Living Flame

Also, at 3rd level, you can temper your inner flame, and release it as a bonus action if you are wielding a torch. When you do so, for the next minute, whenever you hit a creature with a lit torch, you can use your bonus action to inflict one of the following conditions on the creature.

Branding Flame. The creature must succeed on a Dexterity saving throw, or be branded by you for the duration of your Living Flame. While the creature is branded, it takes 2d4 fire damage at the start of each of its turns. It can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Cauterizing Flame. The creature must succeed on a Constitution saving throw, or be unable to regain hit points until the start of your next turn.

Sinister Flame. The creature must succeed on a Wisdom saving throw, or be frightened of you until the start of your next turn.

The effect ends early if you either choose to end it (no action required), if you let go of your torch, or if your torch is extinguished. The saving throw DC for these effects is calculated as follows:

You can use this feature twice, and regain all expended uses after a short or long rest. When you reach 10th level, you gain a third use of this feature.