Warlock
Base Class: Warlock

Your magic wasn't gifted—you plunged your hand into the Untameable Flame and seized it.

Your pact is not with a god, demon, or otherworldly intellect—it is with the Untameable Flame, a primal and inexhaustible force that dwells in the marrow of your bones and the heartbeat of battle. Your magic is raw emotion unbound, a tempest of wrath and power that shuns cold calculation in favor of ferocious instinct. Where others channel arcane knowledge through quiet study or dark bargains, yours is a scream, a surge, a blazing conduit of fury made manifest.

As a Rage Mage, you enter battle in a furious trance that fuels your spellwork with raw, chaotic might. You don’t lose control of your spells when enraged—you become their firestorm. Where other warlocks whisper to their patrons in quiet desperation, you roar.

Level 3: Rage Mage Spells

When you reach a Warlock level specified in the Rage Mage Spells table, you thereafter always have the listed spells prepared.

Rage Mage Spells
Warlock Level Spells
3 Burning Hands, Searing Smite, Flame Blade, Flaming Sphere
5 Fireball, Protection from Energy
7 Fire Shield, Wall of Fire
9 Conjure Elemental, Flame Strike

Level 3: Arcane Fury

You are possessed by a boiling Arcane Fury that verges on tearing the weave itself apart and grants you extraordinary arcane might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. You can enter your Arcane Fury a number of times based on your Warlock levels. Reference the Barbarian class table and treat your Warlock class levels as if they were Barbarian levels towards Rage uses and Rage damage. Your uses of Arcane Fury and Arcane Fury Damage match those values.

Anger Adept. Arcane Fury is a specialized form of Rage. You learn the Anger Adept (homebrew) feat, which offers multiclass options for Rage users and adds an additional verbal component to every spell you cast while under the effects of Arcane Fury.

You regain one expended use of Arcane Fury/Rage when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

While active, your Arcane Fury follows the rules below:

Spellcasting. Unlike a Barbarian's Rage, you can cast spells while consumed by Arcane Fury. You may only maintain concentration on spells whose active effect can cause a potential target to take damage or would force them to make a saving throw to avoid a harmful effect.

Melt Resistance. You have resistance to Fire damage. Your spells that deal Fire damage to other creatures overcome their resistance--a creature that is normally immune to Fire damage is instead resistant; and a creature that is normally resistant to Fire damage takes damage from your spells as normal. If you have the feat Elemental Adept (Fire) the resistance penetration effect does not stack with the exception that a creature that is normally immune to Fire damage takes damage from your spells as normal.

Arcane Fury Damage. When you deal damage from a spell, you gain a bonus to the damage that increases as you gain levels in any class that uses a Rage effect (see Anger Adept for more details). If that spell damages more than one target simultaneously, you must choose one target that takes this extra damage.

Furious Focus. You have Advantage on Concentration checks due to taking damage for the spells that you can concentrate on during Arcane Fury (see Spellcasting for restrictions). While in an Arcane Fury you also have the following three effects as if continuously under the effects of the Thaumaturgy spell (note, you cannot cast Thaumaturgy while in an Arcane Fury to add additional effects or change these effects):

  • Altered Eyes -- billowing plumes of smoke and smouldering embers pour from your eye sockets.
  • Booming Voice -- your voice booms up to three times as loud. For the duration you have advantage on Charisma (Intimidation) checks.
  • Tremors -- You cause harmless tremors in the ground.

Duration. The Arcane Fury lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Arcane Fury is still active on your next turn, you can extend the Arcane Fury for another round by doing one of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Cause an enemy (or structure) to take damage from an ongoing spell effect or emanation.
  • Take a Bonus Action to extend your Arcane Fury.

Each time the Arcane Fury is extended, it lasts until the end of your next turn. You can maintain Arcane Fury for up to 10 minutes.

Bitter Bargain

You cannot commune with the Untameable Flame. Instead, you wrestle alone with your own simmering resentment. At level 9, you do not gain the Contact Patron Warlock feature. Instead, at level 9, when you cast the spell Protection from Energy to grant resistance to Fire damage, you may select a number of targets up to your Arcane Fury damage to be the target of that spell. While protected those targets are also immune to your Arcane Fury: Melt Resistance effect, and you may now concentrate on Protection from Energy while under the effects of your Arcane Fury.

Level 6: Ticking Time Bomb

Your barely contained anger has so readied you for battle that you have Advantage on Initiative rolls.

You can throw aside all concern for defense to recklessly hurl spells with increased ferocity. When dealing Fire damage with a spell effect or emanation, you may treat any 1s or 2s on your damage dice as 3s, and you double your Arcane Fury damage bonus to the target you select.

Attack rolls against you have Advantage during that time, and you have Disadvantage on saves against spell effects during that time.

Level 10: Buffeting Flames

Once per turn, when a Large or smaller creature takes damage from one of your spells that deals Fire damage, you can push the creature straight away from the source of the damage, up to a number of feet equal to the damage they take. If your spell affects more than one target, you must choose which target suffers this effect. You can use this feature a number of times equal to your Arcane Fury damage bonus, and you recover all uses after a Long Rest.

Level 14: Volcanic Meltdown

The tremors that follow in your wake are no longer harmless. This class feature functions as the Mystic Arcanum class feature, except that you gain access to a modified version of the spell Earthquake instead of a spell on the Warlock spell list. See the "Volcanic Meltdown" homebrew spell. You must be under the effects of your Arcane Fury to cast and concentrate on this Mystic Arcanum.

The Earthquake spell is modified in the following ways:

Searing Fissures: The Fissures you create spout gouts of flame, which extend from the bottom of each fissure to 20ft above it. Instead of rolling 1d10  x 10 feet to determine the depth of each fissure, roll 1d6. A creature that fails its saving throw takes 4d6 fire damage and falls into the fissure, or half on a success. A creature that moves into, or starts their turn inside a fissure or gout of flame takes this damage each subsequent turn they remain within, with no save. A creature inside the fissure also has Disadvantage on Strength (Athletics) checks to escape the fissure.

Firestorm: Instead of dealing 50 bludgeoning damage to any structure as the "Structures" effect, you deal 25 Bludgeoning damage and 25 Fire damage, and any unattended combustible objects within your line of sight to the structure ignite (including, potentially, the structure itself). Creatures caught within a collapsing structure take half Bludgeoning damage and half Fire damage. Creatures unable to escape the rubble after one turn may catch on fire.

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