Warlock
Base Class: Warlock

You have made a pact with a powerful fire elemental of the elemental plane of fire. This has caused you to primarily specialise in fire magic, becoming the embodiment of fire as you continue to discover more about your patron. Initially unknown to you, you have entered a pact with Imix, the eternal flame and lord of hellfire. Powerful elementals such as him are not known to make pacts with mortals, they typically only focus on the well being of their plane and the elementals that inhabit it, or on spreading its element into the other planes, so you may suspect this elemental to have an unknown sinister motivation or plan for you in the future. 

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.

Elemental Expanded Spells
Spell Level Spells

1st

burning hands, hellish rebuke

2nd

aganazzar's scorcher, scorching ray

3rd

fireball, melf's minute meteors

4th

conjure minor elementals, fire shield

5th

flame strike, immolation

Weaver of Flames

Starting at level 1, you have learned to weave the flames of your patron, altering your Cantrip spells, and becoming a master of utilising fire magic in melee range.

- You lose the ability to select Eldritch Blast from the warlock cantrip list. Instead you gain the Produce Flame cantrip and the Control Flames cantrip. However these must be selected at level 1 and count toward your list of known warlock cantrips.

- You may apply any available Eldritch Blast invocations to Produce Flame instead.

- You no longer receive disadvantage when making a ranged spell attack using magic that deals fire damage when in melee range with a target.

Hellfire Shield

Starting at 6th level, your patron grants you the ability to shield yourself utilise a weakened form of its hellfire. White hot embers flicker over your skin and any armor or shield you have equipped for the duration, the embers burst out at any creatures that attack you while it is active.

To activate: When a creature attacks you with a melee attack, you may use your reaction and 1 charge of Hellfire Shield in order to activate Hellfire Shield. This lasts for 1 minute and has a maximum of 2 charges, you regain 1 charge when finishing a short rest, and 2 charges when finishing a long rest.

While active:

- You imbue your fire magic with the Hellfire of your patron. You and your equipment become immune to your own fire damage from spells you cast and your equipment may cause. Additionally you and your equipment also become resistant to all other forms of fire damage.

- Any creature that hits you with a melee attack takes 1d8 fire damage.

- If you are using an equipped shield or spell shield of any kind while Hellfire Shield is active, you may use your reaction if available when a creature attempts to attack you with a melee attack, you must do this before the attack roll. If activated, you cause them to take 1d8 fire damage even if their attack should miss or is blocked by you in any way. This reaction effect persists on you until the start of your next turn. 

Additionally, you also gain access to a new Eldritch Invocation for this ability at level 7.

Eldritch Invocation - Hellfire Blade: Prerequisite 7th level - While Hellfire Shield is active, you can cast Flame Blade at will as a 2nd level spell, without expending a spell slot or material components.

Eternal Flame

Starting at 10th level, your patron bestows a small portion of its Eternal Flame to you. While activated, you become engulfed in flames that lash out at nearby creatures, these attack indiscriminately and cannot be controlled, however you may create images within them and their appearance may be manipulated with your Control Flames cantrip. The appearance and images you choose persist after reactivating the flames.

To activate: At the cost of 1 bonus action you may activate Eternal Flame. When activated you gain 1 charge of Eternal Flame. This lasts until you deactivate it, detonate it, or fall unconscious. While active: 

- You imbue your fire magic with the Eternal Flame of your patron. You and your equipment become immune to your own fire damage from spells that you cast and your equipment may cause.

- Any creature that moves within 5 feet of you for the first time on a turn or starts its turn there takes 1d10 fire damage.

To deactivate: You must spend your action to safely absorb and deactivate your Eternal Flame, otherwise you must detonate it or fall unconscious.

Detonate Eternal Flame: At the cost of 1 action and 1 charge of Eternal Flame you may detonate your Eternal Flame, ending its active effects and causing the following to occur -

- All creatures within 10 feet of you take 1d10 fire damage as the flames explode in a whirlwind around you.

- You then pull back and quickly absorb the flames, crumbling to ash in the process. While made of ash you become immune to all damage and effects, and do not provoke opportunity attacks. At the start of your next turn, you must use part or all of your movement to relocate yourself while made of ash into an unoccupied space, and then must use your action to reform in that space. 

- If you fall unconscious, you may choose to Detonate Eternal Flame if you have any number of charges available, consuming them all in the process. You turn to ash as above, however you cannot move and instead reform unconscious in the nearest unoccupied space where you fell at the start of your next turn. You must still make a death saving throw for your turn after you reform. If you use this feature you can no longer detonate charges of your Eternal Flame until you finish a long rest, but you may still activate and deactivate it as above.

Eternal Flame has a maximum of 2 charges, you regain both of these charges once you finish a short or long rest.

Portal of Imix

Starting at 14th level, You learn your patrons true name if not already discovered, you are granted the ability to create a temporary portal, leading into his lair inside the plane of fire.

Activate Portal of Imix:

- Choose any target within the range of your Eternal Flame while it is active. You burn open a temporary portal beneath them, the creature then falls into the plane of fire landing in the lair of Imix. The target immediately takes 5d6 fire damage from Imix's fire aura, and must spend their next action on their following turn to climb back through the portal above them.

- The portal persists until you suffer any damage, dismiss it with a bonus action, or until the end of your next turn, and is the size of the space that the creature occupied. Additionally other creatures may also choose to enter it or be forced in by various means while it persists, taking the damage from his aura should they enter.

- When the effect ends any creatures not belonging to the plane of fire within 10 feet of the portal are forced back up through it, returning to the nearest unoccupied space around the portal as it shuts behind them. Anything else remains there. Fire elementals of CR5 and below that enter the portal always choose to stay there. Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2020 2:06:31 PM
5
2
5E
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes