The Lightless Flame (5e Subclass)
The Lightless Flame[edit]
Warlock Subclass
You have made a pact with an extraplanar entity formed of and fueled by the fears of mortals; your patron is associated with the fear of destruction, squandered potential, and fire without comfort or light. This entity is usually unable or unwilling to influence the material plane beyond granting supernatural abilities to those it believes will provide even more fear that it may feed on. If it has chosen you, it either believes you will make the fear of burning pain and loss widespread, or that you yourself will develop into a source of this fear.
Expanded Spell List[edit]
The Lightless Flame 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, disguise self |
2nd | flaming sphere, heat metal |
3rd | fireball, flame stride |
4th | fire shield, wall of fire |
5th | immolation, seeming |
Twice as Bright[edit]
Starting at 1st level, you radiate an intense heat, gaining resistance to cold damage. Additionally, you can use a bonus action to force all creatures within 5 feet of you (including yourself) to make a Constitution saving throw with a DC equal to 10 + your Constitution modifier; you may choose to give creatures other than yourself advantage on this save. On a failed save, a creature takes 5 (2d4) fire damage. You must complete a Short or Long Rest to use this feature again. The range and damage of this feature increases to 10 feet and 7 (2d6) fire damage when you reach 6th level, and to 15 feet and 9 (2d8) at 14th.
Render[edit]
Starting at 6th level, whenever you cast an illusion spell which disguises or alters the appearance of a willing creature, you can choose to melt the target's fat and skin to fit their changed form, making the spell stand up to physical scrutiny and imposing disadvantage on checks made to inspect and see through the illusion. If you use this feature on a creature other than yourself, the target also takes 14 (4d6) fire damage and has its hit point maximum reduced by the same amount until the spell ends.
Third Degree[edit]
Starting at 10th level, whenever a creature that isn't undead or a construct takes fire damage from a spell you cast, you can use your reaction to magnify the pain it experiences. The target must make a Constitution saving throw; on a failed save, the target takes an additional 6 (1d12) psychic damage and any speed it has can be no higher than 10 feet until the end of its next turn. On a success, the target takes half as much damage and suffers no other effects.
Devastation[edit]
Starting at 14th level, your existence refutes any positive associations with heat or fire. When you cast a spell that produces flames or light, you can choose to make it invisible and emit no light. Spells cast using this feature have advantage on their attack roll, impose disadvantage on dex saving throws to avoid their effects, and ignore resistance to fire damage.
Pact Boons[edit]
Each Pact Boon option produces a special creature or an object that reflects your patron's nature.
Pact of the Chain. The familiar given by this boon is aggressive and reckless, and unnaturally warm to the touch.
Pact of the Blade. Your weapon could glow red-hot, or appear to have been partially melted or warped by great heat.
Pact of the Tome. Your Book of Shadows might seem singed around the edges, or the writing in it may have been burnt into the paper.
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