Base Class: Fighter
Fiery Strikes
Starting at 3rd level use a bonus action to imbue attacks with the heat of battle. For 3 minutes, you gain resistance to fire damage, and your weapon attacks deal an additional 1d6 fire damage and ignite targets they hit. At the start of each of its turns, an ignited target must make a Constitution saving throw. On a failed save, it takes 1d4 fire damage. On a successful save, the burning ends. You can use this feature a number of times equal to your proficiency modifier, regaining all expended uses on a long rest.
Fiery Soul
Starting at 7th level when you are reduced to 0 hit points you can instead drop to 1 hit point. When you use this feature, you generate a fiery attack that hits enemies within 10 ft. Enemies within this radius must make a Dexterity saving throw. On a failed save they take 4d8 fire damage and half as much on a successful save. You cannot use this feature again until you complete a long rest. While using Fiery Strikes, your weapon attacks score a critical hit on a roll of 19 or 20 against ignited targets.
Eyes Aflame
Starting at 10th level, the flame inside of you emits light in a 30 foot radius. You can suppress this light as a bonus action. Your Fiery Strikes now deal 1d8 extra fire damage instead of 1d6, which ignores resistance and treats immunity as a resistance.
Additionally you stock up the heat of the battle (1/8th of damage taken and 1/4th of damage dealt. And you release it in one attack , this can only be used once per long rest.
Exalted Embers
Staring at 15th level, You have taken the flames into you and embraced them to your core. You burn from the inside out, making you immune to harm from fire and resistant to the chill of cold, and your skin is hot enough to ignite flammable objects with a touch. Your passion for fiery combat has stoked embers into a roaring flame, prolonging your blazing fury from 3 minutes to 10 minutes, and increasing the extra damage of your fiery strikes from 1d8 to 1d10 fire damage.
Inferno
Beginning at 18th level, you have become a walking inferno in combat, leaving flames and ashes in your wake. Your blazing state only ends when you are no longer in combat, but you suffer one level of exhaustion when it ends, and the extra fire damage of your fiery strikes increases from 1d10 to 1d12. While blazing, you have a 5-foot radius aura of flames centered on you that ignites flammable objects not being worn or carried. All creatures take 4d8 fire damage when starting their turn in this radius. Your weapon attacks score a critical hit on a roll of 18–20 against ignited targets, and critical hits give targets vulnerability to fire damage. All creatures make the Constitution saving throw to prevent being ignited by your weapon attacks with disadvantage.
Fiery Strikes
Starting at 3rd level use a bonus action to imbue attacks with the heat of battle. For 3 minutes, you gain resistance to fire damage, and your weapon attacks deal an additional 1d6 fire damage and ignite targets they hit. At the start of each of its turns, an ignited target must make a Constitution saving throw. On a failed save, it takes 1d4 fire damage. On a successful save, the burning ends. You can use this feature a number of times equal to your proficiency modifier, regaining all expended uses on a long rest.
Fiery Soul
Starting at 7th level when you are reduced to 0 hit points you can instead drop to 1 hit point. When you use this feature, you generate a fiery attack that hits enemies within 10 ft. Enemies within this radius must make a Dexterity saving throw. On a failed save they take 4d8 fire damage and half as much on a successful save. You cannot use this feature again until you complete a long rest. While using Fiery Strikes, your weapon attacks score a critical hit on a roll of 19 or 20 against ignited targets.
Eyes Aflame
Starting at 10th level, the flame inside of you emits light in a 30 foot radius. You can suppress this light as a bonus action. Your Fiery Strikes now deal 1d8 extra fire damage instead of 1d6, which ignores resistance and treats immunity as a resistance.
Additionally you stock up the heat of the battle (1/8th of damage taken and 1/4th of damage dealt. And you release it in one attack , this can only be used once per long rest.
Exalted Embers
Staring at 15th level, You have taken the flames into you and embraced them to your core. You burn from the inside out, making you immune to harm from fire and resistant to the chill of cold, and your skin is hot enough to ignite flammable objects with a touch. Your passion for fiery combat has stoked embers into a roaring flame, prolonging your blazing fury from 3 minutes to 10 minutes, and increasing the extra damage of your fiery strikes from 1d8 to 1d10 fire damage.
Inferno
Beginning at 18th level, you have become a walking inferno in combat, leaving flames and ashes in your wake. Your blazing state only ends when you are no longer in combat, but you suffer one level of exhaustion when it ends, and the extra fire damage of your fiery strikes increases from 1d10 to 1d12. While blazing, you have a 5-foot radius aura of flames centered on you that ignites flammable objects not being worn or carried. All creatures take 4d8 fire damage when starting their turn in this radius. Your weapon attacks score a critical hit on a roll of 18–20 against ignited targets, and critical hits give targets vulnerability to fire damage. All creatures make the Constitution saving throw to prevent being ignited by your weapon attacks with disadvantage.







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