Warlock
Base Class: Warlock

You Gained your magic through the destructive power of flame. You can overcast more than your spell slots but you gain fire points. Fire points go from 1-6 after two points you have to make a arcane 10 saving through on everyone of your turns or take 1d4 fire damage after 4 you make constitution 10 saving throughs or take 1d6 fire damage. Your fire points add to your melee attack rolls. 1 =+1 to melee attacks. At 8 fire points failing a check increases your fire points to 6. If you gain 6 fire points you go into death saving throughs but you can still attack until you fully die or succeed and come back to one hit point. 9 fire points counts as +3 rather than +1. when at 9 you deal a bonus 12 damage. at 3rd level you take an extra die of damage and again on 6th 10th and 18th.


YOU CAN ONLY CAST FIREBALL, FIREBOLT, BURNING-HANDS, FARIE-FIRE, AND HELLISH-REBUKE.  CANTRIPS ADD TO FIRE POINTS.

You do not regain spell slots after a short rest but your fire points do get reset.

 

Small spell list

You can only use Firebolt, fireball, hellish rebuke, farie fire, and burning hands. But your melee attacks count as fire damage.

Flame maidens Curse

You can overcast more than your spell slots but you gain fire points. Fire points go from 1-6 after two points you have to make a arcane 10 saving through on everyone of your turns or take 1d4 fire damage after 4 you make constitution 10 saving throughs or take 1d6 fire damage. Your fire points add to your melee attack rolls. 1 =+1 to melee attacks. At 8 fire points failing a check increases your fire points to 6. If you gain 6 fire points you go into death saving throughs but you can still attack until you fully die or succeed and come back to one hit point. 9 fire points counts as +3 rather than +1. when at 9 you deal a bonus 12 damage. at 3rd level you take an extra die of damage and again on 6th 10th and 18th.


If you are to die from any damage source you instead drop to 0 hp and 9 fp until you succeed or fail.

You have 3 lives. you can emerge from ash after you die if the party collects it and takes a long rest with it next to a fire.

 

Flame Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Flames of death

You know what it feels like to be incredibly close to or even to achieve death. You gain proficiency of death saving throughs.

Armor of flame

you pick a target when you get hit by a melee attack made by them they takes 2d6 damage on a constitution 10 save fail and the damage you take is halved. also every enemy you face becomes weak to fire damage if they are immune they become resistant and if they are resistant they become no longer resistant.

Master of Flames

when you go to 0 hp you can exit saving throughs by killing an enemy and you go to hp equal the damage you delt to that monster. this can happen once every long rest

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