Warlock
Base Class: Warlock

The Emberlight’s Master is a being of radiant flame and consuming wisdom, a power that burns away weakness and kindles purpose within those who dare to serve it. Warlocks who bind themselves to this entity are chosen to bear its embermark—a spark of its eternal fire that smolders within their souls. Through this pact, they channel fire not only as a force of devastation, but as a symbol of endurance, illumination, and transformation.

Followers of the Emberlight’s Master often stride the fine line between salvation and ruin, their powers blazing brightest in the heat of conflict. Their patron demands resolve above all, urging them to stand unbroken amid despair, to burn away falsehood, and to forge strength from pain. Whether worshipped as a divine flame, an elemental sovereign, or a fallen star’s lingering spirit, the Emberlight’s Master teaches that fire is not merely destruction—it is rebirth.

Level 3: Brilliant One's Protection

Level 3: Brilliant One’s Blessing

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

Level 3: The Master of Flame's Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Master's Spells table, you thereafter always have the listed spells prepared.

Master's Spells
Warlock Level Spells
3 Burning Hands, Command, Scorching Ray, Suggestion Flame Blade
5 Fireball, Flame Strike
7 Fire Shield, Wall of Fire
9 Geas, Immolation

Level 6: Brilliant One’s Own Luck

You can call on your dazzling patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

Level 10: Ashen Endurance

Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

Level 14: Hurl Through the Heavens

Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Upper Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a blinding landscape. The target takes 8d10 Psychic damage, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

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