Ye Olde Shoppe of Magicks – Emberlord’s Cinderbrand

Francer REALLY enjoys these Gauntlets

Just a bit of backstory, when I was homebrewing the Gauntlets of the Emberlord, I had D&D Beyond open and built them using spells in my library’s rulebooks, forgetting completely that the PC they were being built for doesn’t necessarily have access to the same rulebooks. Since I couldn’t just outright copy Immolate to homebrew, I opted to switch it up just a bit, courtesy of Nevet’s magical abilities

Emberlord’s Cinderbrand

Gauntlets of the Emberlord embedded spell

Casting Time: 1 action
Range: 90 feet
Components: S, M (Gauntlets of the Emberlord)
Duration: 1 minute (or until dismissed, no action required)

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.


As an action, you point, strike the ground, or clench your gauntleted fist toward a creature, and the Emberlord’s mark sears itself into their flesh.

A creature you can see within range must make a Dexterity saving throw (DC determined by the Gauntlets).

Failure: The target takes 8d6 fire damage and is Cinderbranded for the duration of the spell.

Success: The target takes half as much damage and suffers no further effects.

Cinderbrand (Ongoing Effect)

  • A Cinderbranded creature is wreathed in molten sigils, ember-chains, or glowing fist-shaped brands rather than open flame.
  • The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
  • At the end of each of its turns, the creature repeats the Dexterity saving throw.
  • On a failed save, it takes 4d6 fire damage as the brand tightens and flares.
  • On a successful save, the brand fractures and fades, ending the effect.

These flames are arcane manifestations of the Emberlord’s will and cannot be extinguished by nonmagical means.

Forge Claim (Unique Twist)

  • While a creature is Cinderbranded:
  • The target cannot benefit from invisibility, illusionary disguises, or magical darkness.
  • If the target is within 10 feet of any fire effect created by the Gauntlets of the Emberlord, it has disadvantage on its saving throw to end the Cinderbrand.

The Emberlord does not allow his marked prey to hide from the forge.

Ash Sentence

If damage from Emberlord’s Cinderbrand reduces the target to 0 hit points, the creature is consumed from within, collapsing into a heap of cool ash, cracked bones, or slag-blackened remains.

Only worn or carried magic items survive intact.

The fire does not rage.
It waits—until judgment is complete.

—Inscription inside the right gauntlet, written in heat-scarred script

Return to Ye Olde Shoppe of Magicks

Members of DnD Beyond can add this spell to their campaigns.

Emberlord’s Cinderbrand base images were built using ChatGPT using prompts by Alien Graphics ©2026 Alien Graphics

All verbiage is ©2026 Alien Graphics and all imagery is ©2026 Alien Graphics and shared under the CC BY-NC-SA

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