Base Class: Warlock
The Consuming Flame is a Patron of a fire that does not seek to keep its inheritor alive. The creature behind it is often a Fiend, or Demonic in nature, and does not care for the well being of the one using all of its incredible strength. It cares for one thing: for its flame to consume everything around it. It is up to the one using these powers to decide to suppress it, or let the strength of the Consuming Flame eliminate everything within their path without discrimination.
First thing's first, you must think about how you've obtained this power. How did it come to fruition that this was the power you've obtained? Was your Patron insistent on you instantly using it all the time, or did they wait for the correct moment of need, right when you required it? These are all things to think about when considering this Patron, as it could make, or break, a character.
The one and simple thing you will learn when using this subclass is that it can quickly break a character, so attempt to be flexible when using one. Madness and character development comes with this quickly, and can easily break a campaign if not used in the correct manner. One thing you will also learn is that using this subclass will most definitely hurt. With every moment that passes comes another moment your Patron attempts to crawl into your mind with thoughts of an ever consuming fire across the land.
No matter what the case is, The Consuming Flame does not care for your goals. It only cares for consuming the world in its everlasting fire of death and destruction.
Expanded Spell List
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Consuming Flame Expanded Spells
|
Spell Level |
Spells |
|---|---|
|
1st |
burning hands, searing smite |
|
2nd |
Aganazzar's scorcher, scorching ray |
|
3rd |
fireball, flame arrows |
|
4th |
fire shield, wall of fire |
|
5th |
flame strike, contagion |
Hellish Resilience
Due to your Patron of true flame, you are acclimated to the Extreme Heat climate as described in Chapter 9, page 110 of the Dungeon Master's Guide.
Blood of Fire
At 1st level after taking this Patron, you feel the fire within your chest burn bright. You have trouble sleeping sometimes due to this heat, and during a long rest, you have advantage on Constitution saves used to wake up from sleep. On the contrary, every time you take a long rest you must make a Constitution save of 8 + your Proficiency Modifier + your Charisma modifier - your Wisdom modifier. If you succeed on this save, you get a long rest as normal, however, if you fail, you only get the benefits of a short rest, but may still use hit dice to recover HP.
Your Patron's power has also seeped to your main spell's power. Eldritch Blast, power directly from your Patron, may now cause fire damage, instead of Force damage. When Eldritch Blast causes fire damage, you may ignite one flammable item on a creature (including a creature's skin). They must take a turn putting out the fire, and at the beginning of their turns, they take 1d10 fire damage as long as the item is on fire.
Additionally, your Patron of fire comes out more in the things you perform. Passively, a fiery aura coats the being around you. Each creature within ten feet of you feels warmer. This is akin to being near a small campfire, and can allow people to stave off cold climates. You cannot deactivate this. People can noticeably feel the area get warmer around them, and people you attempt to sneak up on gain advantage on Wisdom (Perception) checks to notice you when you are within ten feet of them.
Your flaming aura is not simply that of a small campfire, however. You know that its true colors shine when you are in moments of true combat, and when spells are flung from your hands, you feel your Patron crawl ever closer into your mind, attempting to make you go mad with power, or accept that it will always be stronger than you are, and for you to give them the key to your being. When you use a spell that causes fire damage, or a spell on the expanded spell list for The Consuming Flame, you must make a Wisdom saving throw. If failed, you gain a stronger aura around you, and take 1d6 Psychic damage, and are not able to add your modifiers to Wisdom or Intelligence saving throws, which means you do not get to add your Proficiency if you have Proficiency in the saving throw. Creatures within ten feet of you have disadvantage on all Charisma based checks and saves, and you deal an additional 1d4 fire damage when you strike any creature within ten feet of you, no matter the attack type. If successful on the Wisdom save, you do not have to take the Psychic damage, but can still choose to move up a tier, and gain the other bonuses. The same goes for all tiers. You are also immune to the fire damage from this feature, and any subsequent features upgrading it, unless otherwise specified.
