Base Class: Barbarian
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Raging Inferno
Raging Inferno
At 3rd level, you are able to attune to the elemental plane of fire. Gain resistance to fire. When you hit with a melee weapon, while raging, you can choose to deal an extra 1d4 fire damage. The damage increases as you gain levels in this class: 1d6 at 5th level, 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Unarmed/ grapple attacks deal double fire damage.(ex. 2d4 at 3rd level, 2d6 at 4th level)
Overheat
Overheat
At 6th level, you can channel your elemental energy in to a burst fire and smoke, but at the cost of injuring yourself in the process. As a bonus action, You take 2d10 force damage (this damage cannot be reduced) and all creatures within 10ft of you must make a Dexterity saving throw as elemental energy explodes from you. A creature takes 2d10 attunement type damage on a failed save, or half as much damage on a successful one. Using this ability causes a cloud of toxic smoke to linger in the area for 1 minute. Any creature that breaths will be disoriented while in the 10ft area, Causing them to lose 2AC.
The damage you cause increases to 3d10 at 10th level, 4d10 at 15th level, and 5d10 at 20th level.
Cauterize
Cauterize
At 10th level, your connection to the plane of fire allows you to recover faster by drawing carefully upon the energy of the Plane. At the end of a short rest you regain a number of hit points equal to your barbarian level x 2. You can use this ability 3 times. You regain all uses when you finish a long rest.
Master of flame
Gain access to the spell vestiture of flame. You can cast this spell while raging
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
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You are immune to fire damage and have resistance to cold damage.
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Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
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You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
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