Surtr, The Everburning†

God of Fire and Summer   Mortal form: Large goliath man, red skin with black markings similar to darth maul. wears armor that appears to be made of smouldering wood and lave.   Dragon form: Red Dragon   Equivalent Oracle: Naran Landau, Ninth Oracle of Flame   Born of Mystra   Loyal to the Betrayer Gods   Status: Dead, killed in the battle following the explosion caused by the death of Vaka. Location: Tomb of Vaka, Redgarden.   God Block

Proecian, Goddess of Flame

Medium celestial, neutral
Armor Class 22 (Heart of the Forge)
Hit Points 486 (36d8+324)
Speed 30ft Fly: 120ft

STR
18 +4
DEX
22 +6
CON
28 +9
INT
30 +10
WIS
28 +9
CHA
26 +8

Saving Throws Strength +15+, Dexterity +17*, Constitution +11*, Intelligence +21*, Wisdom +20*, Charisma +10* (Modified by Heart of the Forge)
Skills Arcana +28, Deception +17, Diplomacy +17, History +28, Insight +18, Nature +28, Perception +18
Damage Resistances Cold, Lightning, Necrotic, Radiant
Damage Immunities Fire, Poison, Psychic, Thunder; Non-magical Bludgeoning, Piercing and Slashing damage
Condition Immunities Blind, Charmed, Frightened, Exhaustion, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Senses Darkvision 240', Blindsight 120', Truesight 120', Passive Perception 27
Languages Common, Draconic, Dwarven, Fey, Primodial, Saurian
Challenge 30

Spellcasting. Proecian casts spells as a 20th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 27, +19 to hit). She has the following spells prepared:

  • Cantrips (at will): Fire Bolt, Guidance, Message, Prestidigitation, Thaumaturgy
  • 1st level (4 slots): Bless, burning hands, cure wounds, detect magic, identify
  • 2nd level (3 slots): Continual flame, hold person, lesser restoration, spiritual weapon
  • 3rd level (3 slots): Counterspell, dispell magic, fireball, remove curse
  • 4th level (3 slots): Banishment, dimension door, fire shield
  • 5th level (3 slots): Creation, greater restoration, mass cure wounds
  • 6th level (2 slots): Blade barrier, disintegrate, heal
  • 7th level (2 slots): Divine word, fire storm, symbol
  • 8th level (1 slot): Demiplane, incendiary cloud
  • 9th level (1 slot): Meteor swarm, power word kill


Divine rejuvenation. Proecian heals 40 hit points at the start of her turn as long as she has 1 hit point.

Heart of the Forge. Proecian wears a ring on the middle finger of her right hand that serves as her artifact. This ruby-studded platinum ring grants any creature attuned to it the effects of the spell mage armor, and a +2 bonus to their Armor Class and Saving Throws. In addition, a creature other than Proecian gains immunity to fire damage, and resistance to radiant and necrotic damage. This artifact is sentient, with an Intelligence, Wisdom and Charisma score of 20, and it has two major beneficial traits, one minor beneficial trait, two minor negative traits, and one major negative trait (these traits only apply to creatures other than Proecian).

Inevitable return. When Proecian is reduced to 0 hit points, her soul is pulled beyond the Veil and she must spend time recovering before she can take physical form once more. She must wait for at least 1 year before she can make a new body to house her soul. If she was missing maximum hit points because of Hellfire when she is defeated, then she must wait for 10 years before she can make a new body instead. If she is reduced to 0 maximum hit points by Hellfire or some other means, Proecian is slain permanently.

Flames of purification. Creatures that have immunity to fire damage instead have resistance to fire damage dealt by Proecian.


Actions

Multi-action. Proecian either uses sphere of flame or teleport. Then she uses one of the following actions: Hellfire, Rain of Fire, or she casts one spell.

Hellfire. Up to three target creatures within 240 feet must make a DC 27 Dexterity saving throw. On a failed saving throw, a creature of Challenge Rating or level 9 or lower are instantly slain, while a creature of a higher Challenge Rating or Level instead reduce their maximum hit points by 75. In addition, a creature wearing non-magical armor that fails their saving throw has their armor reduced to ash, destroying it utterly. Any creature slain by hellfire is destroyed utterly, and all mundane and magical items of Rare or lower quality are destroyed with them. Proecian has her maximum hit points reduced by 35 for each creature she targets with Hellfire, regardless of whether they pass or fail their saving throw.

A creature who's maximum hit points are reduced my hellfire (including Proecian) cannot have these lost hit points restored through magical means. At the end of each week, a creature regains 1d10 lost maximum hit points.

