Fire Adept Image
Prerequisite: Arcane Trickster Spellcasting 2 Bard Spellcasting 2 Cleric Spellcasting 1 Druid Spellcasting 2 Eldritch Knight Spellcasting 2 Sorcerer Spellcasting Wizard Spellcasting 1 Warlock Pact Magic 2
 

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)

You gain the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Fire Mastery 

  • Ignore Resistance: When you cast a spell that deals fire damage, you treat fire resistance as normal damage. Creatures with fire immunity instead take half damage from your fire spells.

  • Minimum Damage Die: When you roll damage for a spell that deals fire damage, you can treat any 1 on a damage die as a 2.

 

Searing Fire

When you cast a spell that deals fire damage, you may choose to convert one or more damage dice from the spell’s initial damage into ongoing fire damage.

Rules for Searing Fire Conversion:

  • For each die you convert, reduce the spell’s initial damage by one die of the same type.

  • The target takes ongoing fire damage at the start of each of its turns, equal to the average value of the die you converted:

    • d4 → 2

    • d6 → 3

    • d8 → 4

    • d10 → 5

    • d12 → 6

  • The ongoing fire damage lasts for: a number of rounds equal to the spell’s level + your spellcasting ability modifier (minimum 1 round).

  • A creature may attempt to end the ongoing damage early by using its action to douse the flames (water, sand, smothering, or full submersion). When it does so, it must also succeed on a Dexterity or Constitution saving throw against your spell save DC.

    • On a success, the ongoing fire damage ends, on a failure, the flames continue to burn

Escalating Equipment Damage

While a creature is suffering ongoing fire damage from your Searing Conversion:

  • After 2 rounds: All non‑metallic/non-magical equipment worn or carried is destroyed.

  • After 4 rounds: All metal/non-magical equipment becomes superheated.

    • Metal armor becomes too hot to wear, dealing 1d6 fire damage at the start of each turn until removed.

    • Metal weapons become too hot to wield, dealing 1d6 fire damage each time the creature makes an attack with them.

    • Stored metal items may melt, warp, or fuse together at the DM’s discretion.

 

Fire Adept Image

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