Base Class: Warlock
You made a pact with an entity that resides on the Elemental Plane of Fire, such as a powerful fire titan, a grand efreet, a wise gold dragon, an ancient primordial, or a monstrous being from creation’s earliest days. This creature rules a vast domain, keeping their fire and power over those around them for millennia. You serve as an agent of their flame, exerting their influence on the world beyond their domain and reporting your progress. This creature may use you as a tool to further their own inscrutable ends, or simply to satisfy their bored curiosity. You may have gained this pact as a researcher investigating the magic of fire, discovering the power of this entity and accepting their knowledge and lent might in exchange for your servitude, or after your patron saved your life when you were nearly burned alive.
Expanded Spell List
The Bearer of 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.
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Pyrokinetics
At 1st level, you learn the control flames and produce flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
You can use control flames on magical fire as well as nonmagical fire, and you can cast produce flame without using verbal components. When you use control flames to instantaneously extinguish flames, the affected flames can fit within a 30-foot cube.
Additionally, you have resistance to fire damage, and your tears are now flammable, and produce sparks when they fall from your cheeks and strike a surface. When you cry, a flammable object touched by your tears ignites if it isn’t being worn or carried.
Stalwart Flames
Starting at 1st level, your magical fire originates from the Elemental Plane of Fire itself. When you create or spread a fire with a warlock spell or Bearer of the Flame feature, the fire is always considered magical, and if something attempts to douse or extinguish it, you can use your reaction to prevent your fire from being doused or extinguished.
Ignition
Beginning at 6th level, your patron teaches you to blast flames from your feet to fly past your foes. As a bonus action, you can blast fire from your feet to jet yourself across a way, gaining a flying speed equal to your proficiency bonus ✕ 10 until the end of your turn. This movement does not provoke opportunity attacks. When your turn ends, you fall if you are still aloft, unless you can stop the fall. If you take the Dash action after taking this bonus action, your flying speed is tripled, not doubled.
This feature fails if you are wearing metal footwear. When you use this feature, you burn any non-metal footwear you are wearing to ash, and leave scorched footprints on the ground below you, which are known as “the Devil’s footprints.” If the ground below you is flammable, it is ignited when you use this ability.
Improved Ignition
Starting at 10th level, your ability to fly using jets of fire from your feet improves. You gain the following benefits:
- When you gain a flying speed using your Ignition feature, the flying speed lasts until the start of your next turn. You can choose to hover or fall at the end of your turn.
- If you fly at least 30 feet straight toward a target using the flying speed gained from your Ignition feature and then hit it with a melee attack on the same turn, the attack roll is a critical hit on a roll of 19 or 20 on the d20 and deals bonus fire damage equal to your Charisma modifier. If you make an unarmed strike as a kick in this way, you can choose to deal bludgeoning damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Additionally, you can now dodge attacks with quick blasts of fire. When you are targeted by an attack from a creature you can see, you can use your reaction to give disadvantage on the attack roll and immediately fly 10 feet away from your current position by blasting fire from your feet in a manner identical to your Ignition feature. This movement does not provoke opportunity attacks.
Spontaneous Human Combustion
Starting at 14th level, you can ignite a person in flames without anyone knowing. As an action, you can cause one humanoid you can see within 60 feet of you to make a Wisdom saving throw against your warlock spell save DC. If the target fails their saving throw, they ignite in flames. Until the target takes an action to douse the fire, the target takes 2d10 fire damage at the start of each of their turns.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Additionally, if a creature dies while on fire from this feature, you can choose to have it become a fire elemental (the DM has the creature’s game statistics). It is hostile to all creatures and will attempt to attack the closest creature it sees on each of its turns.
Superfire
Starting at 14th level, you can channel immense energy from the Elemental Plane of Fire and unleash it. As a bonus action, your eyes ignite in blue flame and you unlock the full potential of your Ignition. For 1 minute, you gain the following benefits:
- You have immunity to fire damage and resistance to all other damage.
- Any fire you create or spread (or have already created or spread) with a warlock spell or Bearer of the Flame feature is blue due to its increased heat, and cannot be doused or extinguished by any means.
- You can freely take the Dash action as part of the bonus action to use your Ignition feature.
- If you fly at least 30 feet straight toward a target using the flying speed gained from your Ignition feature and then attack it with a melee attack on the same turn, you have advantage on the attack roll.
- When you fly within 5 feet of a creature using the flying speed from your Ignition feature or Improved Ignition feature, that creature takes fire damage equal to your Charisma modifier. A creature can only suffer this damage once per round.
- Fire damage from your warlock spells or Bearer of the Flame features ignores resistance and immunity, except for yourself.
When you use this feature and the duration ends, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
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