Prerequisite: Tiefling Ancestry
Teifling rogues gain the ability to imbue any weapon (including ranged projectiles) with a black flame that causes an addition 1d4 damage on striking a target. On a critical success, the flames set the target alight. Creatures burning with hellish black flame must either take a round to extinguish it, or suffer and addition 1d6 damage every round. Melee weapons imbued with the flame continue to be effective for 10 rounds.
Hellish Weaponry takes a round to perform the ritual - no other action may be taken in that time. The black flame casts no light and does not interfere with characters attempting to sneak or hide.
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Posted Jan 4, 2021The 1d4 extra damage is really high as it is essentially an extra attack dice with an automatic hit (since you already hit).
The continuing damage makes this really unbalanced for the same reason. The feat -as is- could help if you are playing a solo or small party and the player needs that kind of extra "umph" to overcome foes.
Consider: If a PC adds the weapon damage dice, the sneak attack dmg, hellish weaponry dmg,and ongoing dmg, and then possibly crit dmg as well as abilitiy modifers and your DMG output can be insanely high.
I love that:
a) you had the flames black, as to not interfere with the hiding.
b) I also liked that you made it take a full round to cast, that's a good attempt at balancing it.
A Potential Change
Perhaps a balance might be to merely leave it at 1d4 and the flames transfer to whatever is hit (essentially taking it off the rogues weapon)
This means that the PC is only using it every other round, BUT the flames are continuing for a full minute (10 rounds), and the rogue now has the potential to put it on multiple targets, albeit every other round. It leaves it more of a strategic design/plan by the rogue without unbalancing their strength.
...just my two cents. Thanks for sharing this!