Base Class: Warlock
You have made a pact with an elder fire elemental. Its powers are ancient and vast, resembling those of a true deity. This being inhabits and rules over large swaths of territory in the Elemental Plane of Fire, and uses your service to further its agenda in the Material Plane. The temperament of these beings varies, but many are naturally aloof, considering most mortal concerns petty and beneath their notice. Some patrons, especially those aligned with chaos or evil, will leave you entirely to your own devices, using your pact merely as a means to sow fire and brimstone among the Material Plane.
Fire is the element of change, destruction, and rebirth. You can constantly feel the roar of the inferno within you, urging you to burn brighter and faster, and to bring any and all change to the world. Many warlocks who swear this pact become zealous about causes, even those other than the cause of their patron. Because of their inherited passion, warlocks of the Primordial Flame often lead short, destructive lives. Those rare few with the self-possession and serenity to survive to old age are destined to accomplish remarkable feats with their powers.
Your pact allows you to use your body as a channel for the mighty primeval force of fire. As you harness more energy, the line between your true flesh and flame will blur, further increasing the potency of your powers - but exerting great stress on your physical well-being.
Primordial Brand
Warlocks who have sworn this pact have a magical Brand imprinted on their person, allowing them to access the Elemental Plane of Fire. For example, followers of Uun'Kossuth have a flaming 8-pointed star shining just above (or below) their skin, somewhere on their body. When you swear this pact, choose where your brand manifests or randomly determine it using the table below.
|
D6 |
BRAND LOCATION |
|---|---|
|
1 |
On your chest, above your heart |
|
2 |
On your forehead |
|
3 |
In the iris of one of your eyes |
|
4 |
On the palm of your dominant hand |
|
5 |
On the back of your neck |
|
6 |
On your tongue |
Expanded Spell List
The Primordial 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.
Primordial Flame Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
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2nd |
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3rd |
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4th |
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5th |
conjure elemental (monsters from the Plane of Fire only), flame strike |
Bonus Cantrips
At 1st level, you learn the control flames and produce flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Flare
Starting at 1st level, you can enhance the potency of your magic or the force of your presence with a violent flare of power. Whenever you roll for Persuasion, Intimidation, Performance, or when you deal fire damage with a warlock spell, you can choose to roll 1d4. You take that much fire damage then also add the result as a bonus to your initial skill check or fire damage.
Additionally, before you cast eldritch blast you may choose for it deal fire damage.
When you reach certain levels in this class, the size of your Flare die increases: at 6th level (d6), 10th level (d8), and 14th level (d10).
Mortal Blaze
Starting at 1st level, you can reversibly transmute your flesh into fire, strengthening your powers but weakening your body. Whenever you take fire damage to non-temporary hit points, your hit point maximum is also reduced by the amount taken and you gain an equal number of Mortal Blaze points. When you lose points of Mortal Blaze for any reason, your hit point maximum is increased by the number of points lost. The maximum number of Mortal Blaze points you can have is equal to the lesser of your normal hit point maximum and your warlock level multiplied by the sum of your Charisma modifier and your Constitution modifier. In Python,
max_points = min(normal_hp_max, warlock_level*(cha+con))
When your Mortal Blaze points are full, fire damage is taken normally. Long resting removes all Mortal Blaze. All fire damage dealt by your warlock spells gains a bonus equal to a tenth of your Mortal Blaze points, rounded down.
Cleansing Flame
Starting at 6th level, you can harness the rejuvenating, cleansing power of fire. Whenever you cast a warlock spell which deals fire damage, you may choose to cast it as a cleansing flame. If you do, any creature which receives fire damage from the spell additionally benefits from the effects of Lesser Restoration. If multiple conditions may be ended, choose one.
Additionally, your Mortal Blaze and Flare features may now be used to grant bonus healing to warlock spells that restore any hit points.
Controlled Burn
Starting at 10th level, your experience allows you to precisely manipulate your link to the Plane of Fire. As a bonus action, you may take any exact amount of fire damage you wish, or you may spend any number of Mortal Blaze points to restore hit points to yourself equal to half that number. Once you heal using this feature, you can't heal with it again until you complete a short or long rest.
Additionally, your Mortal Blaze and Flare features may now be used to grant bonus fire damage to weapon and unarmed attacks, even those which don't deal fire damage.
Pyreform
Starting at 14th level, when you are reduced to 0 hit points and are not underwater, instead of falling unconscious you may choose to instead enter Pyreform, the chaotic liminal state between the death of a warlock of the Primordial Flame and the birth of a true fire elemental. While in Pyreform, when you need to roll one of your death saving throws you may instead elect to fail it in order to take a normal turn. While in Pyreform, you gain the following benefits and restrictions:
- Immunity to fire damage.
- Your walking speed is replaced by a flying speed of feet equal to your Mortal Blaze points, rounded down to the nearest multiple of 5.
- You can move through spaces as thin as 1 inch without squeezing.
- The benefits of Blur.
- You can move through objects and creatures like difficult terrain, and creatures can move through you like difficult terrain. The first time you enter a creature’s space on your turn, if you start your turn in a creature's space, or if a creature within 5 feet attacks you with a melee attack, it takes fire damage equal to 2d10 + your Charisma modifier. This damage may benefit from the bonus of your Mortal Blaze feature.
- Your movement does not provoke opportunity attacks.
- At the start of every turn, even turns in which you roll a saving throw, you must spend half of your movement attempting to fly in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If you are unable to move in that direction, do not move.
- You cannot restore hit points to any creature.
- You cannot maintain concentration.
- You can speak only Primordial.
If you are stabilized while in Pyreform, it immediately ends, your Mortal Blaze points are all lost, and you gain 1 level of exhaustion. If you die while in this form, nothing is found of your body but a pile of ash. At the moment of your death, a Fire Elemental is born on the Elemental Plane of Fire with your mannerisms and memories, in service to your patron and sharing their alignment.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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