Flame-Touched Full Progression

by Kormael

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Flame-Touched

Flame-Touched have been altered by fire elemental energy, manifesting as some unusual feature that belies your heritage, such as glowing eyes, flaming hair or molten veins pulsing beneath your skin.

Flame-Touched Traits

Immaterial Identity. Effects that detect elementals would detect you as one.

1st Level Traits

Brightsoul. The fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent. You emit 40 feet of dim light and 20 feet of bright light. The light is involuntary and constant. at 8th level the light increases to 60 feet of dim light and 30 feet of bright light. You suffer a –2 penalty to stealth checks and gain a +1 bonus on saves against effects that inflict fire damage and effects that that would blind you with light.

Fire Resistance. You gain resistance to fire damage.

Inner Fire. You learn one cantrip of your choice from control flames, a cantrip that creates light or a damaging cantrip that deals fire damage. You use your highest ability Mod as its spellcasting Mod.

Mixed Elemental. You have been altered by more then one form of elemental energy, pick from Earth-Touched, Sky-Touched or Wave-Touched. You gain one 1st level trait from that versatile lineage. You can choose between traits from your either versatile lineage or traits from your original lineage whenever you gain a lineage trait. This trait can only be chosen at 1st-level and cannot be chosen as a trait option from the trait granted by Versatile Heritage.

5th Level Traits

Cauterizing Flames. You can choose to have fire damage you deal be nonlethal. Additionally, when you deal fire damage to a dying creature, you can choose to stabilize it.

Heatsense. You have a limited ability to sense heat. You have advantage on checks to detect heat sources within 10 feet of you.

Heatwave. As a reaction when you would take fire damage you harness the oncoming flames and twist them into a screen of heat and smoke, making attacks against you have disadvantage until the start of your next turn.

Once you use this trait, you can’t do so again until you finish a short or long rest.

9th Level Traits

Charred Remains. Your next fire spell leaves embers in its wake. When you cast a spell that deals fire damage in an area for 1 minute, your spell's area becomes difficult terrain dealing 1 fire damage for each square a creature moves through.

Once you have used this trait you cannot use it again until you finish a long rest.

Inner Blaze (Requires Inner Fire). Choose one 1st-level spell and one 2nd-level spell that creates light or deals fire damage. You can cast each of these spells once per long rest using your highest ability Mod as their spellcasting Mod.

Flaming Armaments. You infuse your attacks with flame. Your weapon attacks and unarmed strikes deal 1d2 fire damage.

Flamejaunt. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is illuminated by firelight.

Once you use this trait, you can’t do so again until you finish a short or long rest.

13th Level Traits

Elemental Shift. You briefly shift your body into a pure elemental form, reducing the damage from your foe's attack. When you would be hit by a weapon attack, you can use your reaction to reduce the damage you would take by your level + highest ability modifier.

Once you have used this trait you cannot use it again until you finish a long rest.

Flame Jump You are attuned fire's raw essence. You can spend 1 minute in focused preparation, then enter a fire your size or larger to instantly teleport to any fire that is your size or larger up to 5 miles away. You take no damage from entering or exiting fires when using this ability. Once you enter the fire, you instantly know the rough locations of other large fires within range and can exit from the original fire, if you prefer. You can't carry extradimensional spaces with you when you teleport; if you attempt to do so, the teleport fails.

Once you have used this trait you cannot use it again until you finish a long rest.

Inner Inferno (Requires Inner Blaze). Choose one 3rd-level spell and one 4th-level spell that creates light or deals fire damage. You can cast each of these spells once per long rest using your highest ability Mod as their spellcasting Mod.

17th Level Traits

Blazing Aura. At the start of your turn as a a reaction you explode in flames, enemies within 20 feet of you must make a Dex Save or take 7d6 fire damage.

Once you have used this trait you cannot use it again until you finish a long rest.

Inner Eruption (Requires Inner Inferno). Choose one 5th-level spell that creates light or does fire damage. You can cast this spell once per long rest using your highest ability Mod as its spellcasting Mod.