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# The Flame Bearer Fire has ever been a source of wonder and warmth, of creation and destruction. Flame Bearers have learned to take the flame within themselves, so they might become one with it. They use their fire to great effect in combat, and their ability to manifest their flame protects them from their own power. ## Flame Bearer Features ### The Birth of Fire * When you reach 3rd level, your inner flame ignites, you learn the Produce Flame cantrip, the spellcasting ability is Constitution. Also, you can now cast Produce Flame as an attack action and attacking with the flame doesn't end the spell. Additionally, the bright light and the dim light each increases by 10 feet. * At 3rd level, your technique with flames reaches another level. When your Produce Flame is active, you can manifest a fiery weapon. You can attack with this weapon, but after the attacks the weapon dissipate. It deals 1d8 fire damage. The conjured weapon is considered to have the light, finesse and versatile (1d10) properties. If you find a magical weapon which has features tied to fire, you can infuse your flame with it. * Your saving throw DC is equal to 8 + proficiency + constitution modifier. ### Ignition * At 3rd level, you are able to cause your flame to flare with greater power and perform advanced techniques. You have a number of Ignition points equal to your Constitution modifier (minimum of 1). You regain your Ignition points after a short or long rest. You can expend an Ignition point to gain one of the following benefits: * *Flame Whip*. When you successfully land an attack you can replace one of your attacks with a special attack. You create a whip from your flame and lash out to an enemy or object within 15 ft of you. If the attack hits, you deal the damage of your flame and you can move the target 10 ft in any directions you want besides away from you. * *Fiery Lance*. As an action, you can run up to 20 ft into the battlefield with a flaming Lance. Make a melee attack against the target. On a hit, the target takes your flame damage. Hit or miss, the Lance then explodes. The target and each creature within 5 feet of the point where the Lance exploded must succeed on a Dexterity saving throw or take 2d8 fire damage. This movement does not provoke opportunity attacks. the damage increases to 3d8 at 10th level, 4d8 at 18th. * *Flaming Crossbow* As a bonus action you can summon a floating Crossbow made from fire from the palm of your hand. It stays for a number of turns equal to your proficiency bonus. When the orb is summoned and at the start of your turn, it makes a ranged attack against a creature you can see within 60 ft of it. It deals damage equal to 1d8 + your constitution bonus. It cannot move and the attack uses constitution. ### Nurturing Flame * As a 7th level Flame Bearer, your flame became so strong that you developed new ways to use it. * *Blinding Flames*. You discovered how to blind your enemies with your flame. You can use your action to quickly wreathe yourself in bright flames for a moment, blinding creatures within 5 ft of you. Creatures affected by this must roll a constitution saving throw or be blinded until the end of their next turn. * *Warmth*. You learned to use your fire to create a gentle flame. You can now use your action to heal someone you touch for 1d4 + Constitution, cauterizing their wounds. * Your total of Ignition increases by two, becoming your Constitution modifier + 2. You can now overcome resistances to fire damage. ### Incarnation of fire * Starting at 10th level, you learned how to deliver a flaming wrath upon your enemies. You can now cast the spell fireball twice per day. * Your produce flame has an extended reach of 30 ft, for a total of 60 ft. ### Inferno * As a 15th level Flame Bearer, your exposure to fire has resulted in a greater control over it whilst also becoming devastating. As a bonus action you can cover your body with flames. While inferno is active, you are resistant to fire and at the start of your turn, you take 2d6 fire damage and all creatures within 5 feet of you must succeed a Dexterity saving throw. On a failed save, they take 2d6 fire damage. Inferno ends early if you are knocked unconscious or if you end it as a bonus action. You can't use this feature again until you finish a long rest. ### One with fire * At 18th level, your mastery over your flame has become unsurpassed. You become immune to fire damage, and if you have no ember point on initiative, you gain one.