Burning Wind (5e Subclass)
The Burning Wind[edit]
By Tom Baxa |
Warlock Subclass
The Sweltering Guardian, Aeolus, is a divine Old One made to govern the climate of the world. It controls both aspects of earth and sky, manifesting fiery blusters as well as volcanic eruptions that change the very landscape. When Aeolus directs the winds of warmth elsewhere, it can create temperate climate, as well as frigid air due to the lack of heat. Aeolus maintains these cycles throughout the world. As the first guardian, Aeolus also changes the landscape to suit protection when needed. It is said that multiple mountain ranges and crags in the world were created to stem conflict.
Warlocks who form a pact with this Old One have to have a desire to protect something, even at the cost of many lives, much like how Aeolus shakes the world to shield others. Many warlocks of this pact can be driven, but therefore also narrow-minded and blind to collateral damage.
- Patron Temperament
Aeolus is a stern and severe figure, prone to certain bouts of volatile emotions ranging from rage to eager joy.
- Patron Demands
Much like blustering winds, Aeolus demands fast and swift warlocks that don't think twice before acting. Devoted to the duties of protecting the planet, Aeolus requires warlocks to often travel to spots of Uncreated activity and quell them. Additionally, Aeolus plays a role in peacekeeping. Warlocks of this pact may be told to help mediate problems in local feuds or even forcibly stop violence.
Expanded Spell List[edit]
The Sweltering Guardian 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.
Spell Level | Spells |
---|---|
1st | fog cloud, burning hands |
2nd | misty step, eruption |
3rd | flame stride, haste |
4th | fire shield, wall of fire |
5th | immolation, control winds |
Heated Will[edit]
Starting at 1st level, when you cast a spell that deals damage, you can have the spell's damage change to fire, no action necessary. Additionally, you gain resistance to fire damage.
Fiery Soul[edit]
Starting at 6th level, you use your own body to become a bulwark of flames, incinerating those who attack. As a bonus action, you wreathe yourself and an area of up to 30 feet around you in flames for 1 minute. Creatures, including you, that enter or end their turn in this burning area take fire damage equal to your Charisma modifier. This area is also considered difficult terrain for all creatures except you. If a creature attacks you while you are within this area, you can use a reaction to blast them back with a burst of flame, dealing fire damage equal to your Charisma modifier to the attacker.
This feature ends early if you are incapacitated, and you can also dismiss this feature at any time (no action required). Once you use this feature, you can't use it again until you finish a short or long rest.
Immolant Protector[edit]
Starting at 10th level, you gain immunity to fire damage. Additionally, you can mark a willing creature with a brand of flaming protection. If the marked creature takes damage from a creature's attack while they remain within 30 feet of you, the attacking creature takes fire damage equal to your Charisma modifier, no action necessary.
Blazing Wind[edit]
Starting at 14th level, immediately after you cast a spell, you can manifest a burst of flame-like wings and fly up to 20 feet in a straight line (5 feet wide) to an unoccupied area you can see, no action necessary. These wings vanish at the end of your turn. Creatures within the line are singed by your flames and take 2d10 fire damage.
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