Firefist Adept
During childhood, the people of the Ghitu are trained in basic forms of pyromancy, learning to summon and control the fire that lives in the ground of their home island of Shiv. During this training, the Ghitu instructors keep a close eye on their students, learning which forms a student naturally excels in. When the Ghitu come of age, they expected to choose a particular school of magical study, each of which trains their students in different techniques and forms. For children who display more skill in hand-to-hand combat over the magical arts, they might be pushed to join the School of the Firefist.
Fighting with Palms Ablaze One of the first spells a Ghitu child is expected to master in their training is the fiery gauntlet, a versatile spell created by ancient Ghitu spellcasters which allows the caster to infuse their strikes. The School of the Firefist places a high importance on refining and perfecting the use of this spell and others meant for direct combat, training their students to quickly reduce the range between themselves and their foes, and work together to strike from every angle before their opponent can react. Though not yet an expert, even the adepts of this school are able to strongly demonstrate these techniques, and are expected to aid in the defense of the Ghitu people as any other adult would.
Firefist Adept
During childhood, the people of the Ghitu are trained in basic forms of pyromancy, learning to summon and control the fire that lives in the ground of their home island of Shiv. During this training, the Ghitu instructors keep a close eye on their students, learning which forms a student naturally excels in. When the Ghitu come of age, they expected to choose a particular school of magical study, each of which trains their students in different techniques and forms. For children who display more skill in hand-to-hand combat over the magical arts, they might be pushed to join the School of the Firefist.
Armor Class | 12 | 15 (with mage armor) | |
---|---|---|---|
Hit Points | 16d8+32 | ||
Speed | 30 ft. | ||
Strength | 12 (+1) | ||
Dexterity | 15 (+2) | ||
Constitution | 14 (+2) | ||
Intelligence | 10 (+0) | ||
Wisdom | 13 (+1) | ||
Charisma | 16 (+3) | ||
Skills | Athletics d20+4 | Perception d20+4 | |
Damage Resistances | Fire | ||
Senses | Passive Perception 14 | ||
Languages | Any one language (usually Common) | ||
Challenge | 7 (2900 XP) | ||
Special 1 | Innate Spellcasting | The adept's innate spellcasting ability | is Charisma (spell save DC 14, d20+6 to hit with spell attacks.) |
It can innately cast the following spells, | requiring no material components: | ||
Spells 1 | At will | Burning hands | Firebolt |
Green-flame blade | |||
Spells 2 | 3/day each | Charge | Fervent strike |
Mage armor | |||
Spells 3 | 2/day each | Fiery gauntlet | Misty step |
Spells 4 | 1/day | Fiery intervention | Wall of fire |
Special 2 | Pack Tactics | The adept has an advantage on attack rolls | against a creature if at least one of the adept's allies |
is within 5 feet of the creature and the ally isn't incapacitated | |||
Special 3 | Sneak Attack | Once per turn, the adept can deal | an additional 2d6 damage to one creature |
it hits with an attack if it has an advantage on the attack roll. | It doesn't need advantage on the attack roll if | another enemy of the target is within 5 ft. of the target, | that enemy isn't incapacitated, |
and the adept doesn't have a disadvantage on the attack roll | |||
Action 1 | Multiattack | The adept makes three unarmed strikes | |
Action 2 | Unarmed Strike | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 2d5+2 bludgeoning damage |
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