Warlock
Base Class: Warlock

The most feared element in almost every plane across the multiverse, fire is by far the most destructive of them all. Always consuming, never showing mercy, burning through lives and homes without a shred of doubt or hesitation. But who was the first to stoke the fire? The one to begin this never-ending rampage that fills each plane with smoke and death? It may have been your patron, the one that fills you with heat and commands you to ravage and destroy all that lay in your path. Be a good soldier and let it burn. Let it all burn to the ground.

Expanded Spell List

The Inferno 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.

Inferno Expanded Spells

Bonus Cantrips

Starting at 1st level, you can manipulate and project searing flames. you learn the Control Flames and Fire Bolt cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Molten Warrior

Also at 1st level, your patron emboldens you with blazing energy, protecting your flesh and searing your foes. You gain proficiency with medium armor, shields and martial weapons. You also gain resistance to fire damage. When you take damage, you can use your reaction to enter a molten state, halving the damage from the triggering instance. If the damage is fire damage, it negates it completely. If the damage came from a melee attack, the attacker takes fire damage equal to your Charisma modifier + your proficiency bonus.

You can use this ability an amount of times equal to your proficiency bonus per long rest.

Flames of Purification

At 6th level, the fire within can purge toxins and magical effects from your body. You gain immunity to disease, poison damage and the Poisoned condition. As an action, you can negate one of the following conditions on yourself: Blinded, Charmed, Frightened, Paralyzed or Petrified. If any of these conditions would leave you without an action on your turn, this ability ignores that. When you use this ability, hostile creatures within 10 feet of you must make a Constitution saving throw against your spell save DC or take 2d10 fire damage, taking half damage on a success.

Once you use this ability, you cannot do so again until you complete a long rest.

Arcane Arsonist

At 10th level, your control over the primordial flame allows you to twist other forms of magic into fiery blasts. When you cast a spell that deals damage, you can change the damage type to fire damage. You can maintain concentration on two spells at once, provided at least one of them is a fire spell.

In addition, the flames that swirl within can propel you through the battlefield. Your movement speed increases by 10 feet, and is unaffected by difficult terrain. Your movement no longer provokes opportunity attacks.

Primordial Paragon

At 14th level, the flames within consume your flesh, turning you into a true entity of fire and destruction. You are now immune to fire damage. When you damage a creature with a melee weapon attack, they take an additional 1d8 fire damage. Fire damage you deal ignores resistance, and treats immunity as resistance instead.

In addition, your form can bend and flow like the fire you wield. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on Acrobatics checks you make to escape a grapple. Creatures that you are in a grapple with take 1d8 fire damage at the start of each of their turns.

The Inferno Image

Comments

Posts Quoted:
Reply
Clear All Quotes