Blazing Dawn Player's Companion

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Ember Knight

An ember knight employs martial techniques


combined with potent fire magic. While ember
knights are often mistaken for the more common
eldritch knights at first glance, the source of an
ember knight’s magic comes from within, rather than
from the study of magic. In this way they are comparable
to sorcerers. While the potential to become an ember knight might
be within someone from birth, this potential typically doesn’t
manifest until that person has a few battles under
their belt. This event is generally referred to as an ember
knight’s “kindling,” where they first begin to wield their
fiery powers.
Once an ember knight “kindles,” their skills become a
desired commodity. Their presence can inspire fear in their
opponents, and awe in their onlookers, as their fiery weapons and
arrays of burning embers sow death and destruction. Many
become mercenaries, or even leaders of mercenary groups, and
their services are often highly sought after. Anyone that employs
an ember knight finds them to be worth their price.
Flameborn
Starting at 3rd level, you can use a bonus action to imbue fire
magic into a weapon you wield. Until the weapon leaves your
possession or you end this feature using another bonus action, the
weapon’s damage type becomes fire damage and it sheds bright
light in a 10-foot radius and dim light 10 feet beyond that.
Also, you gain darkvision out to a range of 60 feet. If you
already have darkvision, its range instead increases by 60 feet.
Your darkvision is unusual: everything you see in darkness is in a
shade of red.
Ember Magic
Art by Lie Setiawan >>
Also at 3rd level, you can use a bonus action to allow fiery power
to swell within you. When you activate this feature, and at the
start of each of your turns for the next minute, you roll a d8. This
die increases to a d10 at 10th level and a d12 at 18th level. You Improved Ember Magic
conjure a number of embers equal to the number rolled. These
At 10th level, the three abilities associated with your
embers float around you until they are spent or until they vanish
Ember Magic feature improve as follows:
at the start of your next turn
Ember Strike. You can cause another creature of your choice
You have two uses of this feature, and you regain all expended
within 5 feet of the target to also take 1 fire damage for every
uses of it when you finish a long rest. You gain an additional use
ember spent.
at 7th level and one more at 15th level.
Propelling Blasts. This flight doesn’t provoke opportunity
The embers conjured by this feature can be spent to fuel the
attacks.
following abilities:
Smoke Pillars. In the radius of your darkvision, you can see
Ember Strike. When you hit a creature with an attack, you can
through the smoke pillars as if they were only lightly obscured.
cause any number of your conjured embers to fly at the attack’s
target. The target takes 1 fire damage for each ember you spend. Fiery Surge
Propelling Blasts. On your turn, you can spend any number of Starting at 15th level, your Action Surge becomes imbued with
your conjured embers to propel yourself with blasts of fire (no fire magic. When you use your Action Surge, your speed
action required). You can fly up to 5 feet for every ember spent. increases by 10 feet until the end of the turn. While this speed
Smoke Pillars. On your turn, you can spend any number of increase lasts, your movement doesn’t provoke opportunity
your conjured embers to create pillars of smoke (no action attacks, and you can choose to leave behind a trail of fire where
required). For each ember spent, you create a cloud of thick you step. The trail is 5 feet wide, follows your movement, and
smoke that fills a 5-foot diameter, 10 foot high cylinder centered lasts until the start of your next turn. A creature other than you
on a point you can see within 30 feet of you. The smoke heavily that enters the trail for the first time on a turn or ends its turn there
obscures its area, and lasts until the start of your next turn. takes fire damage equal to your fighter level.
Swift Spark Pyromancer Adept
At 7th level, the fire within you energizes your spirit. Your speed At 18th level, you gain resistance to fire damage, and the
increases by 10 feet, and you gain proficiency in Dexterity saving minimum number of embers you can gain on a turn from your
throws. If you already have this proficiency, you instead gain Ember Magic feature equals your Constitution modifier.
proficiency in another saving throw of your choice.

CHAPTER 2 | SUBCLASSES
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