Omens of Flames
Heat is eternal. You, among many sparks, are a witness to that. Be it the magma that created the world, the oceans of wildfires that birth new ecosystems, or a blaze that seeks to render all life to ash, your soul is bonded to the eternal fire. Channel it into the present to burn your foes, purify your allies, or render it all to cinders.
Omen Magic
You choose your omen spells at the Harbinger levels listed.
| Harbinger Level | Spells |
|---|---|
| 3rd | Burning Hands, Hellish Rebuke, Purify Food and Drink |
| 5th | Flaming Sphere, Heat Metal, Scorching Ray |
| 7th | Ashardalon's Stride, Fireball, Remove Curse |
| 9th | Elemental Bane, Fire Shield, Wall of Fire |
| 13th | Dawn, Flame Strike, Immolation |
Ashen Kindling
Upon taking this omen at 3rd level, you weave fire through time to burn your foes and warm your allies. Upon casting a spell or hitting a creature with a weapon attack, choose one of your targets. They gain one of the following (your choice):
- Wildfire. They take an amount of fire damage equal to your Charisma modifier at the start of their next turns, and can’t gain the benefits of being Hidden.
- Renewal. A creature of your choice within 15 feet of them gains temporary hit points equal to your Charisma modifier at the start of their turns.
If this spell lasts more than a single turn, this effect continues until the spell ends. If this was done through a weapon attack, this effect continues until you finish a turn without dealing damage to them since the end of your last turn.
You can use this feature a number of times equal to your proficiency bonus, regaining all expending uses after a long rest.
Scorching Visions
Also at 3rd level, your sight lays scarred to the flames of time. You gain one of the following based on your chosen time.
- Sparks of the Past. You can see normally in magical and nonmagical darkness to a distance of 90 feet.
- Flames of the Present. You know the Produce Flame spell, and can cast it as a bonus action.
- Sparks of the Future. You don’t take damage when moving through sources of nonmagical fire.
Burn through Time
At 6th level, you warp time to burn away debilitations from your kin. If a friendly creature would succeed a saving throw thanks to your Foretell feature, they gain the benefits of the Disengage action until the end of their next turn. If this save would end any conditions currently affecting them, they are immune to these conditions for the next minute.
Once you have used this feature, you can't do so again until you finish a short or long rest.
Kindling to Flames
Upon reaching 10th level, the eternal blazes forever exist within you. You gain resistance to fire damage, and you gain one of the following benefits based on your chosen vision;
- The Past Smolders Evermore. Your spells ignore hostile creatures resistances to fire damage.
- The Present's Blinding Heat. You have advantage against being blinded.
- The Future Burns Bright. As a bonus action, choose a creature within 15 feet of you. The next instance of damage they take is treated as fire damage. If this damage was already fire damage, it is instead radiant damage.
Igniting the End
At 14th level, you can manifest the flames of time through yourself and those afflicted by it. When you or a target of your Ashen Kindling would drop to 0 hit points, you can cause the following.
- Hostile creatures within 30 feet of the target must make a Dexterity saving throw. On a failed save, they take 5d10 fire damage, or half as much on a success. For the next minute, any creatures that start their turn within this area takes 1d10 fire damage.
- The target regains 2d12 hit points, and friendly creatures within 30 feet of it gain temporary hit points equal to your level in this class.
Once you have used this feature, you can’t do so again until you finish a long rest.

