deal Electric damage.
-You cannot use reactions, and you fail all saves that are not DEX saves.
-Gain 1 additional ability action on your turn.
-Gain immunity to any status effect that would prevent you from acting on your turn.
-All rolls you make involving DEX roll maximum.
While using Aether FoF, you deal Kinetic damage.
-For every 10 UP you have over 30, gain +1 to all stats. For every 10 UP you have under 30, gain -1 to all stats.
-Gain full flight equivalent to your walking speed, and two additional movement actions on your turn.
-While you are at 100 UP, gain advantage on all dice rolls.
-For each round that passes in combat while you remain on Aether FoF, increase your ATK and DEF by 5%, up to a maximum of 50%. Reset this effect when you use an Ultimate.
While using Haze FoF, you deal Cosmic damage.
-Gain +50% ATK, but whenever you deal damage, you take 25% of it as self damage.
-Your UP gains always roll max on your turn.
-You may reroll any of your dice rolls indefinitely; taking damage equivalent to 10% of your max HP when doing so.
-The damage type of your magical abilities automatically changes to the damage type the enemy is most vulnerable to.
While using Isotope FoF, you deal a damage type of your choice.
You may change the active buff of this FoF to one from another FoF type as a free action at any point in your turn, without expending Isotopic Flame. Each time you change the FoF effects of Isotope FoF, gain 1 stack of Thrymmotic Degeneration at a 1d2 chance.
When you defeat a humanoid boss, you may save them as a Secret Character. Once per fight, you may swap to your Secret Character for 1 turn by saying “Reset!!!”, replacing your E, R, and F with abilities inspired by that boss.
When you make a long rest, you may choose to blare loud speed metal instead. This prevents the recovery of HP from the long rest, but all party members get Brave (I) (INF) for the next fight.
As a movement action, you may say “Yare yare yare… daze”. Doing so grants you advantage on to-hit for your next attack.
When you are initially inflicted by a status effect, you may say “:U”. Doing so reduces the stack count of the effect by 1 (unless the status effect only inflicts 1 stack).
Once per long rest, you may swap places with the version of yourself 10 years in the future. Treat your E, R, and F as if they were 50/50/50 for 1 turn.
You gain access to a pocket dimension, consisting of a large haze-themed mansion, accessible during a Long Rest. You may store as many Secret Characters here as you’d like, choosing which one to use in your loadout.
Spend 150000 gp to create your own Secret Character.
Your maximum upgrade level for your E, R, and F is now 50. If your E, R, or F is at least 26, 10 Year Timeskip boosts it by +25 for 1 turn instead of treating it as 50.
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as SorcererRequirements
- (Class Bond) Sorcerer: You must have fully unlocked every ability of the Sorcerer class.
- (Key Item) Isotope Core: An experimental device infused with the power of Isotope FoF, allowing the user to wield every type of FoF at once.
Abilities
Ultimate Ability: Press F
REQ: Flames of Fate | Rarity: Exotic | UP: 100 | ZP: 5 | ZL: 4 | Cost: 10 TPRise into the air and spray out projectiles of FoF in all directions for the duration of 1 turn, dealing 1d20 damage in a radius of 1 meter. You are invincible for the duration of your turn, but immobile.
Flames of Fate
Level 1 | CC: Demon Defeater | Rarity: Mythic | Cost: 0 TPGain the ability to wield unique magic known as the Flames of Fate. Gain a class resource “Isotopic Flame” equivalent to your Demon Defeater level. Each type of FoF has an associated damage type, as well as several passive effects– both positive and negative. As a movement action, you may swap the current active FoF type, spending 1 Isotopic Flame.
Flux FoF
Level 1 | REQ: Flames of Fate | Rarity: Exotic | Cost: 4 TPWhile using Flux FoF, you deal Cold damage.
-You may make only one offensive action on your turn maximum, and cannot use reactions as attacks.
-Gain +30% DEF and -10% ATK.
-You may use Guard/Parry/Dodge as a free action, and your D/P/G actions are reused on a success.
-Whenever you make a save against a DC and would take half damage on a success, take no damage instead. If you fail, take half damage instead.
Agni FoF
Level 1 | REQ: Flames of Fate | Rarity: Exotic | Cost: 4 TPWhile using Agni FoF, you deal Heat damage.
-You cannot Dodge/Parry/Guard.
-Gain +30% ATK and -10% DEF.
-You gain an additional attack the first time you use the Attack action on your turn.
-Whenever you land a critical hit, it rolls maximum at a 1d2 chance.
Flamebolt (E)
Level 1 | REQ: Flames of Fate | Rarity: Legendary | Cost: 3 TPFire a projectile of FoF of your current type, dealing 3d1 damage as a ranged spell attack.
Flameshield (R)
Level 1 | REQ: Flames of Fate | Rarity: Legendary | Cost: 3 TPAt the start of your turn, gain 1 temp HP.
Upgradeable
Level 1 | REQ: Flames of Fate | Rarity: Exotic | Cost: 5 TPWhenever you defeat an enemy, gain an upgrade point. Once per session, whenever you take a long rest, gain 3 Upgrade Points.
Upgrade points can be put into the following categories, up to a limit of 15:
[Flamebolt: Increase the number of sides on the die roll of your Flamebolt by 1.]
[Flameshield: Increase the temp HP of flameshield by 1.]
