Fighter
Base Class: Fighter

Armor plates tempered under smouldering corpses. Blades whetted with burning blood. Men honed under a blazing banner. A destiny forged in the heat of battle.

This Subclass was originally created by Clever_Name_Given on D&D Beyond. I love what he has created and want to expand with my own specific character in mind.

 

Return to Ash

3rd level. Friend or Foe? It doesn't matter now as their body goes up in smoke and flames, becoming another tool in your blazing crusade.

You can perform the Return to Ash ritual, cremating a corpse that is not over a day old, undead or a construct.

The Return to Ash ritual takes 10 minutes per cadaver and you must keep concentration.

On completion you are imbued with 5 + (Class Level) Ash Points (AP).

The Ashen Knight can hold AP equal to their Hit Points and they will never reset, as Ash Points must be harvested.

 AP is the core of The Ashen Knights abilities, using the points to cast spells and alight weapons.

 

Burning Spells

3rd level. Alight your hands. Alight your blade. Scorch the world in a tidal wave.

Utilising your Ash Points, cast extremely destructive spells with your Constitution modifier and no material components.

Produce Flames

3rd Level. The Ashen Knight can cast produce flame at will.

Burning Hands

3rd Level. Expend 10 Ash points to cast burning hands at first level.

Scorching Rays

7th Level. Expend 30 Ash Points to cast scorching ray at second level.

Melf’s Minute Meteors

12th Level. Expend 50 Ash Points to cast melf's minute meteors at third level.

 

Ash Soaked Blade

 7th Level. Ash caked blades litter every battlefield. They're nothing special.

As a Bonus Action spend 20 AP to soak your weapon in embers.

Add 2d8 + (Constitution Modifier) fire damage to your next melee attack with that weapon.

The damage increases by 1d8 at 16th level.

 

Rejoice in Flames

10th Level. Unleash your fury unto me and I shall return it ten-fold.

You gain resistance to fire damage.

As a reaction, when hit by fire damage you can absorb and negate all fire damage dealt in the one attack, gaining AP equal to the amount of damage absorbed.

This cannot exceed maximum AP limit.

You can use this ability 1 (+ Constitution Modifier) times per Long Rest.

 

Scorched Armaments

15th Level. My body tires. My blade is dulled. Is this the end? Or will I never cease this cycle of ash?

As you take on damage and your HP lowers, the embers that cling to your very soul force you along. 

30hp

Add +3 to Initiative.

20hp

Double movement speed and AP gained.

10hp

Double the dice rolled for Burning Spells and Ash Soaked Blade.

 

Ceaseless Cremation

18th Level. Take this kindling and let it be enough. Must I feed your flame and my own?

The Return to Ash ritual can be performed as an Action using 20 AP and can now affect living creatures.

Perform the ritual as an action and touch a living creature, they must succeed a 20 Constitution Saving Throw or be incinerated alive for 5d10 (+Constitution Modifier) fire damage. On a success the damage dealt is halved.

You can also touch any willing and living creature to perform the ritual on. They are healed 2d10 and gain Temporary HP if Max HP is exceeded.

You can heal yourself but you cannot take on Temporary HP.

 

Previous Versions

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5/28/2024 4:42:31 AM
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5/31/2024 3:05:40 AM
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