Base Class: Fighter
You thought long and hard about your path in life. What are you good at? What do you like doing? In the end, you found your answer - you really like setting things on fire.
Burn
This subclass introduces a status effect called Burn, which can be applied to creatures. Burn is stackable.
A creature with Burn is ignited with magical flames, with greater intensity when there are more stacks.
- When a creature has X stacks of Burn, at the end of its turn, it takes X fire damage, and the stacks of Burn are halved (rounding down).
- When a creature with Burn touches a flammable object, such as a pool of oil, the flammable object is ignited.
- If a creature has 20 or more stacks of Burn, it is engulfed in the magical flames. If the creature relies on sight, it is blinded.
- Due to the magical nature of the flames, Burn can be applied to creatures which are normally not flammable, and ordinary means to extinguish fires do not end Burn.
Igniting Strikes
Beginning when you choose this archetype at 3rd level, your attacks ignite your foes.
All of your attacks inflict 2 Burn on hit. Your attacks which already deal fire damage inflict 1 additional Burn per fire damage die, for example, an attack which deals 123d6 + 45 fire damage will now also inflict 2 + 123 = 125 Burn on hit.
Heat of Battle
Starting at 7th level, your familiarity with fire amplifies your combat prowess. You gain +1 to attack rolls against a creature with Burn, and you gain +1 to attack rolls when you have Burn. These effects stack.
You also gain the ability to set yourself on fire. Using a bonus action, you can inflict 2 Burn to yourself.
Chi Wen
At 10th level, you gain resistance to fire damage.
Ya Zi
Starting at 10th level, you learn to channel the power of the dragon. As an action, you can create a blast of magical fire. All creatures in a 60 foot cone must make a Dexterity saving throw (DC 18). On a failed save, they are inflicted with 8d6 stacks of Burn. On a successful save, they are inflicted with half as many stacks instead. You have one use of this feature, which you regain upon finishing a short or long rest.
World On Fire
Starting at 15th level, you learn to turn fire into more fire.
As an action, you can cause all creatures within 120 feet including yourself to have their stacks of Burn and Hyperburn replaced by as many stacks of Wildfire. You have one use of this feature, which you regain upon finishing a short or long rest.
Wildfire. When a creature has X stacks of Wildfire, at the start of its turn, magical fire erupts from it in all directions. It loses all stacks of Wildfire, and creatures within 30 feet other than itself are inflicted with X stacks of Burn.
Arson Party
Sharing is caring. Starting at 15th level, your friends can now partake in the joy of setting things on fire.
As an action, you can touch a weapon to infuse it with fiery energy. For 1 day, the weapon inflicts 1 Burn on hit. This enchantment does not stack. Using this feature on a weapon currently enhanced by this feature renews the enchantment so that it expires 1 day from the current time.
When you wield a weapon enhanced by this feature, the effect is improved, inflicting 3 Burn on hit. This stacks with other effects.
Nine Children of the Dragon
At 18th level, you gain mastery over fire.
- All your abilities which inflict Burn instead inflict Hyperburn, an improved version of Burn which also treats the affected creature's fire resistance as 1 level weaker (immune to resisted, resisted to normal, normal to vulnerable).
- You are immune to fire damage.
- You take no damage from Burn or Hyperburn.
- Burn and Hyperburn do not blind you at 20 stacks and above.
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