Spell-Fire
A wielder of Spell-Fire is born with the ability and awakens to it after reaching a certain proficiency with the Weave or Spellcraft. The use of Spell-Fire cannot be inherited, is incompatible with Undead, and vanishes if the wielder is reincarnated. Those who wield Spell-Fire as an Arcanist do so with great finesse and have access to different abilities as opposed to a Sorcerer who throws Spell-Fire about. The main uses of Spell-Fire are to consume material, heal, and absorb energy.
Spellcasting: Spells cast by one Weaving Spell-Fire are changed fundamentally. All of your spells are changed in some way. For instance, Mage Hand becomes a glowing hand wreathed in blue-white Spell-Fire.
Subclass Features
Origin Spells
Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
| Level | Prepared Spells |
|---|---|
| 3 | Burning Hands, Flame Blade, Hellish Rebuke, Produce Flame, Scorching Ray |
| 5 | Fireball, Flame Arrows |
| 7 | Fire Shield, Wall of Fire |
| 9 | Flame Strike, Immolation |
Spell-Fire Essence
Spell-Fire is a part of the Weave. It is affected just like any other spell or magical effect. It can be Counterspelled, Dispelled, stored in a magical item as if it was a spell (Acts as a spell of the same level of the level you gained the feature or the feature was affected), etc.
Spell-Fire Weaving
You can spin and weave the white-blue flames of Spell-Fire to create many effects. You can use your Weaving feature to use the following effect:
Consuming Bolt: As an action, you weave Spell-Fire into a ball that can be expended to create a cone (15 ft), line (5 ft by 30 ft) of Spell-Fire forcing each creature to make a DEX saving throw DC equal to your spell save DC. On a failed save the target takes 1D6 Fire damage + 1D6 Force damage or half as much on a successful save. Spell-Fire disrupts magic so Constructs and creatures with the spellcasting feature have disadvantage on the saving throw.
With your great skill and finesse you can mold the bolt and grant a number of creatures up to your DEX modifier (Minimum 1) advantage on the saving throw and on a successful save they take no damage.
Alternatively you can launch the bolt as a single target up to 90 ft away using your spell attack bonus to hit dealing 1D8 Fire damage + 1D8 Force damage on a hit.
Absorb Fire: As an action you weave Spell-Fire into a spinning orb. The orb can absorb fire and lasts for up to 10 minutes and can be dismissed as a free action. While the orb is within 30 ft of a flame or source of Fire damage you can choose to completely douse a flame or grant Resistance to the instance of Fire damage (No action required). You can use the orb once per turn.
Magic Sensitivity
Users of Spell-Fire are sensitive to magic. Any effect that can detect or identify magic has its range tripled such as the spell Detect Magic.
Spell-Fire Weaving
You can spin and weave the white-blue flames of Spell-Fire to create many effects. You can use your Weaving feature to use the following effect:
Consuming Bolt: You imbue the bolt with more Spell-Fire dealing an additional damage die (Total of 2) of damage for each instance of Fire and Force damage.
Healing Balm: As an action, you weave Spell-Fire into a lattice that rests on you and acts as a healing balm restoring 2D8 + 2 hit points.
Purging Flames: As an action, you weave Spell-Fire into a small pill. As a part of the action you can place the pill onto you or a willing creature you can touch. The pill sinks into the flesh of the target and Spell-Fire surges through their system purging them and ending the Poisoned condition and any non magical diseases as it burns them away.
Master of Spell-Fire
Fire has become an extension of you. Especially Spell-Fire. You have the following features:
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You are Immune to Fire damage.
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You can sense Spell-Fire and users of Spell-Fire within 100 miles of you.
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You can use a bonus action to use a moderate amount of Spell-Fire to warm a target, a space up to 30 square ft or be used for cooking. You can maintain Spell-Fire this way for up to 4 hours as if you were maintaining Concentration on a spell.
Bend Bolt
You can use your Consuming Bolt feature with even more finesse. If you miss a target with your Consuming Bolt attack or a creature succeeds the saving throw, you can use a reaction to reroll the attack or cause one target that succeeded the saving throw to make the save again and take the new result.
You can use this feature a number of times per long rest equal to your DEX modifier (Minimum 1).
Spell-Fire Weaving
You can spin and weave the white-blue flames of Spell-Fire to create many effects. You can use your Weaving feature to use the following effect:
Healing Balm: You weave additional Spell-Fire into the lattice restoring an additional 4 hit points.
