Base Class: Fighter
The king of the eternal flame is the subclass for the god of the eternal flame
Attack Modifier
When you choose this Martial Archetype at 3rd level, you gain a telepathic skill and your melee attacks deal fire damage.
Choose a telepathic skill
Choose a telepathic skill
Flame strikes
Your attacks deal fire damage due to your domain over fire
Kings Aura
At 3rd level, you gain an aura that buffs your allies and weakens your enemies. The aura has a radius of 35ft, allies within range they add 1d8 (increase to 1d10 at 7th and 1d12 at 14th) fire damage to all fire based attacks, enemies within range of the aura suffer a 1d4 (increases to 1d6 at 7th and 1d8 at14th) penalty to all ability checks and saving throws. Also stacks with any other auras you may have active at any point. Can be used a number of times equal to you fighter level per day and regain all uses next dawn.
Kings Gamble
At 3rd level you gain your gamblers draw, when roll damage for a fire based spell/ability if you roll max damage you can either keep just that damage roll or you may choose too roll a percentile die 0-49 the damage disappears into trails of smoke 50-100 you may roll the damage die again, you can repeat this as many times as you feel lucky enough to try.
Flames ire
At 7th level, your domain over the flame grows ever stronger, your fire based attacks now cling to your enemy till the end of your next turn, as a reaction you may choose to enrage the flames to give the enemy disadvantage on all ability checks and attack rolls for their turn. You can use this ability a number of times equal to your Cha + Fighter level and regain all uses dawn the next day.
Kings Rally
At 10th level, you are truly skilled at commanding the battlefield. You have the aura of a true king, the aura has a range of 40ft and all allies in range gain temporary hit points equal to your Cha x Proficiency bonus at the start of each round.
when an ally is attacked within range of this aura you may use your reaction to mess with fate and impose disadvantage on the attack.
Flame domination
At 15th level, your domain over flame grows stronger, when an ally uses a fire based spell you may use a reaction to enhance the spell to deal two extra damage die. If an enemy you can see uses a fire based spell you can use your reaction to try and dominate it to cause it to backfire, to do this you must succeed an arcana + Cha against the opponents spell save DC.
Kings decent
At 18th level, you have perfect control over all flame and fire. At the end of your current turn you may start to channel your holy power over the flame to summon your full capability.
At the start of your next turn you unleash the full fury of the eternal flame, your body is enveloped in a mass of raging multicolored fire and a crown of cards sits atop your head. Your size grows to colossal destroying any building your in but cannot change the ground around you if your in a cave.
you wield a giant multi flame covered weapon of your choice that deals 5d12 fire damage and 2d10 force damage. All aura abilities grow 5x in size and fire spells cast by you and allies deal double damage base.
this form last for 1min(10 rounds) and after you exit this form you suffer 4 points of exhaustion that can only be cleared by resting in a church of your followers for 8hrs uninterrupted.
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Posted May 7, 2024This seems like a nice concept! Could use some work, though...