Fire Disciple (5e Subclass)
Fire Disciple[edit]
Warlock Subclass
Fire is perfect, so wild and uncontrollable. That is the word of a Fire Disciple, followers of the primordial flames of the elemental plane of fire. They are one with fire, and fire is one with them. They are found from the volcanoes of the north to the dry, hot deserts of the south. A Fire Disciple can be found living in harmony with fire.
Expanded Spell List[edit]
The primordial flame lets the Fire Disciple 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 | burning hands, hellish rebuke |
2nd | scorching ray, pyrotechnics |
3rd | fireball, flame arrows |
4th | fire shield, wall of fire |
5th | flame strike, immolation |
9th | meteor swarm |
Fiery Blast[edit]
Starting at 1st level, you can create a magical blast of fire. Whenever you cast eldritch blast, you may choose for it to deal fire damage instead of force damage.
In addition, when you hit a creature with a fiery blast, you can cause the target to be engulfed in flames. For the next minute, the target takes 1d10 fire damage at the end of each of its turns. The target or another creature can use their action to put out the flames. You can use this ability a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.
Fiery Resistance[edit]
Starting at 6th level, you are so in tune with fire that you gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Primordial Flame[edit]
At 10th level, you are immune to fire damage. In addition, you ignore resistance to fire damage with your warlock spells and features, and treat immunity to fire as resistance to fire.
Master of the Flame[edit]
Starting at 14th level, you can exert full control over creatures with ties with the elemental planes. You can cast charm monster at will, targeting creatures immune to fire damage, without expending a spell slot or material components.
You must finish a long rest before you can use this feature on the same creature again.
Alternatively, you can cast dominate monster instead. When you do so, it lasts for only 1 minute, and you can't use this feature again until you finish a long rest.
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