The Fire Fiend (5e Subclass)

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The Fire Fiend[edit]

Warlock Subclass

You have formed a pact with the creatures that inhabit the desolate and barren planes; planes on which eternal fire has consumed all, and will burn for always and eternity. These fiends will grant you immense power beyond your imagination, but they are not on your side, good or evil. They seek only to consume all in unending, tremendous fire. While these flames are used mostly by feindish creatures, some other gods control them for their own purposes. Archfiends and archdevils strong enough to form the Pact include Surtur, Uru, Kossuth and Garyx; Forge gods such as Gond and Moradin and particularly mighty pit fiends and yugoloths.

Expanded Spell List[edit]

The Fiend 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 burning hands, hellish rebuke
2nd scorching ray, flaming sphere
3rd fireball, melf's minute meteors
4th fire shield, wall of fire
5th flame strike, antilife shell

Infernal Constitution[edit]

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Immolation[edit]

Your bond with your patron sets your spirit aflame. At 1st level, you are now resistant to fire damage if you don't already resist it, but cold damage to you is doubled. If you already have fire resistance, you are immune to taking fire damage outside of attacks. You can add your Charisma modifier to all Fire damage you cause with a spell or magical weapon. If you are on fire, you can put the flames out as a bonus action.

Hellfire[edit]

At 6th level, your devotion to your patron grants you access to the raw flames of their plane, at a price. You gain Hellfire points equal to half your Warlock level that are regained on a long rest. You can spend these points to fuel various features using fire spells. After you spend a Hellfire point, it is unavailable until you finish a long rest, at the end of which you draw all of your expended Hellfire from the burning planes. You can use Hellfire to perform the following features as a bonus action:

  • Before making your attack roll on a fire spell, you can spend 1 Hellfire point. You take -6 to your chance to hit, but deal +12 damage.
  • You can spend 2 Hellfire to add +6 to either the chance to hit or the damage of any fire spell.
  • You can spend 1 Hellfire to double the range or add +10 feet to the radius of any fire spell.
  • You can expel all of your remaining Hellfire points to gain 7+ your Charisma modifier per point in temporary HP.

Using Hellfire does 3 + proficiency bonus of damage to yourself per point. This damage ignores any temporary hit points you have and cannot be reduced.

Geomancy[edit]

At 10th level, your flames burn with otherworldly intensity. Your fire spells now ignore fire resistance. At 17th level, your fire spells now treat fire immunity as fire resistance. You can reroll 1s on your damage rolls using fire spells.

Pyrophilia[edit]

At 10th level, your mastery of flames imbue your power in fire. On a critical hit of any spell, you can choose for the critical damage to be fire damage. Also, once per long rest, you can choose one spell from your spell list of at least 1st level. If it is not a fire spell, the spell now changes its damage type to fire. If it is a fire spell, it does 1 extra hit die of damage.

Infernal Judgement[edit]

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 12d12 fire damage as it is dragged through the burning planes. Once you use this feature, you can't use it again until you finish a long rest.

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