Prerequisite: To take this feat you must have 16 or more in either CON or WIS, or a combined CON and WIS score of 24 or higher.
Your spirit burns bright and powerful. Your soul is naturally enhanced by the elemental energies of fire, manifesting in various ways. To take this feat you must have 16 or more in either CON or WIS, or a combined CON and WIS score of 24 or higher.
- At will, you can conjure a small flame in the palm of your hand. You can freely manipulate its color and shape while in your palm. You can increase its size, for a brief moment, from double its original size to quadruple its original size. To maintain the increased size you must pass a CON or WIS check of 15.
- You are constantly warm to the touch and can withstand the extreme cold much more easily. At temperatures where most people would start suffering from hypothermia, you would only feel a slight chill. But conversely, you are much more susceptible to overheating and heat strokes. At temperatures where most people would feel pleasantly warm, you would feel like you were boiling alive.
- You have a small "grace" period before being burned by non-magical fire, 10 minutes for small flames, like those from a torch. 5 minutes for strong flames, like those from a furnace or a burning house. And 1 minute for extremely hot flames, like lava. These "grace" periods are doubled at character lv 10 and 20.
- You can imbue your weapon or unarmed attack with 1 additional die of fire damage, for your next attack. You choose what the die is, from a d4 to a d20, and when you make an attack with that additional die you take the same die fire damage yourself. At character lv 7 and 15 you can add 1 additional damage die for a total of 3 at lv 15.
- If you have the ability to cast spells that deal fire damage you gain this effect whenever you cast such a spell. Roll a d6, on a roll of 1, the spell becomes centered on you. 2-3 the spell's area of effect is doubled but consumes 1 additional spell slot of the same lv as the slot from which the spell was cast, or any number of lower spell slots that would equal the required lv spell slot, if you don't have the required spell slots the spell automatically fails. 4-5 the spell's damage is doubled but consumes 1 additional spell slot of the same lv as the slot from which the spell was cast, or any number of lower spell slots that would equal the required lv spell slot, if you don't have the required spell slots the spell automatically fails. And on a roll of 6, the spell doesn't consume the spell slot, from which it was cast. This does not apply to spells granted by magic items or cantrips.
Previous Versions
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8/27/2021 8:55:18 PM
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