Base Class: Fighter
Yove been burned and have burned others but have finally gotten control of your flame and have found solice in it it still hurts to use it but you haven't truly felt pain in a while at least physical pain anyways at one point it was another's but they have passed on the embers to you so that you might live through the days to come.
Passing the embers
After one failed death save you can fail the other two to give half your base stats to an Allie within 20 feet but they take half your maximum health as fire damage
Fueling the flames
Instead of spell slots for each level of spell you want to cast it takes 1 hit die ex want to cast fireball at 9th level 9 levels of what ever your hit due are
The cost of power
You gain immunity to fire damage but all healing spells that target you only heal half the total amount
Defiance
As a reaction You can make an attack roll against you be rerolled prof bonus times per long rest
Unyielding will
Gain resistance to being charmed frightened poision slashing piercing and bludgeoning damage and if you have any points of exhaustion ignore one point you can this once every short rest or sacrifice health to activate again
Rigorous training
Light armor gives a plus two to dex medium armor gives a plus 2 to con heavy armor gives a plus two to strength
Ashen blade
Summon a weapon of hyper condensed ash this weapons form will be what ever weapon you are most proficient with and deals that weapons damage as fire damage to the target. it takes 2d6 of health to summon
Deaths ashen embrace
When you grapple an enemy you meet their gaze and show them what is to come they must make a con check with a DC of 12 plus your prof bonus other wise they are prome for the next two turns or until they make the save
Unyeilding Defiance
Gain immunity to being frightened and charmed
The final roar
As a final action you can engulf your enemies upto 25 feet away in a fire ball around you that deals 5d10
The defiant's roar
While in combat you roar this can scare any enemies within 30 feet dc is 17 of you and heals you 5d6 at the start of the next three rounds
Rise from the ashes
After being knocked down if you have two failed death saves you can rise again as a burnt out shell of yourself with half the stats and health for the rest of combat in this state you can either use your final action or stand and fight and all class features that use health lose their health cost but can only be used twice







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