Base Class: Bard
One of the most inconvenient situations with a dungeon delving adventuring group is light. Some parties are light heavy, others struggle to find a free hand to hold a torch. Bards, being the utility members of the adventuring group, tend to be the ones to hold the torch in the group. Then there are the members of the College of Torchlight, who have embraced their role of torchbearer to a whole new level.
Torch Staff
Starting at 3rd level: Members of the College of Torchlight craft a specialty staff. This Torch Staff has specially made end caps with oil reservoirs intended to be lit on fire. The ends of this staff deal 1d4 fire damage (in addition to the staff damage) on each attack. This increases similar to cantrip damage (1d8 at 5th level, 2d8 at 11th level and 3d8 at 17th level). The Torch Staff acts as your bardic focus. When lit, it gives off light in 20’ bright / 20’ dim radius.
Torch Flare
At 3rd level you can use 1 bardic inspiration die and have your staff light increase to 60’ bright light and 60’ dim light radius. This lasts for 1 minute.
Fire Starter
At 3rd level, you learn how to fling flames off of your Torch Staff. You learn the produce flame cantrip, cast as a bard spell (using your charisma modifier as the spellcasting ability).
Everburning Torch
At 6th level you can increase the range of your torchlight to 40’ bright / 40’ dim light. The flames now are magical lasting continuously and they do not require oil to burn. They can be lit or extinguished (both ends simultaneously) with a bonus action.
Penetrating Heat
At 6th level, your fire damage ignores fire resistance and they treat fire immunity as fire resistance. This ability requires a bonus action to activate, costs 1 bardic inspiration die and lasts for 1 minute.
Fire Breathing
At 6th level you learn to breathe fire. You gain a cone attack that deals fire damage (as the second level spell dragon’s breath but will only do fire damage . This requires 1 bardic inspiration and uses your charisma modifier as a spellcasting ability.
Magnesium Torch
At 6th level you learn how to use 1 bardic inspiration die to allow your torches to continue burning underwater. This effect lasts 1 minute.
Fire Spinning
At 14th level, you can spin your Torch Staff in a defensive spin. This adds your charisma modifier to your armor class for 1 minute. In addition, while spinning any enemies within 5’ take 2d8 fire damage at the beginning of each of their turns. This ability can be used at will but it requires your action to maintain the spin (but not concentration).
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