
Your pact draws on the power of eternal fire. In Cimmeria, most warlocks with this subclass gain their power from the Great Fire in Gazeara. This fiery icon of the city has burned hot without fuel or source for decades since it was lit by the evil King Shardamar II. The fire consumed the bodies and souls of criminals fed to it and some say it gained sentience over the years. The warlock Logan discovered something in the flame. He became the first to utilize the lifeforce-consuming power of the Great Fire. Others follow in his footsteps, gaining power from the Great Fire or from other sources of flame such as the Sun, volcanoes, or dragons.
Great Flame Magic
Level 3: You’ve unlocked the hidden power of the Great Flame but tapping into the volatile energy burns away your own lifeforce. You can activate this feature as a free action whenever you use a Magic action to cast a cantrip. If you do, the damage of the triggering spell is doubled. After you use this feature, you gain 1 Exhaustion level.
During a Short Rest, you may spend 2 or more Hit Point Dice. Instead of regaining Hit Points, you remove 1 Exhaustion level for every 2 Hit Point Dice you spend in this way.
Great Flame Spells
Level 3: The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Flame Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Burning Hands, Flaming Sphere, Hellish Rebuke, Produce Flame, Scorching Ray |
| 5 | Fireball, Protection from Energy |
| 7 | Fire Shield, Wall of Fire |
| 9 | Flame Strike, Greater Restoration |
Advanced Great Flame Magic
Level 6: Your control over the Great Flame improves. You can use your Great Flame Magic feature when you use a Magic action to cast spells that deal Fire damage or use an ability that deals Fire damage.
Unleash the Great Flame
Level 10: The Great Flame can burn all creatures. Any spell or effect you create ignores Resistance to Fire damage and treats Immunity to Fire damage as Resistance to Fire damage. Additionally, you gain Resistance to Fire damage.
Burn It All Away
Level 14: You can become a torch through which the Great Flame burns and purifies the world. As a Magic action, you can call upon the Great Flame to set you on fire. The heat radiating from your body creates a 30-foot Emanation of fire for 1 minute or until you dismiss it (no action required), until you have the Incapacitated condition, or until you die. When a creature enters the Emanation for the first time on a turn or starts its turn there, it must make a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
While Burn It All Away is active you may take a Bonus Action to remove your Exhaustion levels by spending an equal number of Hit Point Dice.
Once you use this feature, you can’t use it again until you finish a Long Rest.






