Base Class: Warlock
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.
Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.
Bonus Cantrips
When choosing Pact of the Eternal Flame at 1st level, you gain the two bonus cantrips, control flames, and firebolt.
Pact of the Eternal Flame Expanded Spells
| Spell Level | Spells |
|---|---|
|
Cantrip |
[cantrip]firebolt[/cantrip], [cantrip]controlflames[/cantrip] |
Fierce Flame
Fierce Flame: At 1st level, your flame burns with a focused intensity that no other flame can match. Whenever you reduce an enemy to 0 hit points with fire damage, you may detonate the target causing them to explode, all creatures within 15 ft of the detonation must make a Dexterity saving throw (DC = spell save DC), on a failed save they get fire damage equal to your Charisma modifier times two, reducing the body of the reduced-to-0hp-creature to ash and igniting flammable objects within range if they aren't being worn or carried. This ability can be used a number of times equel to your Charisma modifier.
Flame Blood
At 6th level, you gain resistance to fire damage, if you already have resistance then you gain immunity instead. In addition, damage you deal ignores resistance to fire damage.
Purity of Flame
Starting at 10th level, your flames purity protects you from harm. At the start of your turn, you can burn away impurities to end one effect on yourself that is causing you to be blinded, defended, diseased, paralyzed, petrified or poisoned. You regain use of this feature when you complete a short or long rest. In addition, you are resistant to poison damage.
Crown of Fire
The crown is an aura of plasma that surrounds the sun and as an extension of the sun, your flame has a similar property. If a creature with truesight was to gaze upon you, they would see a crown of light that surrounds you, much like a halo. At 14th level, creatures of your choice that end their turn within 30 feet of you take fire damage equal to your Charisma modifier, this can be used as many times equal your Charisma modifier and resets on a short rest.
Once per long rest, as an action, you can target up to 5 creatures within 50 feet of you. They must make a constitution saving throw.(DC = Spell save DC) On a failure, for one minute they gain vulnerability to fire, if they don’t have resistance or immunity. If they have resistance, they instead lose their resistance, and if they have immunity, it is replaced with resistance.
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