Everblaze. Alistair's fire damage ignores fire resistance and immunity. Additionally, all of Alistair's attacks deal extra 1d4 fire damage.
Cauterize. If damaged by Alistair with fire, you'll only receive half of the healing you'll get for the current round.
Fire Immunity. Alistair is immune to fire.
Enhanced Darkvision. Alistair can see in dim light as if it was bright light and darkness as if it was dim light.
Vengeful Stance. Alistair goes into a stance until the start of his next turn. While in this stance, melee attacks against him will allow him to retaliate and deal 1d8 slashing damage if he hits.
Infernal Burst (Recharge 3-6). Alistair releases a burst of fire from himself in a 20 ft. radius and deal 8 (3d4+5). All creatures in range must throw a Constitution saving throw with a DC of 8+5. Success halves the damage, failure takes full damage.
Lacerate. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 6 (1d8 + 4) slashing damage and 4 (1d4+5) fire damage.
Impale. Melee Weapon Attack: +5 to hit, reach 15 ft., 1 target. Hit: 10 (2d6 + 4) piercing damage.
Flame Waltz. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 6 (2d4 + 5) fire damage.
Fire Wave. Ranged Weapon Attack: +2 to hit, range 20/60 ft., 1 target. Hit: 6 (2d4 + 5) fire damage.
Firewall. Alistair can use a reaction to add his Constitution modifier when doing a saving throw for a spell.
Solar Flare. Alistair can use a reaction to deal 6 (2d4+5) fire damage on his attacker when he is hit with a melee attack. They must throw a Dexterity saving throw with a DC of 8+5
Description
Alistair Embers is a hooded figure, wearing what seems to be a worn down noble's attire. His face is entirely covered of scorch black bandages, only leaving enough open for one of his eyes to see. He wields a single-edged long sword that is constantly being engulfed by his flames.