The Eternal Flame - 5E Warlock Patron Homebrew

by Nines

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The Eternal Flame - 5E Warlock Patron Homebrew

by Nines, V3.1

Burning Sacrifice

The Eternal Flame cares for little other than its own growth, destroying all that would stand in its way and consuming. Warlocks of the Eternal Flame sacrifice the things most valuable to them in order to be gifted with a tiny spark of this power, keeping it fed in exchange for the power to dominate, immolate, and annihilate with abandon. Such warlocks can become single-minded in their pursuit, consumed with obsessive desire.

Expanded Spell List

The Eternal 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
1 absorb elements, searing smite
2 eruption, heat metal
3 fireball, flame stride (UA)
4 compulsion, meteor step
5 burning aura, dominate person

You also gain a supernatural blessing, marking you as a holder of the Eternal Flame. Choose your blessing from the following table or determine it randomly.

d6 Marks of the Eternal Flame
1 Your skin is feverishly hot.
2 You never sweat, even in the hottest environments.
3 You are surrounded by a slight haze of smoke.
4 Your veins glow slightly when you are agitated.
5 Your shadow glows with flaming patterns.
6 You are constantly wracked with painful cravings.

This subclass is also available on DNDBeyond here: https://www.dndbeyond.com/subclasses/831224-eternal-flame

Blazing Form

Starting when you choose this patron at 1st level, you can unleash the spark of the Eternal Flame within you. As a bonus action, you magically wreathe yourself in swirling fire, and for 1 minute, you gain the following benefits:

  • When you enter your Blazing Form, a layer of fire settles over your skin, warding off attacks. This flaming ward has hit points equal to your warlock level + your Charisma modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains. Once per turn, when you deal fire damage, the ward regains a number of Hit Points equal to your Charisma modifier. the ward's magic dissipates if you end your Blazing Form.

  • When you enter your Blazing Form and again on each of your turns as a bonus action, you can create a magical blade of fire in your hand. It counts as a simple melee weapon with which you are proficient, deals 1d8 fire damage on a hit, and has the finesse, light, and thrown properties (range 20/60). You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using this weapon.

If you drop the weapon, throw it, or end your Blazing Form, it dissipates at the end of the turn.

At 11th level, the damage of this weapon increases to 2d8. If you later gain the Pact of the Blade feature, this weapon can be used as your pact weapon.

Your Blazing Form ends early if you are incapacitated, and you can also dismiss the Blazing Form at any time (no action required). You can enter your Blazing Form a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Burning Soul

Also at 1st level, you learn the create bonfire and produce flame cantrips. They count as Warlock spells for you, but they don't count against the number of cantrips you know. In addition, you may absorb nonmagical fire you can see in a 5-foot cube within 30 feet as a bonus action, snuffing it out. You gain a number of temporary Hit Points equal to your proficiency bonus which you use this feature.

Unstoppable Hunger

Starting at 6th level, your singleminded focus helps you burn through incoming attacks as you pursue your goals.

While in your Blazing Form, and you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. If a creature marked by you attacks or casts a spell on anyone other than you, you can use your reaction to make a melee weapon attack against them. In addition, when you deal damage to a creature marked by your Blazing Form, you gain a bonus to your AC equal to your Charisma modifier (minimum of +1) until the start of your next turn. This bonus does not stack. You may only have one marked target at a time.

Undying Flame

At 10th level, your soul basks fully within the Eternal Flame, making normal fires seem painless in comparison. You gain resistance to fire damage. In addition, while in your Blazing Form, you gain immunity to fire damage, and as a bonus action you can teleport to open flames you can see within 60 feet.

Total Immolation

Starting at 14th level, when you enter your Blazing Form, you can deal fire damage equal to your Warlock level to all creatures within 5 feet as part of the same action. You also gain temporary Hit Points equal to your Warlock level when you do so.

Notes

  • Homebrewed spells listed below. If you don't like homebrew spells, recommended replacements are Flaming Sphere for the 2nd level spell, Haste for the 3rd level spell, Fire Shield for the 4th level spell, and Flame Strike for the 5th level spell. They don't synergise nearly as well with melee combat though, except Haste which was redundant with Flame Stride.

Changelog

  • Adjusted some wording, removed some abbreviations, etc.
  • Blazing Form's ward-healing changed to Cha mod instead of prof bonus. There was just a lot of things going off of proficiency at that level.

Image Credit

Flaming Sword by DominikMayer

Eruption (Druid, Sorcerer, Wizard)

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a shard of volcanic glass)
  • Duration: Instantaneous

Explosive power coalesces into a fragment of volcanic glass within your fingers, preparing to erupt with the force of a volcano. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 fire damage. Hit or miss, the shard then explodes with energy. The target and each creature within a 15 foot cone must succeed on a Dexterity saving throw or take 3d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the explosion's damage increases by 1d6 for each slot level above 2nd.

basically, Ice Knife and Flame Blade had a baby and it was raised with Falcon Punch Scorching Ray as an older brother. Slightly higher than standard damage because you're in melee range.

Flame Stride (Artificer, Ranger, Sorcerer, Wizard)

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.

This one's part of the new Dragonborn UA, not one of mine. Still, it fit so well that I had to drop Haste for it.

Meteor Step (Sorcerer, Wizard)

4th-level conjuration


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately before you appear, a fiery pillar bursts forth, and each creature within 10 feet of the space you teleport to must make a Dexterity saving throw. Creatures that fail this save take 4d10 fire damage and are knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Thunder Step in reverse, as a bonus action, with prone to follow up with a melee attack because you're now in melee range. Also slightly longer range because why not.

Burning Aura (Sorcerer, Wizard)

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

The atmosphere in a 10-foot radius centered around you bursts into flames. This burning area moves with you, and lasts for the spell's duration. The area has the following effects:

  • When a creature other than you moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d6 fire damage on a failed save. Creatures take half as much damage on a successful save.
  • When a creature other than you starts their turn within the spell's area, their speed is reduced by half.
  • When a creature other than you makes a Constitution save to maintain concentration, they have disadvantage on the save.
  • Attacks and effects that deal fire damage deal 1d6 additional damage.
  • Flammable objects not being worn or carried spontaneously burst into flame.
  • Ranged attacks have disadvantage if they pass in or out of the area.

Kinda like Warding Wind, except now everything is on fire.

 

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