This feat allows you to cast produce flame so that the flame doesn't go away and the flame can be used to make melee attacks as if it was a finesse weapon. The flames deal 1d6 fire damage in addition to the unarmed strike damage of which half rounded down is turned into fire damage. The flame lasts until dispelled, or until it is placed in water for 10 minutes. The flame turns a gallon of water into steam each minute, and any creature in the water within 100 ft must make a dexterity save. It automatically fails if the creature is more than five feet away from something it can use to get out of the water. A creature that fails takes 1d6 fire damage every round it is in the water at any point.
Previous Versions
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10/23/2019 10:32:00 PM
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11/21/2019 3:32:41 AM
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12/30/2020 4:07:21 AM
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