The Underground Patron (Erlik)
Deep beneath the ground, fire rules the heart of the
earth and breathes life into everything. It is, thus, wise
that ancient peoples worshiped fire in all its forms.
The creative fire nourishes creativity and passion in
the hearts and souls of humanity. Civilizations were
built and evolved around fire. Wise men looked at fire,
kings used fire; some people danced around it and
worshiped it; some understood its power and used it
prudently.
A warrior, years ago, used a technique he learned from
his master to strike with his sword in a state of fiery
anger, and magical sparks surrounded the sword,
enhancing the power of fire with magic. The spirits
Heroic Spell
When you cast a sorcerer spell, you can spend 3
sorcery points to make the spells more powerful
against neglecting effects. Counterspell or dispel
magic’s ability checks have disadvantage against this
spell. If the spell is lower than 3rd level, its Difficulty
becomes 14.
27
Subclass Options
Level 1: The Smith of Black Hells: You learn the heat
metal spell. It doesn’t count against the spells you
know, and it is a warlock spell for you. You can cast
it once without expending a spell slot but can’t do so
again until you finish a long rest.
You can also cast heat metal as a ritual by changing
how it works. During the process, you can work on up
to 3 melee weapons of your choice and imbue them
with magic. These weapons are counted as magical
and deal 1 additional fire damage. This damage
becomes 1d4 at 3rd level, 1d6 at 5th level, 1d8 at 11th
level, and 1d10 at 16th level. If you imbue another
weapon, one of the weapons of your choice that you
imbued earlier loses its magical properties. Also, you
can imbue up to 5 five pieces of ammunition with
this ability, but the ammunitions lose their magical
properties after being fired.
Alternatively, you can work on 2 sets of armor and imbue
it with magic. When the wearer of the armor takes
damage, the attacker takes the fire damage stated above
if they are within5 feet of the armor. This ability works
only once per round for a singular piece of armor.
In addition, you gain proficiency in Smith’s Tools and
two martial melee weapons of your choice. You can
use the smith’s tools or a melee weapon that is made
of metal as a spellcasting focus for your warlock spells.
Level 1: Herald of Fire: Your fiery soul protects you
from harm; while wearing no armor and holding
no shields your AC is equal to 10 + your Dexterity
modifier + your Charisma modifier.
You learn to control flames with your mind. You
can ignite flammable objects within 5 ft. of you or
extinguish them, for example torches and campfires.
You also gain the following benefits:
D You double or halve the area of bright light and
dim light cast by the flame, change its color, or
both. The change lasts for 1 hour.
D You cause simple shapes or images to appear
within the flames and animate them as you like.
These shapes can be vague form of a creature, an
object or a location. The shapes last for 1 hour.
Level 6: Astonishing Flames: Starting from 6th level,
when you deal fire damage you ignore resistance.
In addition, when you hit a creature with fire damage,
you also can put a curse on your targets that lasts for
1 minute. You can keep this curse on 1 target. This
number increases to 2 at 10th level and 3 at 17th level.
You can use this curse a number of times equal to
your Charisma modifier (minimum of 1). The creature
must succeed on a Wisdom saving throw against your
spell save DC at the end of its turns to end this effect.
You choose one of the following effects on the target:
D The creature has disadvantage on attack rolls.
D The creature takes fire damage equal to your
Spell
Level
1st Farabi’s favor, hunter’s mark
2nd flame blade, magic weapon
3rd bestow curse, fear
4th fabricate, fire shield
5th creation, raise dead
of his ancestors turned the hearts of the extinguished
fire into a passionate breath with every strike.
Expanded Spell List
28
Subclass Options
Charisma modifier at the start of its turns. This
damage can’t be reduced by any means.
D You or your allies have advantage on the saving
throws related to the spells that are cast by the
creature.
D The creature can’t regain hit points.
D If the creature is wearing metal armor or holding
a metal weapon, it takes 3d6 fire damage.
Level 10: Blazing Blade: As a bonus action, you
can create a spectral flame weapon that is within 5
ft. of you. It follows you and can’t go further than 5
ft. from you. You can make this weapon strike your
opponents as a melee spell attack by controlling it on
your bonus actions. It stays for 1 minute and deals
2d6 fire damage. You can’t summon this blade again
until you finish a short or long rest.
Additionally, you can choose to deal fire damage with
your melee weapons. When you do so with a bonus
action, the blade sheds bright light in a 5 foot radius
and dim light for an additional 5 feet and deals fire
damage rather than its normal damage until the
end of your next turn and resembles a blade in its
incandescent form.
Level 14: Call of Fire: You learn conjure elemental
spell (it doesn’t count against the spells you know) and
can cast it without expending a spell slot to conjure
a fire elemental. When your concentration is broken,
the elemental vanishes. You can’t do so again until
you finish a long rest. You can use your spell slots to
normally cast the spell.
No Comments