Your blood carries a forbidden spark: an eternal flame born of sacrifice, pain, and divine wrath. You may burn yourself to burn the world—or to purify it.
Blood as Component
Your blood counts as a magical component for spells and abilities granted by this feat. You do not require material components for these effects unless they have a listed gold cost.
Flame Retribution (Passive)
Your spilled blood ignites with radiant fire.
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When a creature hits you with a melee attack, it immediately takes 1d6 fire or radiant damage (your choice).
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Additionally, at the start of that creature’s next turn, it retakes 1d6 fire or radiant damage as your blood ignites upon its body.
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This burning flame fades at the start of its next turn.
A creature can only be affected by Flame Retribution once per turn.
Eternal Flame (Active)
Your life force fuels an undying fire.
Burning Strike
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Once per turn, when you hit with a weapon attack or spell attack, you may sacrifice 1 hit point to deal an additional 1d6 fire or radiant damage to the target.
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This damage ignores resistance to nonmagical fire.
Purifying Conflagration (1/Short Rest)
You unleash Eternal Flame not to destroy—but to cleanse.
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As an action, choose one creature you can see within 30 feet.
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Radiant flame engulfs the creature, ending one or more of the following conditions affecting it:
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Poisoned
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Diseased
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Cursed (non-artifact)
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Charmed
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Frightened
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Paralyzed
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This flame deals no damage and is painless, warm, and cleansing.
Flame Imbuement
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As a bonus action, you may imbue Eternal Flame into one weapon you are holding.
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For 1 minute, that weapon:
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Deals an extra 1d6 fire or radiant damage on hit
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Counts as magical
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Eternal Flame Feats
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Damage caused by Eternal Flame is considered divine bloodfire.
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Effects that suppress magic do not suppress the flame once ignited.
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