When you reach 3rd level in Warlock with this Patron, your aura can be brought up a tier. You must now make a second Wisdom saving throw (you may add your bonuses to this save specifically) if your first flaming aura is already in effect. If failed, you take 2d4 Psychic damage (other effects remain the same), and your aura's effectiveness increases to a 1d6 whenever you strike any creature within ten feet of you, and creatures that start their turn in your aura must immediately take fire damage equal to your Charisma modifier. Creatures still have disadvantage on Charisma based checks and saves while this is active, as well.
When you reach 5th level in Warlock with this Patron, your aura can be brought up yet another tier. You must now make another Wisdom saving throw (you may add your bonuses to this save) if your first flaming aura is already in effect. If failed, you take 2d6 Psychic damage, and are not able to add your Wisdom or Intelligence modifiers (as per the first time it is listed), and are now also engulfed in a small haze of heat. Each creature within your aura has their movement reduced by 10 feet, and creatures have advantage on attacks of opportunity against creatures in your aura, excluding yourself. Your fire damage increases to 1d10, and creatures within your aura take fire damage equal to your Charisma modifier if they start their turn in your aura.
The HP reduced from this feature because of Psychic damage cannot be regained via conventional means (such as healing spells, potions, or class features), but can still be regained on a short rest when using hit dice, or on a long rest. This HP is instead stored into a separate pool that disappears when it is regained via any means, or used in some manner.
Hungering Fire
Your Patron of fire has allowed you to make use of its various capabilities within combat. It has seen your dedication thus far, and either by sheer force of will, or submission to its power, it has allowed you to spread its fire to other creatures, and recuperate your strength.
Starting at 6th level after taking this Patron, you may send a specter of your Patron out with a spell you cast that is not a Cantrip as a bonus action, and deals fire damage, or is part of the expanded spell list. If it hits an area, you may choose one creature within the area, so long as they failed the saving throw. When the specter enters another creature's mind, it must make a Wisdom saving throw equal to your spellcasting DC. If failed, the creature immediately takes the psychic damage that you would take for the current tier when you fail the Wisdom save, plus your Charisma modifier. The creature possesses your aura around them (on the current tier you are on) for 1 minute, and cannot get it off by any means. They are not immune to this aura, but you are. If two auras overlap, then the damage from them starting their turn in the aura is doubled, but any other damage and effects are the same.
When your specter enters a creature's mind, and they cast a spell, or use a fire based feature, they are immediately prompted to make a Wisdom save. When failed, the spell fails, or the feature fails, and they are forced to scream and writhe on the ground, immediately knocked prone. When they fail the Wisdom save, they take Psychic damage equal to 2d6 + your Charisma modifier. This damage is immediately regenerated as part of your HP, so long as you have taken damage from the Blood of Fire feature due to a failed Wisdom save.
You must be missing at least 1 HP from the Blood of Fire feature to use Hungering Fire.
Blazing Skin
Your Patron of fire has learned that you're strong, and willful in completing its mission, or at the least, you've survived this long. It has learned that it should at the least try and protect you every once in a while against the things it can.
Starting at 10th level, you gain resistance to fire damage. Your demonic patron has granted you this benefit, at the least, so that you may continue to consume more across the land. It does not care for your goals, it only cares for consumption. You also feel hot to the touch, and can harm someone very lightly if they touch you for too long.
Everlasting Hell
Your Patron has seen your time with it. It has grown, and so have you. You have learned to resist, or to submit, to your Patron, in one way or another. Your Patron has seen all of your absolute acceptance, or resistance to the flame itself, and it now desires to consume everything within you. It attempts to corrupt you, but slower than ever before. It desires to watch, and to wait for a moment to strike.
When you reach 14th level with this Patron, whenever you have to make a Wisdom saving throw to increase your effectiveness in Blood of Fire up to another tier, you can choose to forego it, but it will be stacked against you, for better, or for worse. You may do this up to the third tier as per the feature. However, your Patron isn't so easy on you, and it possesses power yet untapped by you, or anyone who's encountered it. Whenever you forego a Wisdom save, you gain a stack of Hunger. You may possess up to five stacks at a time, and they disappear upon a short rest. If you have five stacks, you cannot forego a Wisdom saving throw, by any means.
