Barbarian
Base Class: Barbarian

Inside of you is a flame that will not die. It feeds off your emotions and emboldens you. You have learned how to harness that flame and when you rage, it bursts out, alive and ready to turn the world red with fire.

Fire Projection

When you take this archetype at 3rd level, you gain the ability to project fire from your hands when you rage. While you rage, when you land a melee attack, you also deal 1d4 fire damage. If you deal fire damage to a target twice within 2 turns, then that target must make a Consitution saving throw. The DC for this is equal to 8 + your proficiency + your Charisma modifier. On a failed save, the enemy is lit on fire and will take 1d10 fire damage at the beginning of their turn. This effect will last for 1 minute or until the fire is doused. The enemy can take an action on their turn to get rid of the fire

Fire Protection

At 3rd level, the amount of damage from every die of fire damage dealt to you is reduced by 1. When you are raging, you have resistance to fire as well. While you are raging, if you successfully make a save to half damage dealt to you by fire, then you instead take no damage.

Pyrotechnical

Starting at 7th level, you learn the spell Pyrotechnics as a spell-like ability and can cast it as a bonus action without using any spell slots a number of times equal to your Charisma modifier. The number of times you can use this ability is reset on a long rest.

Flame Friend

Also at 7th level, you become unnaturally aware of fire and know the general direction of any fire within 1 mile of you. In order to be sensed this way, the fire must cover at least 15 feet. You also immediately know the location of any fire within 60 feet of you, no matter its size, and if a fire is magical or not by sight.

 

Additonally you learn the language Primordial. If you already know that language, you can pick any other language to learn instead.

Primordial Flame

Starting at 10th level, the fire from your Fire Projection ignores resistances and deals half damage against enemies with immunity to fire instead of no damage. The damage for your Fire Projection ability increases to 1d4 + your Charisma modifier.

Mmmph!

Once you reach 14th level, your use of your inner flame has created a positive feedback loop. When you deal fire damage of any sort, you build up extra energy inside of you. When you have dealt fire damage equivalent to half of your maximum health, you can unleash the extra energy as an action on your turn. Doing so allows you to heal as though you've spent four hit dice, gives you resistance to all damage until the end of your next turn, and makes you immune to effects that attempt to move you against your will until the end of your next turn. Enemies within 5ft of you when you unleash this energy are struck by your Fire Projection ability.

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