Rain of Fire. Ranged spell attack: +19 to hit, 240ft range, up to 12 separate targets. Hit: 32 (4d10+10) fire damage.

Sphere of Flame. A globe of billowing blue fire forms up 20 feet from Proecian's current position. This globe is 20 feet thick, melts any earth that it comes in contact with to molten glass, and obscures all creatures that are within the flames or the center of the sphere. A creature within the globe itself is blinded. Proecian may see through this sphere without penalty.

A creature who starts their turn within the globe, or within 20 feet of it when it appears, or who moves within 20 feet of or into the wall for the first time on their turn, must make a DC 27 Constitution saving throw. On a failed save a creature is dealt 36 (8d8) fire damage, or half as much damage on a successful saving throw. This sphere lasts until the beginning of Proecian's next turn.

Teleport. Proecian teleports to an unoccupied space within 100 feet of her current location.


 

Legendary Actions

Proecian can take 3 legendary actions, choosing from the options below. Only one action can be used at a time and only at the end of another creature's turn. Proecian regains spent legendary actions at the start of her turn.

Cast a spell. Proecian casts a spell of 4th level or lower.

Shape molten glass. Proecian shapes an area of molten ground within 60 feet of her in one of the following modes. Each mode can only be used once between the beginning and end of Proecian's turns.

  • Blender. All creatures currently within 15 feet of the chosen point must make a DC 27 Dexterity saving throw. On a failed save, a creature is dealt 26 (3d10+10) slashing and 14 (4d6) fire damage and has their movement reduced by half. On a successful save, a creature is dealt half damage instead and is not slowed.
  • Spike. Melee weapon attack: +19 to hit, 20 foot reach, one target. Hit: The target is dealt 36 (4d12+10) piercing and 14 (4d6) fire damage.

Burst shell (2 actions). Proecian bursts the Sphere of Flame that she is currently maintaining around her. All creatures within 60 feet the sphere must make a DC 27 Dexterity saving throw. On a failed saving throw a creature is dealt 27 (6d8) fire damage, and half as much damage on a successful save. All sand and dirt in this area becomes molten glass, and all unattended, non-magical items ignite as well.


A woman stands before you dressed in a golden robe. Her white hair flows down her shoulders unbound, ending in tips of black, and a single lock covers the left side of her face. The eye that you can see is violet, and dances with an orange, unearthly flicker, but it is cold and hard as she meets your gaze. Her skin is white and radiant, except at the tips of the fingers and the palm of her left hand, which are blackened and grey, as if covered in deeply embedded soot. Every once in a while, as the wind causes her hair to shift, you catch glimpses of her face, and can see that the same discoloration creeps up her neck and cheek in a ragged, uneven pattern, as if she were struck by a raging fire long, long ago. This human is Proecian, goddess of flame and innovation, and as she looks upon you, you can feel her taking the measure of your being.

Proecian is the wife of Bastin Caine, Lord of Light, and is counted among the most powerful human gods. With his help she managed to overcome the dragon Rhaul, and during the War of Judgement she slew her husband and a coven of ascendants, most of them before they could react to her interruption of their ritual. Her flames burn hot enough to turn mortal beings to ash in seconds, her command of the flames allows her to shape that which she destroys into almost any form she desires, and she is one of the very, very few beings who can channel Hellfire, the only substance that is known to be able to permanently kill immortal beings such as gods and dragons.

Those who would seek to battle her avatar are cautioned not to do so lightly, as they will be willingly standing against one of the more powerful ascendants to ever walk the world. Those who still decide to take this challenge upon themselves must prepare to potentially embrace oblivion if they should somehow manage to push the goddess too far.

Show Revelations
Firebending - Level 2
You learn the cantrips Control Flames and Produce Flame. At 5th Level, you gain the ability to shield a number of allies equal to your proficiency bonus from your fire spells, allowing them to take zero damage. At 10th Level, you increase the damage of all fire damage dealt by one damage die. At 15th Level, you gain the ability to cast any 1st or 2nd level fire spell without expending a spell slot three times per long rest. At 20th Level, you gain the ability to cast the spell Fireball or Web of Fire without expending a spell slot twice per long rest.   Level 2 - Control Flames

Control Flames

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 60 ft.
Duration Instantanious or 1 hour
Components S

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.   • You instantaneously extinguish the flames within the cube.   • 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.   • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.   If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard
Level 2 - Produce Flame

Players Handbook Page 269

Produce Flame

0-level (Cantrip) Conjuration

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Druid
Level 15 - Fireball

PHB, Page 241

Fireball

3-level Evocation

Casting Time 1 Action
Range 150 ft.
Duration Instantaneous
Components V, S, M
Materials A tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.   The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