[Press F: Increase the damage of Press F by 1d20]
Helios FoF
Level 2 | REQ: Flames of Fate | Rarity: Exotic | Cost: 4 TPWhile using Helios FoF, you deal Radiant damage.
-For each turn you remain on Helios beyond the first, gain 1 stack of Exhaustion.
-Gain +50% ATK, but are restricted to 1 ability action.
-For the first turn you swap to Helios, all your dice roll advantage.
-The damage rolls of negative status effects you inflict are doubled.
Stratus FoF
Level 3 | REQ: Flames of Fate | Rarity: Exotic | Cost: 4 TPWhile using Stratus FoF, you deal Psychic damage.
-Whenever you miss an attack or fail a save, take 4HD psychic damage (ignoring resistances/immunities).
-Gain advantage on INT, WIS, and CHA rolls/saves. All of your attacks affect SC instead.
-Whenever you are afflicted with a negative mental status effect, it automatically halves in stack count each round.
-Whenever an enemy is afflicted with a negative mental status effect, it defaults to Mind Control if the target is not immune to it.
Class Feat Slot VI
Level 4 | CC: Demon DefeaterNarukami FoF
Level 5 | REQ: Flames of Fate | Rarity: Exotic | Cost: 4 TPWhile using Narukami FoF, you deal Electric damage.
-You cannot use reactions, and you fail all saves that are not DEX saves.
-Gain 1 additional ability action on your turn.
-Gain immunity to any status effect that would prevent you from acting on your turn.
-All rolls you make involving DEX roll maximum.
Aether FoF
Level 6 | REQ: Flames of Fate | Rarity: Exotic | Cost: 4 TPWhile using Aether FoF, you deal Kinetic damage.
-For every 10 UP you have over 30, gain +1 to all stats. For every 10 UP you have under 30, gain -1 to all stats.
-Gain full flight equivalent to your walking speed, and two additional movement actions on your turn.
-While you are at 100 UP, gain advantage on all dice rolls.
-For each round that passes in combat while you remain on Aether FoF, increase your ATK and DEF by 5%, up to a maximum of 50%. Reset this effect when you use an Ultimate.
Haze FoF
Level 7 | REQ: Flames of Fate | Rarity: Exotic | Cost: 4 TPWhile using Haze FoF, you deal Cosmic damage.
-Gain +50% ATK, but whenever you deal damage, you take 25% of it as self damage.
-Your UP gains always roll max on your turn.
-You may reroll any of your dice rolls indefinitely; taking damage equivalent to 10% of your max HP when doing so.
-The damage type of your magical abilities automatically changes to the damage type the enemy is most vulnerable to.
Class Feat Slot VII
Level 8 | CC: Demon DefeaterIsotope FoF
Level 9 | REQ: Flames of Fate | Rarity: Exotic | Cost: 4 TPWhile using Isotope FoF, you deal a damage type of your choice.
You may change the active buff of this FoF to one from another FoF type as a free action at any point in your turn, without expending Isotopic Flame. Each time you change the FoF effects of Isotope FoF, gain 1 stack of Thrymmotic Degeneration at a 1d2 chance.
Secret Character
Level 10 | REQ: Upgradeable | Rarity: Mythic | Cost: 6 TPWhen you defeat a humanoid boss, you may save them as a Secret Character. Once per fight, you may swap to your Secret Character for 1 turn by saying “Reset!!!”, replacing your E, R, and F with abilities inspired by that boss.
AVAXUS PITSTOP!!!
Level 11 | Rarity: Exotic | Cost: 1 TPWhen you make a long rest, you may choose to blare loud speed metal instead. This prevents the recovery of HP from the long rest, but all party members get Brave (I) (INF) for the next fight.
Class Feat Slot VIII
Level 12 | CC: Demon DefeaterIt's a Reference
Level 13 | Rarity: Exotic | Cost: 1 TPAs a movement action, you may say “Yare yare yare… daze”. Doing so grants you advantage on to-hit for your next attack.
Colon You
Level 14 | Rarity: Exotic | Cost: 2 TPWhen you are initially inflicted by a status effect, you may say “:U”. Doing so reduces the stack count of the effect by 1 (unless the status effect only inflicts 1 stack).
10 Year Timeskip
Level 15 | REQ: Upgradeable | Rarity: Mythic | Cost: 5 TPOnce per long rest, you may swap places with the version of yourself 10 years in the future. Treat your E, R, and F as if they were 50/50/50 for 1 turn.
Class Feat Slot IX
Level 16 | CC: Demon DefeaterHouse of Haze
Level 17 | REQ: Secret Character | Rarity: Exotic | Cost: 3 TPYou gain access to a pocket dimension, consisting of a large haze-themed mansion, accessible during a Long Rest. You may store as many Secret Characters here as you’d like, choosing which one to use in your loadout.
Become Your Own Character
Level 18 | REQ: Secret Character | Rarity: Mythic | Cost: 8 TPSpend 150000 gp to create your own Secret Character.
Class Feat Slot X
Level 19 | CC: Demon Defeater50 Skill Point Cap
Level 20 | REQ: Upgradeable | Rarity: Mythic | Cost: 10 TPYour maximum upgrade level for your E, R, and F is now 50. If your E, R, or F is at least 26, 10 Year Timeskip boosts it by +25 for 1 turn instead of treating it as 50.
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