You also gain another tier to Blood of Fire. At the third tier, if you are to use a spell listed in the Blood of Fire feature that would normally cause it to activate, or increase its tier, you must make a Wisdom saving throw, or choose to forego it for two stacks of Hunger. If you are to not forego it, and have stacks of Hunger already present, the stacks are consumed, whether you fail or succeed. You take 3d6 Psychic damage on a failed save, and possess disadvantage on all Intelligence, and Wisdom saves, as well as all previous effects stacking upon it, even if this is the only one you've made. All effects stack up against one another, as well, for previous levels if multiple Hunger stacks are consumed.
At one stack, you have disadvantage on the Wisdom saving throw. At two stacks, you take an additional d6 of Psychic damage if you fail. At three stacks, you begin to show signs of flaming horns, and possess advantage on all strength saves and checks, but can only speak Abyssal, and your aura's range increases by 5 ft in radius if you fail or succeed. At four stacks, you feel your mind slip away, as you try to grasp reality. Your aura's strength increases, doubling the damage dice from the additional fire damage on hit, and the aura's damage itself. At five stacks, you are compelled to strike at the nearest creature immediately, and must not stop until you succeed on a Wisdom saving throw at the start of one of your turns. This creature becomes an obsession for you, and even if they move away, you will not stop attacking them. All effects that would last for any length of time last until your aura expires.
At 18th level, you gain the final tier to your flaming aura. At the fifth tier, you must still make a Wisdom saving throw, as always, but you can choose to not go into the final tier. If you fail the Wisdom saving throw, you take 5d6 Psychic damage. When this tier is activated, it does not activate like a normal one. Your aura explodes in a fiery blast of sheer power. Every creature within your aura must make a Strength saving throw, or be pushed back 10 ft. Your fire damage now bypasses resistances and immunity. It bypasses your own immunity to Blood of Fire, but not your own resistance to fire damage. You now suffer the effects from the damage that your aura would normally deal. However, your damage dice is doubled for all damage based off of the aura. Your aura's range increases to 25 ft, and all creatures within the radius have disadvantage on all saves, aside from yourself.
Hunger stacks when using the fifth tier have no real special effects until four. At stacks one, two, and three, you may choose to regain spell slots equal to the stacks of hunger you had, but you must spend them on fire spells. At four stacks, you gain small claws of flame which you can use to cast Eldritch Blast from. While in this state, Eldritch Blast can grapple a creature of a huge or smaller size, and can restrain it if two Eldritch blasts hit, when a contesting strength check is made between you and the creature. The restraint or grapple lasts until the creature breaks out at the start of one of its turns. You may choose to deal fire damage equal to 4d8 with a bonus action if a creature is restrained or grappled by your Eldritch Blast.
At five stacks, you feel your mind slip completely. You feel nothing, but heat. Within your mind, it is empty. The only thing going through your head is to consume all within your path. You truly transform into a Demonic entity, worthy of the title of "Patron of the Consuming Flame." Your aura, firstly, grants you true sight of all creatures within its radius. Its radius increases by another 10 ft, and you feel your body has changed. Your strength score is set to 24, you have advantage on Constitution and Strength saves and checks, and can no longer be frightened, charmed, or put to sleep. You ignore all words. You ignore all sense of morality. You seek to consume. You may cast spells as normal, and may cast any spell at close range, or as a touch spell, with no repercussions. You are immune to all fire damage, even that from your aura. This lasts until your aura finally expires, to which you are immediately thrown unconscious, and into an unstable state, set to 0 hit points, no matter how many you had beforehand. When you awaken, you must roll on the Indefinite Madness Table. This Indefinite madness is special. A Greater Restoration will not cure it. Nothing short of a Wish spell will be capable of doing that. You've seen Hell. The true fires of an entity that seeks to do nothing but kill and consume.
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