4th 5th 6th 7th 8th 9th
9d6 10d6 11d6 12d6 13d6 14d6

Class(es): Sorcerer, Wizard
Level 15 - Web of Fire

Critical Role

Web of Fire

4-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic, Material
Materials: A cat's cradle of thread or string coated in phosphorus
Duration: Instantaneous
Attack/Save: DEX
Damage/Effect: Fire
Striking both palsm fown upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a randge of 60ft, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Decterity saving throw, taking 8dt fire damage on a failed save, or half as much damage on a successful one.   Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much on a successful one.   The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.
At higher levels: When you cASt this spell using a spell slot of 5th Level or higher, the damage increases by 1d6 for each slot level above 4th.
Available for: Wizard, Sorcerer, Oracle
Wings of Flame - Level 4
You gain the ability to propel yourself with the power of flame. Your speed increases by 10ft when you reach Level 2. At 5th Level, you gain a fly speed equal to your walking speed. If you already have a fly speed, it increases by 10ft. At 10th Level, your speed increases by another 20ft. At 15th Level, your fly speed increases by 20ft, and you gain advantage on attacks and Dexterity Saving Throws while flying. At 20th Level, your speed doubles.
Fire Breath - Level 6
You can use your action to exhale a 15 foot cone of flames. Each creature in the area must make a Dexterity saving throw against your spell save DC. A creature takes 3d6 fire damage on a failed save, and half as much damage on a successful one. The damage is increased to 4d6 at 10th Level, 5d6 at 14th Level, and 6d6 at 18th level. Once you use this ability, you must complete a short or long rest. At 20th Level, you may use this ability twice per rest.
Flamerend - Level 8
As a reaction, you may dispel any source of flame, magical or mundane, including any fire damage spells cast at a level lower than your highest level spell slot within 30ft. At 14th Level, you may instead choose to reflect the spell back at it's caster, increasing the damage by one damage die. At 20th Level, you gain the ability to siphon any fire spells cast within 30ft of you, granting you a number of spell slots of your choice corresponding to the level of the spell you target. You may use this Revelation once per long or short rest at 8th Level, twice at 14th Level, and thrice at 20th Level.
Phoenix's Flame - Level 10
You become resistant to fire damage. At 15th level, you become immune. At 20th level, you absorb fire damage.
Speed Booster - Level 12
As an action, you may bless a number of allies equal to your proficiency bonus with the protection of flame. For one minute, targets movement speed increases by 20ft, and gain a +5 to all Dexterity Skills and Saving Throws. At 20th Level, the speed bonus increases by another 10ft for a total of 30ft.
Power Boil - Level 14
You gain the ability to launch a concentrated arrow of flame at a point you can see that explodes violently, dealing 10d8 fire damage to all enemies within 30ft of the explosion. At Level 20, the damage of this ability increases to 12d8 fire damage.
Mach 3.1 - Level 16
When in combat, your base movement speed increases by 10ft each turn you expend all of your movement. By spending your entire turn accelerating (action and bonus action), you increase your base speed by 20ft. While spending your turn in this way, enemies have disadvantage on attacks against you. If you are hit, you lose all momentum in an instant, cancelling the ability and causing you to fall prone. As an action, you may make a melee attack with advantage against a target, transferring all of your momentum into them, and dealing 1d4 damage for every 30ft of your movement speed when initiating the attack. Once you make an attack in this way, your speed decreases back to it's original amount, and you are unable to use this ability until you have completed a long rest. When you Ascend, you gain an additional use of this ability per long rest.   If you are flying at top speed when you enter combat, you may use the attack feature of the Mach 3.1 Revelation without counting towards your uses of this ability, using your Out of Combat movement speed to modify the attack.
Burning Shield - Level 18
You gain one Legendary Resistance to use at will.
Flames of Creation - Level 20
You learn the spell Incinerate.   Incinerate

The Grand Game

Incinerate

9-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic, Material
Materials: Blood of an Oracle
Duration: Instantaneous
Attack/Save: Constitution Saving Throw
Damage/Effect: Fire
You point a finger at a creature within range, unleashing the full might of your fiery Aether. Target must make a Constitution Saving Throw against your spell save DC or be set ablaze in the fires of creation, taking 20d8 fire damage on a failed save, or half as much on a successful one. The flames burn not only the flesh of the target, but their spirit itself, removing any resistance or immunity to fire damage and reducing their total HP by an amount equal to half of the damage dealt until the target completes a long rest. Any targets killed by this spell are atomized by the flame, destroying all physical trace of them.
Available for: Oracle

 
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