Base Class: Warlock
You have made a pact with a being of fire, whether the being is from the elemental plane of fire, the 9 hells, or the celestial plane it delights in seeing your foes ablaze.
Some examples of Flame Patrons are, Phoenixes, Efreeti, Pit Fiend, Balor, Dragons (Gold, Brass & Red), Fire giant, & Elder Fire Elemental
You may have delighted in seeing fire as a child, maybe your family has pledged you to a fire genie.
Blessing of Flame
At 1st level your connection with your patron has given you a better handle of fire.
You learn the Fire Bolt Cantrip and the Control Flame Cantrip they are Warlock spells for you. They do not count as your known cantrips.
You may add your charisma mod in damage of the Eldritch Blast cantrip.
Additionally, you gain resistance to Fire damage.
Expanded Spell list
Level 1 | Burning Hands, Inflict Wounds
Level 2 | Scorching ray, Flame Blade
Level 3 | Fireball, Haste
Level 4 | Fire Shield, Wall of Fire
Level 5 | Flame Strike, Immolation
Shield of Flame
At 6th level you draw on the flames of your patron to rebuke those who harm you and protect from future attacks.
You may use you reaction when hit with a melee spell or attack to shroud yourself in flame for 1 minute dealing half of the triggering damage in fire damage back to the creature that hit you.
Until the end of the duration whenever you cast a fire based spell or cantrip you gain temporary hit points equal to your warlock level + your charisma modifier.
Once you use this feature you cannot use it again until you finish a short or long rest.
Intense Flames
You are immune to fire.
Additionally any spell or cantrip you cast that deals fire damage overcomes immunity and resistances, causing an immune creature to become resistant and a resistant creature to take full damage.
Fiery Consumption
You reach your hand out and point at a creature in 150 ft of you. The target makes a dexterity saving throw or takes 8d8 fire damage on a failed save or half as much on a successful one.
On a failed save the target is burning for 1 minute shedding bright light for 30 ft and taking 4d8 fire damage each turn. The target may remake the save each round at the end of it's turn.
The flames ignite anything flammable not worn or carried. It cannot be extinguished by nonmagical means.
Any creature killed by this ability is reduced to ask along with anything nonmagical worn or carried.
You can use this feature once per long rest.
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