The Black Flame (5e Subclass)

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The Black Flame[edit]

Warlock Subclass

Your patron is an all-consuming entity of pure death and destruction. aka The Edge-Lord.

Expanded Spell List[edit]

The following spells are added to the warlock spell list for you.

Spell Level Spells
1st burning hands, inflict wounds, absorb elements
2nd flame blade, scorching ray, spiritual weapon
3rd spirit guardians, fireball, elemental weapon
4th fire shield, wall of fire, summon elemental
5th bigby's hand, destructive wave, immolation

Hand of Death[edit]

At 1st level, you must prove yourself worthy in the eyes of your patron by making a sacrifice of your own flesh. You permanently lose your dominant hand, to have it replaced by a hand composed of writhing black fire. As an action, you can use this hand to make a melee spell attack against a creature within 5 feet of you, dealing 1d10 fire or necrotic damage (your choice) on a hit. You may also use this action as an opportunity attack.

Your new hand can do everything one of flesh can, and it can act as your spellcasting focus as long as you aren’t holding anything in it. Any non-magical glove may conceal the true nature of your appendage at least until you attack or cast a spell with it, at which point the glove would be destroyed.

Additionally, when you hit a creature no more than 1 size larger than you with your hand of death used as your action, you may forgo dealing damage and instead subject the creature to the grappled condition (your spell save DC to escape). You are unable to use the hand for anything else, including casting spells, while you are grappling a creature in this way.

Lastly, you learn the produce flame cantrip, it is a warlock cantrip for you but it does not count against the number of cantrips you can learn. If you use your hand of death attack while produce flame is active you may add 1d6 fire damage to the attack and end the spell’s effect.

Backhand[edit]

Starting at 6th level, you can use your hand of death attack as a bonus action.

Agonizing Flames[edit]

Starting at 10th level, you add your Charisma modifier to the damage dealt when you make a melee spell attack.

Flare of Might[edit]

Also at 10th level, you can add your Charisma modifier to one Strength check or Strength saving throw after seeing the roll but before learning the result. Once you use this feature, you must finish a long rest before you can use it again

Deflect Attacks[edit]

At 14th level, your patron considers you an investment worth protecting, you can use your reaction to deflect or catch the weapon when you are hit by a melee attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Charisma modifier + your warlock level. If you reduce the damage to 0 in this way, the creature can't attack with that weapon until the end of your next turn or until either of you moves further away than the maximum range of the weapon. If the creature tries to move away from you it must make a Strength (Athletics) check against your spell save dc or be disarmed. If the weapon is part of a creature it makes this check with advantage, but if it fails and it is no more than one size larger than you it is then considered grappled by you (spell dc to escape, can't use the hand).

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