Base Class: Barbarian
This is a hombrew subclass designed by Matt Gardner. This is subject to change depending on play testing.
This subclass is designed for the Barbarian Class and embodies the spirit of a warrior driven by burning anger, or prehaps blazing glory... or maybe to be reborn anew
A Warming Shepherd
Just like fire you are guided by change, winds can feed your flames, or it can extinguish your light. But you are not alone, at 3rd level when you adopt this path, you gain the ability to cast the Augury and Speak With Animals spells, but only as rituals, as described in the Spellcasting section.
A Burning Heart
Starting when you choose this path at 3rd level, you gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
Aura Of Cinders
At 6th level when you rage, embered flames lick out from an aura you create when you are raging.
The aura extends 10 feet from you in every direction, but not through total cover.
The auras saving throw DC equals 8 + your proficiency bonus + your Constitution modifier.
At the start of your turn, each creature in the aura must make a Dexterity saving throw. The target takes 1d8 fire damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d8
at 10th level, 3d8
at 15th level, and 4d8
at 20th level.
Flared Flight
At 10th level, as an action you can manifest wings of crimson fire from your back for 1 minute, you gain a flight speed of 30 feet and shine bright light in a 10 foot radius. You can end this feature as an action, and you regain this feature when you finish a long rest.
Walked Through Fire
Beginning at 14th level, your body and soul have become one with the eternal flame. You are now immune to fire damage and fire can not destroy your body.
While you’re raging, if you have 0 hit points and are knocked unconscious, your rage does not end. As long as your rage continues, you continue to make death saving throws, on 3 successful death saving throws all creatures within a 10 foot radius of you must make a Dexterity saving throw. All creatures takes 8d8 fire damage on a failed save, or half as much damage on a successful one, all creatures are also pushed 10 feet directly away from you. You regain 1 hit point, return to consiousness and are carried to your feet by fiery wings.
When this feature is resolved, you suffer one level of exhaustion.
You can use this feature again once your finish a long rest.