Firestorm Phantasm
A burning spirit of embers and flame comes to your aide.
Flame-Bound Manifestation
At 5th level your Phantom embodies the raw essence of fire, channeling intense heat and flame-based abilities.
Fiery Attacks: Your Phantom’s melee attacks deal an extra 1d6 fire damage. This damage increases to 2d6 at 11th level.
Blazing Aura: When your Phantom is summoned, it emits a 10-foot-radius aura of heat. Any hostile creature that starts its turn within this aura takes fire damage equal to your Charisma modifier (minimum of 1). You can suppress or reactivate this aura as a bonus action.
Immolation Shield
At 9th level your Phantom can engulf itself or you in protective flames, burning those who strike while shielding allies.
Inferno Ward: As a reaction when you or your Phantom is targeted by an attack, you can cause a shield of fire to erupt, giving temporary hit points equal to your level + your Charisma modifier. If an attacker hits the shielded target, they take 2d8 fire damage. This can be used a number of times equal to your proficiency bonus per long rest.
Flame Step: Your Phantom gains the ability to teleport up to 30 feet to an unoccupied space it can see, leaving a trail of fire that lasts until the end of your next turn. Creatures that pass through the flames take 1d8 fire damage. This can be used a number of times equal to your proficiency bonus per long rest.
Infernal Surge
At 15th level you can channel your Phantom’s fiery essence to unleash devastating bursts of flame.
Explosive Burst: As an action, your Phantom releases a 20-foot-radius explosion centered on itself. Enemies in the area must make a Dexterity saving throw (DC = 8 + proficiency bonus + Charisma modifier), taking 8d6 fire damage on a failed save or half as much on a success. Once this feature is used, it cannot be used again until you finish a short or long rest.
Burning Grasp: When your Phantom hits a creature with a melee attack, you can cause the target to ignite. The target takes 1d10 fire damage at the start of each of its turns until it or another creature uses an action to douse the flames.
Infernal Avatar
At 18th level your Phantom becomes a true embodiment of fire, burning with an intensity that can reshape the battlefield.
Avatar of Flame: Your Phantom enters an empowered state for 1 minute, gaining the following benefits:
Flaming Form: Your Phantom becomes immune to fire damage and gains resistance to all non-magical damage.
Inferno Strike: All of your Phantom’s melee attacks deal an extra 3d6 fire damage and can cause creatures to become frightened until the end of their next turn if they fail a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier).
Molten Terrain: At the start of each of your turns, the ground within a 30-foot radius of your Phantom becomes molten for 1 minute, creating difficult terrain for all creatures except you and your allies. Enemies that start their turn in this area take 2d6 fire damage.
Once you use this feature, you cannot do so again until you finish a long rest.
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