You have the ability to elevate the heat of your flames to a higher level. On your turn, you can harness the white flames as a bonus action.
When you activate the white flames, roll 1d10. This is the number of rounds the white flames last. (Max 1 minute). It ends early if you are knocked unconscious. You can also stop the flames on your turn as a bonus action.
The white flames grant you the following bonuses:
- When dealing fire damage, add one extra dice of the same type to the roll
- You gain an extra 5 feet of movement speed
- You can use the dash action as a bonus action
Note: You must make a DC 15 Con save if something triggers a strong emotion in you. Doing so causes your flames to go out of control. You deal 4d6 to all creatures within 15 feet of you. If you rolled less than a 10, you gain 1 point of exhaustion.
Once you have use the flames the number of times equal to your proficiency modifier, you must finish a long rest before you can use this ability again.
Previous Versions
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11/21/2023 1:01:36 AM
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Coming Soon
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