Base Class: Warlock
You have absorbed a small, flickering flame into your very being. Knowingly or otherwise, you are allowing this flame to use anything you burn to grow stronger, using everything from cloth to souls as fuel. Though not sentient or intelligent, this flame is alive. This flame is ambitious in nature, desiring to burn and consume all in its flame in order to grow in power. This desire can be dangerous to its host, and the more you give in to its desire your body will begin to suffer the effects of the flame as it attempts to consume you as well. The longer you remain the host of the flame, the more greedy and ambitious you feel. This ambition will eventually shift into a desire to make all things eternally burn. All the past hosts of this flame have eventually given in to this ambition. But with a strong enough will, perhaps you will be able to resist its call.
This flame was the first, and it will be the last. So long as it burns all natural heat and fire will continue to exist. Allow it to die and the very world will go cold and dark. Thus, this flame has been passed from host to host, allowing it to grow in strength before their body has nothing more to give and the flame begins to die. Now it's your turn...
Expanded Spell List
The 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.
Flame Expanded Spells
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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 |
Ambitious Flame
Starting at 1st level, the flame you bear has begun to affect your body beyond your control. You become resistant to fire damage, and at 10th level, you become immune to fire damage. Also, any time someone damages you with fire damage, you may add half that damage into your next attack.
Vestige of Flame
Starting at 6th level, any time you damage an enemy with fire damage, you gain a single Ember Point. The total number of points you can maintain is equal to your warlock level. These points can be spent to create a number of effects as listed below:
- Flame Armor - (4 points) - As a reaction, you may expend four ember points to create a temporary wreathe of fire around your body. Until the start of your next turn, you have a +2 bonus to AC, including against the triggering attack.
- Flaming Burst - (6 points) - As an action, you may expend six ember points to fire up to three flaming spears at up to three targets. Each target must make a DEX saving throw against your spell DC. Roll 3d6 fire damage and distribute the damage between the targets that fail the saving throw.
- Instant Flare - (8 points) - As a bonus action, you may expend eight ember points to cause a bright flame to emit from your body. Any creature of your choice that is able to see you must make a CON saving throw or be blinded until the start of your next turn.
- Blazing Respite - (10 points) - As a bonus action, you may expend ten ember points to absorb heat from the surrounding area to heal yourself by 4d6 hit points. You may instead draw the body heat from a creature within 10 feet of you, dealing 2d6 cold damage and healing yourself for the same amount.
- Spiteful Ignition - (12 points) - As a reaction, you may expend twelve ember points to send a gout of flame in all directions, igniting all flammable materials and surfaces within 20 feet, including anything worn or wielded by creatures. Any creatures within 5 feet of you must make a DEX saving throw. On failure, the creature takes 4d8 fire damage and takes half damage on a success.
- Devouring Warmth - (14 points) - As part of your next successful attack, you may expend fourteen ember points to sap the strength from a single foe. The target must make a CON saving throw. On a failure, the target has either it's STR, DEX, or CON reduced by two, and its AC reduced by 2 until the end of your next turn. On a success, the target has its AC reduced by 1 until the end of your next turn.
- Congregation of Flames - (16 points) - As an action, you may expend sixteen ember points to empower your allies with the power of fire. Until the start of your next turn, your allies within 60 feet of you may add an additional 2d10 fire damage to all of their attacks.
- Searing Stream - (18 points) - As an action, you may create a 5 foot thick stream of flame that can be up to 60 feet long and can twist and turn in any direction that lasts for 1 minute. As a bonus action on each of your subsequent turns, you may manipulate this stream of fire and extend the end of the stream in any direction up to 10 feet. When the stream appears, any creature within the stream takes 6d8 fire damage. Any creature that enters the stream of fire for the first time on a turn or ends its turn there takes 6d8 fire damage. Searing Stream counts as a concentration spell.
- The Vestige of Fire - (20 points) - [Activates automatically upon gaining 20 points] - Instantly upon gaining 20 ember points, you expend all 20 points to become a true vestige of the living flame. For one minute your AC increases by 2, any time you deal fire damage you deal maximum damage, and anytime you take fire damage, you heal for half the damage.
Burning Ambition
The living flames grow stronger within you. This newfound strength has you wanting for more. Once per long rest as an action, you may sacrifice a piece of your soul as fuel for the flames. Your CHA is decreased by 2 for one minute. In exchange, you add an additional 1d10 fire damage to all your attacks for one minute.
Alpha and Omega
Starting at 14th level, you are now bound to your flame like never before. So long as the flame still burns within you, you can survive seemingly fatal wounds. When you fall to 0 hit points, roll a d20. If the result is half your warlock level or lower, you survive with a single hit point and explode into a burst of flame. All creatures within 5 feet of you must make a DEX saving throw. On a failure, the creature takes 4d6 fire damage and half damage on a success.
This feature can only be used once per short rest.
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