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The most
common warlock of flame is a shock troop in the legions of the mightiest of
Efrit, though favored scions and servants might be granted power to act as
emissaries and agents. The powers of fire are as capricious as those of air and
as unforgiving as those of fire. The result are servants left to dance along
the edge of a razor on bare feet, knowing one false move will see them spent as
fuel for the all-consuming flames. But those who burn half as long shine twice
as bright.
Blades are
by far the most common pact gift, granted to the warriors of the burning
legions. Familiars are less common, many being vulnerable to the hungry fire,
though the pact of the chain can grant a Fire Elemental Wisp in addition to its
other possibilities. The least common pact is the tome, vulnerable in nearly
all its forms to destruction, though a few warlock are granted eternal flames.
While these appear to be stones or crystals subject to a continual flame spell,
the fire burns perpetually hot and nearly unquenchable. Often kept in lanterns and other specially
constructed containers, those who peer deeply into these mystical repositories
can see arcane figures and formulae dancing in their depths. Tantalizing and tempting
those who would reach in to turn the page.
Expanded
Spell List
The
Unquenchable 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.
Level
|
Fire
|
1
|
Burning Hands, Searing Smite
|
2
|
Pyrotechnics, Aganazzar’s Scorcher
|
3
|
Fireball, Melf’s Minute Meteors
|
4
|
Fire Shield, Wall of Fire
|
5
|
Flame Strike, Immolation
|
Bond of the
Furnace
At first
level you can speak, read, and write Ignian and Primordial. Fire and cold damage
dealt to you are reduced by your Charisma modifier. At 10th level you can
choose cold or fire the end of any short or long rest. You gain resistance to
this type of damage until the end of your next short or long rest when you can
choose again.
Gift of the
Consuming Flame
At 6th
level, as an action you may gain advantage on Charisma and Intelligence checks
for 30 minutes. After you use this ability you cannot use it again until you
complete a long rest. At 14th level you can use it again after either a short
or long rest.
Hands of
Fire
At 10th
level as an action, you can cause low flames to spring from your body, shedding
bright light in a radius of up to 30-foot and dim light for an equal distance.
As an action you can vary the intensity. This effect persists for up to an hour
or until you take another action to end it. If you use this full range of
illumination creatures that touch you or which you touch, such as with an
unarmed attack, suffer 1d10 fire damage and light on fire. While on fire they
suffer 1d10 fire damage at the start of each of their turns until someone takes
an action to douse the flames. You can set unattended, flammable objects alight
with a touch.
Call of the
Blaze
At 14th
level, you unleash a torrent of fire at a foe. This creature must make a Dexterity
saving throw. On a failure, a creature takes 10d6 fire damage and is lit on
fire, suffering 1d6 additional fire damage at the end of each of its turns
until a creature takes an action to extinguish the flames.
You cannot
use this effect again until you have completed a short or long rest.
Next: Invocations and Feats
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