Base Class: Warlock
You are bound to an elemental spirit, which inhabits your body. The exact terms of this arrangement may vary from character to character, but this patron is available to you at all times. Though, this might not always be a good thing. Consider yourself warned.
Expanded Spell List
The Inner Flame lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Inner Flame Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Body and Soul
Starting at 1st level, when you kill a hostile creature, you may, as a bonus action, you can convert up to 5 HP into a spell slot. This spell slot must be of a level you can already cast, and cannot be used to cast a spell of a level greater than the number of HP spent to create the slot.
When you gain this class feature, select an element: The bonus spells gained by taking this pact automatically deal damage of that element, rather than their default. This does not change any other properties of the spells. The chosen element is the element of your patron spirit. (Options are Fire, Cold, Acid, Electric, Force, and Radiant. Psychic, Thunder, Necrotic, and Poison damage types are not available for this feature.)
Elemental Accuracy
Starting at 6th level, you begin to feel as if your body is thinking for itself. You gain advantage on attack rolls required by your spells, and increase the DC of your spells by 1/2 your proficiency bonus. In addition, if you did not already have it, you gain the cantrip Produce Flame. If you already had this cantrip, you add 1d6 to its damage. It always deals the damage type of your elemental patron.
Elemental Connection
Starting at 10th level, you can choose two damage types. You gain resistance to those damage types. If you do not, you instead gain immunity to the element chosen when you first took this pact. Damage from sources with multiple damage types ignores this resistance.
One of the elements chosen for this feature must also be the element chosen when you first took this pact. If you already have resistance to that element, you may choose to gain immunity to that element, as well as a resistance you do not have. If you have immunity to that element, you may ignore this requisite, and choose as if you had selected another element.
Elemental Consumption
Starting at 14th level, whenever you deal damage to an opponent, you convert part of them into magic, allowing you to absorb that portion. If you do, you regain a spell slot of 5th level or lower. An enemy subject to this ability is frightened for 1 round.
Improved Recovery
Nothing can keep you down! Starting at 14th level, when healing, you gain {{modifier:CON}} additional HP. In addition, once per long rest, you can gain advantage on a death saving throw.
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