Fighter
Base Class: Fighter

The savage lands to the west in Mytharis are where many deadly beasts and monsters reside. Few civilized people can venture into them and survive, let alone call them home. The orcish tribes of the savage lands have learned to adapt and survive in lands that want nothing more than to kill them. They've managed to stay alive through not just the ability to create fire, but their learned abilities to manipulate it through alchemy and even runic ignitions. They worship the fire as a protective deity and those who choose the path of the warrior rather than the shaman carry it into battle in many forms. Through the secrets of their alchemy and runes, the Flame Wielders are much more educated on certain matters than they may initially appear. 

Student of the Flames

You've studied under those who've come before you in the way's of creating the ways to wield the fire. You gain proficiency in alchemist's supplies and have advantage on rolls using them that involve crafting something fire related. 

Bearer of the Flames

You've hand carved or otherwise permanently affixed fire runed adornments to your weapons that ignite for a fiery affect when covered with magical ignition reagents. As a bonus action, you can cover your runes in form of magical ignition reagents (gem spark powder, magical creature blood, etc), and gain an additional 1d6 fire damage with your weapon strikes. This affect lasts a minute or until extinguished. 

This damage increases by an additional damage die at 7th,10th, and 15th levels.

Deliverer of the Flames

You've learned to craft means of delivering the fire to your enemies without the means of magical ignitions, but instead just scientific ignitions. You can find the mineral shavings needed to create your own incendiary powder to put in a capsule. It takes a long rest to make 3 of these (and you cannot have more than 3 at a time), and they grant you the action to throw them at your enemies. When thrown, these grenades deal 2d6 incendiary damage to all creatures within a 15ft radius, forcing them to succeed a DC14 dexterity check or otherwise take an additional 1d6 fire damage at the start of each of their turns until they take an action to extinguish themselves. 

This damage goes up by an additional damage die at 10th, 15th, and 18th level.

Walk with the Flames

You've tempered your flesh against the unwavering heat of the flames, allowing you to walk with them and through them with minimal discomfort. You now have resistance to fire damage.

Embrace of the Flames

You've now crafted your next means of spreading the will of the fire; a chain carved with the runes to match your other weapons. Affixed to your offhand, the chain remains wrapped around your forearm until you choose to use it. As a bonus action, you can ignite the chain and hurl it at an enemy. The enemy must pass a strength saving throw, contested by your own strength check, or be restrained by the chain, reducing their movement speed to 0 until they break free. Upon hitting, the enemy takes 1d8 fire damage. at the start of each of your turns, they take an additional d8 fire damage until they are freed.

Communion of the Flames

You spend your rest collecting the surplus ignition powder from your other crafts for later use. You can spread up to 30ft of this powder in any design you wish and then ignite to create a intense wall of fire. Any creature that passes through it takes 5d8 fire damage and must make a dexterity saving throw of DC16 or be burned for an additional 1d8 fire damage at the start of each of their turns until they use an action to extinguish it. When utilizing this in combat initiative, you must use movement equal to the amount you wish to spread, then use your action to light it. 

Speaker of the Flames

You are now the speaker of the will of the flames. With a fire rune permanently tattooed within your mouth, you rest your ignition powder within it, building up the heat, and release the ultimate torrent of fire at all within your path. You can use your action to spray a 30ft cone of fire at your enemies. Every creature within the cone must succeed a Dc16 dexterity saving throw or suffer 15d6 fire damage, and half as much on a success. You can only use this once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/12/2022 3:28:43 PM
9
0
.5
Coming Soon
1/12/2022 9:50:55 PM
4
1
1.5
Coming Soon
1/12/2022 9:59:55 PM
4
0
--
Coming Soon
1/12/2022 10:26:15 PM
4
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes