Base Class: Barbarian
The Path of the Flame gives the Barbarian a way to control and use the fires their Rage produces, as a way to combat their foes, as well as for other things, such as heating up your dinner after a long day of slaying monsters, beasts, bandits, etc. So embrace the fire within, and burn everything and everyone that stands in your path.
One of the most interesting parts of the subclass is an ability called Overheat, which in exchange for your vitality, gives you a way to manifest your fire in new, more powerful ways.
Overheat
This is a special ability that allows you to enhance your subclass features, each described in it's section, by sacrificing your Hit Dice and/or Health Points. You can expend up to a third of your Hit Dice (rounded down), roll them and use them in the subclass feature, if it so allows. You can also roll the Hit Dice, without expending them, however the result you roll is subtracted from your Hit Points, which cannot be negated in any way.
Fire Force
Your connection with the primal element of fire allows you to manipulate the forces of the flame. At 3rd level when you choose this path you gain the ability to create and control fire to a certain extent. As an action you can create a small flame in your hand that sheds bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, you can control this flame and any non-magical fire within 60 feet and that fit within 5-foot cube. You can control it in the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
Also, any flammable material that isn’t being worn or carried, you can ignite by touching it, without expending any actions.
Searing Strikes
Starting when you choose this path at 3rd level, when you enter your rage, you can ignite any weapons you are wielding, or your fists, to strike your enemies with your burning fury. Until your rage ends, you stow or drop your weapons, or choose to extinguish them, your melee weapon attacks, and unarmed strikes deal an additional d4 fire damage, when they hit.You cab reignite one of your, or a new weapon, as a bonus action.
The damage die increases at 6th, 10th and 14th level, to d6, d8 and d10 respectively.
Overheat: Flash Fire
When you use Overheat, you can replace one of your Attacks with Flash Fire. You sweep your weapon, dealing damage in a 60-ft cone, dealing Fire damage equal to the amount you rolled with your Hit Dice plus your Constitution Modifier. Creatures inside the cone can make a Dexterity Saving Throw, to half the damage on a success.
Flaring Retribution
Beginning at 6th level, your power over fire increases, granting you protection against the element, as well as a way to punish the enemies that strike you.
You gain resistance to Fire damage, in addition while raging, anytime a creature hits you with an attack within 5 feet of you, your flames flare out and burn them. When a creature hits you with an attack, they take an amount of Fire damage equal to the damage die from your Searing Strikes.
Overheat: Firescape
When Overheat is used, the range of Flaring Retribution is extended to 60 feet. In addition the number of damage die is increased by half the number of Hit Dice you expended, with minimum being 1 (you cannot stack this multiple times). E.g. you expend 2 Hit Dice, you use 2 damage dice from Searing Strikes.
Combusting Vault
At 10th level, the flames within you burn ever brighter, allowing you to use them to move with great momentum. You can use your bonus action to take the Dash action.
In addition, while raging, you can use your Action to make a powerful jump, which doubles both your horizontal and vertical distance, and doesn't require you to have a running start. When you land you crash into the ground dealing 2d10 Fire and 1d10 Bludgeoning damage in a 10 foot circle.
Overheat: Meteoric Impact
When you use Overheat, the creatures caught in the area of Combusting Vault need to make a Strength Saving Throw. On a success they are pushed away 5 x number of Hit Dice expended. On a failure they are pushed away and knocked prone.
Living Inferno
You have fully embraced the ember within yourself and are now capable to become one with the primordial element.
While raging you gain immunity to Fire damage, and whenever you deal Fire damage with your Barbarian subclass feature, they ignore Fire resistance. In addition if a creature has Fire immunity, it becomes Fire resistance for your Barbarian subclass features. Also, any time you roll a 20 on your attack rolls you regain 1 Hit Dice that you expended through Overheat.
Overheat: I. Am. Nova.
When you use Overheat for this ability, you don't need to expend any Hit Dice or Hit Points, but you must've expended at least 1 Hit Dice with one of your other subclass features. As an Action you immediately end your Rage, and lose all your movement and any other actions, until the start of your next turn. When you do so, you explode in a ball of pure heat and flame, engulfing everything nearby.
All creatures and objects, including yourself, within 40ft. radius take Fire Damage equal to twice the amount of Hit Dice you have expended through Overheat abilities and any non-magical flammable material that isn't being worn or carried is set aflame.
Once you use this feature you cannot use it again until you finish a Long Rest.
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