Warlock
Base Class: Warlock

You have made a pact with and outer god. This god is a sentient yellow flame that wishes for nothing but chaos and to burn the world to ash. To make a pact with this flame you sought out it's vessel a giant hand with only three fingers, these fingers grasped you and imbued you with the flame of frenzy. Your skin is permanently scared with three massive burn marks in the shape of finger prints and your eyes glow with yellowish flame.

Expanded Spell List

The Frenzied 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.

Frenzied Flame Expanded Spells
Spell Level Spells

1st

burning hands

2nd

scorching ray

3rd

fireball

4th

fire shield, wall of fire

5th

flame strike

Frenzy Flame

Starting at 1st level, when you deal fire damage with any spell the fire becomes yellow and you cause the spell to do an extra d4 of psychic damage, this damage increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17

Frenzy Flame ignores resistance to fire damage and treats fire immunity as resistance.

Pact of Flame

Starting at 3rd level, you can channel your flame through a number of weapons equal to your proficiency bonus. These weapons deal an extra d6 of both fire and psychic damage, this damage counts as Frenzy Flame for later features. Only you can wield these weapons and those who try go into a frenzy until they let go of the weapon. 

Any pact of the blade weapon you summon benefits from this feature

Additionally if you chose the pact of the chain your familiar also deals the d6 of fire and psychic damage, this also counts as Frenzy Flame.

Should you pick the pact of the talisman your talisman will protect whoever is wearing it from your flames.

Should you pick the pact of the tome it grants you access to 3 additional spells( Frenzied Burst, Unendurable Frenzy, and Frenzied Howl) these are sperate and need to be downloaded and added manually.

P.S. given at 1st so I could upload.

Maddening Fire

Starting at 6th level, your Flame of frenzy starts to live up to it's name, whenever you deal damage with Frenzy Flame those hit by it must make a Wisdom Saving Throw, on a fail the target is frenzied and will attack anyone near it, the creature can repeat the saving throw at the end of each of its turns. If the frenzy lasts an amount of turns equal to the targets Wisdom modifier the frenzy becomes permanent. As an action you can end the frenzy on a creature you can see.

Inescapable Frenzy

Starting at 10th level, when you are grappling a creature and can look into its eyes you can shoot some of the Frenzied Flame from yours into theirs dealing 1d12 fire and 1d12 psychic damage. This also triggers Maddening Fire, however the target has disadvantage on the first save.

Lord of Frenzied Flame

Starting at 14th level, you claim dominion over the Frenzied Flame and those influenced by it. Creatures in frenzy now submit to your will and will not attack you or your allies, they will also obey your every command to the best of their ability.

Chaos Take The Word

At 17th level, The Flame of Frenzy erupts form your eyes enveloping your head in yellow flame and sending out a wave of Frenzy Flame. This wave of fire does 5d10 fire and psychic damage to every creature in a 60ft radius. This damage applies Maddening Fire. Creature other than yourself in the radius must make a Dexterity Saving Throw taking half damage on a successful save and full damage on a failed save. For the next ten minutes your head remains on fire and you gain immunity to fire damage. You also deal 1d4 fire and psychic damage to any who start their turn or enter within 5ft of you.

Chaos Take The Word can only be used once per long rest.

P.S. Gave it at 14th so I can upload it

The Frenzied Flame Image

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