Wall of Spell-Fire: As a reaction, you weave a Wall of Spell-Fire and you gain a +4 bonus to AC and if you are still hit, you gain Resistance to that instance of damage.
Overload
You can concentrate Spell-Fire within you to allow you to perform great feats. Doing so gives you side effects and a risk of Backlash determined by the amount of Spell-Fire you concentrate within you. You have the following effects:
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You can store Units of Spell-Fire up to your Arcanist level.
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You can gain 1 Unit of Spell-Fire every 12 hours unless you choose to suppress the accumulation (No actions required).
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If you are touched by a living creature the built up Spell-Fire Discharges in an extreme manner. When you experience Discharge your Spell-Fire Units are reset.
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For every amount of time indicated in the Risk of Backlash section you must make a WIS saving throw and on a failed save you roll on the Spell-Fire Backlash Table. Minor Risks have a DC of 12 and Major Risks have a DC of 15.
You can use your Overload feature in the following way:
Lesser Crown of Fire (5 Units): As an action, you summon a flickering halo of Spell-Fire that surrounds you that lasts for one hour. The Lesser Crown of Spell-Fire protects you granting you Resistance to non magical Bludgeoning, Piercing, and Slashing damage. If a non magical weapon attacks you roll 1D6, on a 6 the weapon is burned to ash, non magical ammunition is burned to ash automatically. The turn a weapon or piece of ammunition is burned to ash, it deals no damage. Whenever you are hit with a melee attack from a creature within 5 ft of you they take 2D6 Fire damage.
Overload Table
| Units | Side Effect | Discharge | Risk of Backlash |
|---|---|---|---|
| 1-5 | None | Harmless light bursts out. | Minor Risk/24 hours |
| 6-10 | Your body glows from within like a candle shedding Bright Light for 5 ft and Dim Light for 5 ft further. | Radiant energy bursts out forcing each creature within 10 ft of you to make a CON saving throw DC 12 taking 1D10 Radiant damage on a failed save or half as much on a successful one. | Minor Risk/12 hours |
| 11-15 | Your body shines like a torch shedding Bright Light for 20 ft and Dim Light for 20 ft further. You experience discomfort and have a 1D4 penalty to D20 tests. | Blinding energy bursts out forcing each creature within 20 ft of you to make a CON saving throw DC 17 taking 3D10 Radiant damage on a failed save and are Blinded for 1 minute or half as much on a successful one and are not Blinded. | Major Risk/6 Hours |
| 16+ | Your body blazes like a bonfire shedding Bright light for 60 ft and Dim Light for 60 ft further. You experience great pain and have a 1D8 penalty to D20 tests. | Constant energy emanates from you dealing 5 Radiant damage to each creature within 20 ft of you when they enter the area or start their turns there. A creature can only take one instance of damage this way each turn. | Major Risk/1 Hour |
Spell-Fire Backlash
| 1D8 | Backlash Effect |
|---|---|
| 1-2 | For each creature and item within 20 ft of you roll 1D6, on a 6 they are teleported to a random location within 120 ft of you. |
| 3-4 | Every magical item within 120 ft of you either loses 1D6 charges if it has charges or becomes inert for 1 hour unless it is Legendary or an Artifact. |
| 5-6 | Each creature including you within 120 ft of you that has the spellcasting feature triggers a Wild Magic Surge. |
| 7-8 | Luckily nothing happens. |
Spell-Fire Weaving
You can spin and weave the white-blue flames of Spell-Fire to create many effects. You can use your Weaving feature to use the following effect:
Healing Balm: You weave additional Spell-Fire into the lattice restoring an additional 8 hit points.
Overload
You can command more Spell-Fire at once. You can use your Overload feature in the following way:
Crown of Fire (10 Units): As an action, you summon an overwhelming halo of Spell-Fire that surrounds you that lasts for one hour. Upon activation, you launch 3 Consuming Bolts each with a +7 bonus to hit or to the save DC. The Crown of Spell-Fire protects you granting you Resistance to all non Psychic damage. If a non magical weapon attacks you roll 1D4, on a 4 the weapon is burned to ash, non magical ammunition is burned to ash automatically. The turn a weapon or piece of ammunition is burned to ash, it deals no damage. Whenever you are hit with a melee attack from a creature within 5 ft of you they take 2D8 Fire damage.
