Fighter
Base Class: Fighter

The Flame Warrior is a fighter who has learned to harness the power of fire in battle, inspired by the legendary Human Torch. Whether they were born with this power or gained it through intense training and exposure to flames, Flame Warriors are masters of burning their enemies to a crisp.

Fire Starter

At 3rd level, you gain the ability to start fires with a snap of your fingers. As an action, you can create a small flame in your hand that can ignite any flammable object within 5 feet of you. This ability can be used to light torches, start fires, or even ignite an enemy's clothing.

 

Fiery Strikes

Starting at 3rd level, your melee attacks deal an additional 1d6 fire damage. This damage increases to 2d6 at 7th level, and 3d6 at 10th level.

 

Fiery blood

The fire in you veins give you a resistance to fire.

Blazing Action

At 7th level, you can take a Blazing Action on your turn. This allows you to take one of the following actions:

  • Ignite: You can spend your action to ignite a creature or object within 30 feet of you. The target must make a Dexterity saving throw or take 3d6 fire damage.
  • Blaze: You can spend your action to create a wall of fire up to 20 feet long and 5 feet high, or a circle of fire with a diameter of up to 10 feet. Any creature that starts its turn within the area of the wall or circle takes 2d6 fire damage.
  • Flash: You can spend your action to create a bright flash of light that blinds creatures within 30 feet of you. Each creature within that area must make a Constitution saving throw or be blinded until the end of your next turn.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Nova Strike

At 10th level, you can unleash a massive nova of fire as a special attack that deals 10d6 fire damage. If the attack hits, you can make a single melee attack with advantage against a creature dealing an additional 4d6 fire damage. You can only use this ability once every long rest. 

 

Inferno Aura

Starting at 15th level, you emit a constant aura of flames that burn those who come too close. Any creature within 5 feet of you takes 1d6 fire damage at the start of their turn. This damage increases to 2d6 at 18th level. In addition, you are immune to fire damage.

 

Infernal Eruption

You can call upon your fiery spirit to summon a massive eruption of fire, dealing 15d6 fire damage to anything caught inside. Anything caught inside the eruption also has to make a dex saving throw. If the throw fails then they take and additional 6d8 fire damage and will take 4d6 fire damage at the end of their turns for 5 turns. The eruption also spews out chunks of molten rocks that will home in on enemies dealing 4d8 bludgeoning damage. Targeted enemies will have to roll a dex saving throw. If the throw succeeds, they take no damage from the rocks. The rocks do not home on enemies inside the fire. This ability can only be used 5 times.

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