Base Class: Barbarian
Many are not meant to walk a certain path. The challenges faced in life are not meant for everyone, and there is no one person who is ready to face them all. The Path of the Inferno is one such path. Only those with a true fire in their blood can hope to follow the inferno, and even then only a few will survive.
The Path of the Inferno is a popular course for many Goliath barbarians, as well as earth and fire Genasi. The hardships faced along this path are exactly what many Goliaths truly wish to face down one day as the ultimate show of strength, bravery, and gut. Some others may follow, but trust that you will be among only the most hardened warriors if you succeed.
Blazing Blood
Starting at 3rd level, when you enter Rage you gain resistance to Fire damage. Additionally, you may choose that your attacks deal fire damage.
Erupting Fury
Starting at 6th level, while your Rage is active, your rage can erupt in a fiery explosion. As a bonus action after you deal damage, you may choose to wreath yourself in flames. While active, these flames deal an extra 1d8 Fire damage to creatures hit by your melee attacks. If you are hit with an attack, you may, as a reaction, make those flames erupt around you, dealing 4d8 Fire damage to anyone within 5ft of you, and expunging the flames.
You may use this feature once per Rage. Upon acquiring Persistent Rage, you may use this ability an amount of times equal to your proficiency modifier. All charges come back on a short rest.
All-Devouring Flame
Starting at 10th level, you gain immunity to Fire damage and resistance to Cold damage when you enter Rage. Additionally, your attacks' range increases by 5ft as sparks and flames fly from them.
Primal Inferno
Starting at 14th level, you gain an indirect access to the Plane of Fire. While raging, you may, as a bonus action, enter Primal Inferno. This is an enhanced form of rage that lasts for 1 minute or until your Rage ends or you go unconscious. While active, you gain immunity to Cold damage, and Fire damage heals you for half the damage dealt to you. Your weapon attacks deal an additional 2d6 Fire damage, and you still retain all benefits of regular Rage. For one round after this is inactive, you gain vulnerability to Cold damage, and must choose between an action or bonus action. Your movement remains the same.
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