Spell-Fire Weaving
You can spin and weave the white-blue flames of Spell-Fire to create many effects. You can use your Weaving feature to use the following effect:
Consuming Bolt: You imbue the bolt with more Spell-Fire dealing an additional damage die (Total of 3) of damage for each instance of Fire and Force damage.
Healing Balm: You weave additional Spell-Fire into the lattice restoring an additional 16 hit points.
Overload
You can command more Spell-Fire at once. You can use your Overload feature in the following way:
Maelstrom of Fire (15 Units): As an action, you summon a vortex of Spell-Fire that surrounds you in a 10 ft diameter sphere that lasts for one hour. Upon activation, a wave of Spell-Fire explodes outward in a wave forcing each creature of your choice within 60 ft of you to make a CON saving throw DC equal to your spell save DC and on a failed save takes 3D12 Fire damage + 3D12 Force damage or half as much on a successful save. Once per turn you can use an action and choose one of the following options:
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You choose one willing target within 60 ft of you that you can see and Spell-Fire covers them and heals 2D10 hit points.
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You immediately can make two melee attacks or unarmed strikes that each deal an additional 2D8 Fire damage on a hit. In addition, until the start of your next turn your movement speed is doubled and you gain a +2 bonus to AC and saving throws.
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You unleash a burst of Spell-Fire forcing each creature of your choice within 60 ft of you to make a CON saving throw DC equal to your spell save DC and on a failed save takes 2D6 Fire damage + 2D6 Force damage or half as much on a successful save.
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Wings of flame form from the maelstrom and grant you a Flying speed equal to your movement speed until you use a different use of this feature or become Incapaciated or choose to dismiss the wings (No action required).
Spell-Fire Weaving
You can spin and weave the white-blue flames of Spell-Fire to create many effects. You can use your Weaving feature to use the following effect:
Healing Balm: You weave additional Spell-Fire into the lattice restoring an additional 32 hit points.
Overload
You can command more Spell-Fire at once. You can use your Overload feature in the following way:
Whirlflame (18+ Units): As an action, you summon a ball of animated Spell-Fire that is active for 24 hours + 1 day(s) per Unit spent above the initial cost. You can have up to two Whirlflames active at a time, if you summon an additional one the oldest one dissipates. The Whirlflame is summoned in an unoccupied space within 5 ft of you and floats within 5 ft of you unless you direct it otherwise. It has a Hover speed of 10 ft while moving on its own and dissipates if you leave the same plane of existence or becomes further than 1 mile from you. On each of your turns you can command it to do one of the following effects:
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Discharge: As a bonus action, you command it to unleash built up energy dealing 15 Force damage to each creature within 10 ft of it in an inescapable burst of Spell-Fire.
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Absorb Energy: As a bonus action, you command it to absorb fire or magic (Your choice). It extinguishes one source of flame within 60 ft of it leaving no smoke or lingering warmth. Or it Dispells one active spell that is 8th level or lower or one magic item within 60 ft of it that is not Legendary or an Artifact until the end of your next turn.
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Release/Build Up Heat: As an action, you command it to build up heat or release the built up heat. While it is building up heat it cannot use any other feature unless you first release the heat or dismiss the feature as a bonus action. Each turn you can command it to build up more heat.
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After 1 turn it holds enough heat to keep a 30 square ft area warm for 24 hours.
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After 2 turns it holds enough heat to boil water or cook food for 12 hours and if touched it deals 1D6 Fire damage (A creature can only take one instance of this damage each turn).
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After 3 turns it holds enough heat to cause non held or worn flammable objects to burst into flame on contact for 6 hours and if touched it deals 2D6 Fire damage (A creature can only take one instance of this damage each turn).
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After 4 turns it holds enough heat to melt non magical metal for 3 hours. After 18 seconds of contact the metal begins to melt, dealing 2D8 Fire damage + 1D8 Fire damage each turn after to any creatures in contact with the metal at the start of each of their turns. And if touched it deals 3D6 Fire damage (A creature can only take one instance of this damage each turn).
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When you release the heat stored it crashes out in a wave forcing each creature within 30 ft of it to make a DEX saving throw DC equal to your spell save DC and on a failed save takes 1D12 Fire and Force damage per turn it gathered heat (Max 4) or half as much on a successful save and then becomes cool to touch until it begins to build up heat again.