Base Class: Warlock
Blackfire is the githyanki's invention of fusing fire magic and negative energy. This Warlock specializes in harnessing this energy, unleashing its powerfully destructive force on the enemies. The Blackfire Warlock is a master of necromancy, to the point where their entire body becomes suffused with negative energy and their touch is as deadly as that of the undead.
Blackfire Warlocks are not the sort of necromancers who hide in cemeteries performing grotesque experiments on corpses or undead. Rather, they are respected and feared members of the githyanki.
Expanded Spell List
| Blackfire Expanded Spells | |
|---|---|
| Spell Level | Spells |
| 1st | Inflict Wounds, Ray of Sickness |
| 2nd | Scorching Ray, Wither and Bloom |
| 3rd | Fireball, Vampiric Touch |
| 4th | Fire Shield, Phantasmal Killer |
| 5th | Antilife Shell, Flame Strike |
Blackfire Warrior
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Also at 1st level, your patron gifts you mastery of a dark, unarmed combat style. You gain the following benefits with you are unarmed and you aren't wearing armor or wielding a shield:
- You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes.
- Your unarmed strikes deal 1d6 Fire or Necrotic damage. This damage becomes 1d4 Fire damage and 1d4 Necrotic at level 11.
- When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
Flame Choke
You wreathe your fist in a dark, burning energy. As an action, as long as you have a free hand, you can choose to do a Charging or Rising version of Flame Choke. The Charging version sends you 15ft in a straight line in front of you. The first creature in the way must make a Dexterity saving throw against you Spell Save DC or be dragged with you, in front of you. If the creature you are holding hits another creature in the way, you immediately stop. On a failure, the creature takes 1d6 Fire damage and 1d6 Necrotic damage and is knocked prone. On a success, the creature is not moved, takes half as much damage, and is not knocked prone. The Rising version launches you 15ft in a straight line upwards. The first creature in the way must make a Dexterity saving throw against you Spell Save DC or be dragged with you, above you. If the creature you are holding hits another creature in the way, you immediately stop. On a failure, the creature takes 1d4 Fire damage and 1d4 Necrotic damage and is knocked prone. On a success, the creature is not moved, takes half as much damage, and is not knocked prone. You can use Flame Choke a number of times equal to your proficiency bonus, and you regain all uses after a short or long rest.
Blackfire Pillars
You learn the Create Bonfire cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 120 feet, it deals 1d4 Fire damage and 1d4 Necrotic damage, the Bonfire reaches 10ft tall, and you can cast it as a bonus action. As a reaction or at the end of your turn, the Bonfire explodes dealing 1d6 Fire damage and 1d6 Necrotic damage in a 5ft radius.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Deathly Ward
You gain resistance with Fire and Necrotic damage. Additionally, once per short rest, when you are subjected to an effect that would kill you instantaneously without dealing damage, your hit points become 1.
Death Punch
Once per Long Rest, as an action, make an unarmed strike. On a hit, the creature must make a Constitution saving throw against your Spell Save DC. On a failure, roll a number of d4s equal to your Warlock Level. If the outcome is greater than the creature's current hit points, it dies. If it doesn't die, it takes damage equal to half of the number rolled, split between Fire and Necrotic damage, and is knocked back 15ft. On a success, the creature is only pushed back 15ft. You can use this ability again before taking a Long Rest but suffer a level of exhaustion.
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