Barbarian
Base Class: Barbarian

You get more than steamed, you catch on literal fire when you get mad.

Pyromonger's Rage

When you enter rage your body bursts into leaping flames. You emit 20ft of light, 10 of bright and 10 of dim. You add -5 to all stealth roles while in this stance. (Hard to hide a human torch)  While in Pyromonger Rage whenever you hit a creature with a melee attack, roll 1d4, you deal that much fire damage to that creature and yourself. This damage increases to 2d4 at lv6, 3d4 at lv10, 4d4 at lv15. 

Searing Presence

Creatures that start, end or move within 5ft of you on their turn take 1 fire damage.  This damage increases to 2 fire at lv10. This damage counts as Pyromonger damage. 

Fueling the Flame

Whenever you defeat an opponent with pyromonger damage, you gain temporary hp equal to a roll of your pyromonger die+ your con + your barbarian lv. 

Skin of Coal

You gain resistance to fire damage 

Phoenix Resurrection

When you are knocked down by your own pyromonger damage, you do not fall unconscious but instead you drop to 1 hit point, and gain temporary hit points equal to a roll of your pyromonger die + your con + your barbarian level.  You can use this feature once every long rest. 

Firey Infusion

Your flames are infused with an additional element. You may choose between Cold, necrotic or radiant. Half of you pyromonger damage is replaced with this type. You also gain resistance to this damage while in Rage.   

Blazing Blizzard

Half of your pyromonger damage is replaced with cold damage. And you gain resistance to Cold damage while in rage,.

Hellfire

Half of your pyromonger damage is replaced with necrotic  damage. And you gain resistance to necrotic damage while in rage. 

Purifying Pyre

Half of your pyromonger damage is replaced with radiant damage. And you gain resistance to radiant damage while in rage,.

Incinerating Send

When you hit a creature with a melee attack, you can cause your Scorching flames to engulf them, catching them ablaze. The creature will burn for 1d4+1 turns, although they can use their action to make a dex save to put out the fire. (save equal to 8+ prof+ your con) on the start of each of their turns they are burning they take damage equal to your pyromonger die. You can use this feature a number of times equal to your proficiency bonus, and regain all uses after a shortest. 

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