Base Class: Warlock
Those who survive the Rite of Embers gain a life-long connection to the Eternal Flame, becoming one of it's Charred Ones. This connection greatly improves the power and intensity of flames wielded by the Charred Ones. Charred Ones follow the will of the Eternal Flame to their last breath, spreading the Flame's power and reach. The Eternal Flame grows in power for each being it consumes by it's fires, and the Charred Ones are tasked with spreading the fire and destruction to wherever they roam. This power comes at a cost, however. The Eternal Flame demands loyalty, and is not above the burning of it's Charred Ones that have either failed it too much, or those who stray too far from the Flame's wishes.
Expanded Spell List
The Eternal Flame 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.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Ember of the Eternal Flame
Starting at 1st level, any fire damage you deal ignores Resistance to Fire damage, and any creature with Immunity to Fire damage to takes half damage.
Dark One’s Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Flame Absorption
Starting at 10th level, gain the ability to consume fire to rejuvenate yourself. As a Bonus Action, you can choose to absorb any number of fire or flames within a 25 foot radius from you. You regain Hit points equal to 1D6 per 5 foot square or source of fire absorbed. When you restore at least 2D6 Hit points, you can also remove one of the Following effects: Blinded, Frightened, Charmed, or Poisoned.
Alternatively, when you take fire damage, you can use your reaction to absorb the fire instead of taking the damage. You restore Hit Points equal to the amount of fire damage you would have taken. You can use this Reaction a number of times equal to you Spellcasting Ability Modifier, and you regain expended uses at the end of a Long Rest.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments