Fighter Subclass: Salamander Knight
Warriors Wreathed in Flame
To many, fire embodies the essence of uncontainable destruction. But those who call themselves the Salamander Knight have defied the odds. Creating a unique combustive concoction paired with a compact launching mechanism often of their design, these fighters have proven their cunning to be their greatest Asset.
There is no indication whether these fighters serve a common order, and their sightings are few and far. But those who recall crossing paths with the flame wreath vagabonds know to fear the warrior wreath in flame, the Salamander Knight.
The Salamander
3rd Level The Salamander At 3rd level, You gain The Salamander weapon in your inventory, the proficiency to wield it, and the schematics of its construction. Construction of The Salamander requires a Tinker's Tool and 200gp of materials.
The Salamander is a special arm-mounted weapon that fires highly-combustive concoctions with the following characteristics:
The Salamander
- Category: Item
- Damage: 1d8
- Damage Type: Fire
- Item Rarity: Very Rare
- Properties: Special, Ammunition (Range:30/60),
- Special: Uses Inteligence Modifier to roll for attack and damage. Requires one free-hand to wield.
- Weight: 3 lbs.
- Cost: 200 gp.
The Salamander consumes ‘Fuel’ as ammunition, which requires a Long Rest to synthesize 1d8 plus your Intelligence Modifier to a minimum of 1. You can accumulate your Fuel reserve up to 20.
You cannot recover any expended Fuel ammunition by searching the battlefield after expending them.
The Salamander Weapon Modification
Starting at 3rd level, you can tinker with the Salamander to apply special feature and modifications. You gain 1 Salamander weapon modification from the Salamander Weapon Modification list.
You gain additional Salamander weapon modification at 7th, 10th, 15th level. You can use a long rest to replace one Salamander Modification with another if you have a Tinker's Tool and 200 gp worth of materials.
Combat Engineer
At 3rd level, you gain proficiency with the Tinker's Tools.
Adaptive Targeting
Starting at 7th level, shooting a target consecutively in a single turn stabilizes the mechanism of the Salamander to make more accurate shots.
Your Salamander Ranged Weapon attacks gain an advantage against a creature if you have made an attack against that creature within the same turn.
Concussive Blast
Starting at 10th level, you can focus your blast to create a short-range concentrated explosion to damage and disorient your enemies.
As an action, you can target a creature within 5 feet to make a Dexterity Saving Throw. On a failed save, that creature takes 5d8 Fire damage or half as much on a successful one. In addition, all creatures that can see and/or hear (excluding you) in a 20 feet radius of the blast must make a Constitution Saving Throw or be Blinded and Deafened until the start of your next turn.
Concussive Blast Consumes 5 Fuel per use.
Blast Gear
Starting at 15th level, your expertise working with volatile explosive materials has given you the insight to create better protection against them.
You gain resistance against fire damage and an advantage on Saving Throws from being Blinded and Deafened.
Volcanic Salvo
At 18th level, The Salamander Weapon Attack scores a critical hit on a roll of 19-20. Once per round, when you score a critical hit with the Salamander Weapon Attack, you regain the expended Fuel consumed by the attack and immediately fire another shot.
Salamander Weapon Modification Table
A Salamander-Ranged Weapon attack can only be imbued by one Salamander Weapon Modification at a time. (Example: A single Shot cannot be modified with Persistent Burn and Phoenix Javelin simultaneously but can be shot consecutively in a single turn with the Extra Attack feature).
Persistent Burn: You can call out this modification before attacking using the Salamander Ranged Weapon Attack. The creature damaged by Persistent Burn Shot takes an additional 1d8 damage at the start of their turn. A creature can only be affected by one Persistent Burn at a time.
Persistent Burn consumes 2 fuels per use.
Firewall: As an action, you can use this modification to create a wall of intense fire 15 ft in length and 10 ft in height. Creatures that pass or start their turn in the Firewall must make a Dexterity Saving Throw. On a failed save, that creature takes 2d6 fire damage, or half as much on a successful throw.
Firewall consumes 3 fuels per use.
Phoenix Javelin: You can call out this modification before attacking using the Salamander Ranged Weapon Attack. The Phoenix Javelin shot has twice the standard Salamander Ranged Weapon Attack range.
Phoenix Javelin consumes 2 fuels per use.
Scatterblast: You can call out this modification before attacking using the Salamander Ranged Weapon Attack. The Scatterblast Shot blast attacks all targets indiscriminately in a 15-ft cone in front of you. Using this shot, you roll for the Salamander Ranged Weapon attack and damage once and applies that to all creature within the cone. Scatterblast shot does not have a disadvantage on attack throws against creatures within 5 feet of you.
Scatterblast consumes 3 fuels per shot.
Rupturing Blast: You can call out this modification before attacking using the Salamander Ranged Weapon Attack. If Rupturing Blast Shot deals fire damage to the target, it reduces the target's AC (Armor Class) by half of the fire damage (rounded down) done to that creature until the start of your next turn.
Rupturing Blast consumes 3 fuels per use.
Blaze Cutter: You can use your action to create a tempered dagger of fire. You can cut materials up to 5 feet in length and 5 feet in height worth made out of non-magical wood, stone, or metal with a thickness of up to 2 feet. In addition, you can make Salamander Melee Weapon Attack using Blaze Cutter to deal 1d10+INT fire damage.
Blaze Cutter consumes 3 fuels per use.
Efficient Combustion: You gain an additional d8 whenever you synthesize Fuel during a long rest. And the maximum Fuel that you can carry is increased by 5.
Optimized Blaze Porting: Fire damage that you deal using The Salamander ignores the target's fire resistance and treats fire immunities as fire resistance.
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