Tuesday, August 23, 2016

Primordial Patrons; The Unquenchable Flame (D&D 5e)



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.

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