Base Class: Fighter
Fighters who know that a raging wildfire isn't composed of one flame alone have forged their bodies into weapons of all-out war, their fists able to bring the heat into battle and how to become as fire, swiftly sweeping into the fray and extinguishing any enemy in their path.
Blazing along the Forgotten Realms, Brazen fighters tend to be found in mercenary associations throughout the Sword Coast, known for being a cheap enough alternative for the odd adventuring party. They deal with great hordes in near perfect synchronization, the associations diving down in small subdivisions to do the job. In other worlds such as Eberron, the Brazen fighter might have come from a defunct workshop as a remnant of the Last War, carrying their Brazen weapons as the one living tester of such creation.
In others still, such as Ravenloft, a lost person in the mists might've found strange artifacts in the ground, and in the everlasting struggle to survive have discovered its capability to burn in the darkness, slowly learning then how to use this new tool of survival.
Level 3: Burning Passion
You are a retentor of your fervour, and with your hands you unleash it out into the world, disciplined to a point where your punches whose friction draw fire from the very atmosphere, you can draw from numerous martial arts to reach your goals. Starting from 3rd level, you gain the following abilities:
Precise Ignition. With just the right angle and speed, your quick jabs and punches can generate the sparks necessary for combustion, setting your enemies ablaze with each powerful impact. When attacking with a weapon with the Brazen property, when a roll's result is between 15-20, you apply stacks of Burn according to the Brazen status on your weapon to your target.
Burning Techniques. Through your life, you've learnt a handful of techniques to boast as the tools of your success in battle, both for yourself and for your allies. You may select three Burning Techniques to learn, and gain a additional one at 7th, 10th, 15th and 18th level. You may change your chosen Techniques when you gain a level in this class, and once every day at 20th level.
You also gain access to Ardor Points, which are used to fuel your Burning Techniques. You have a pool of Ardor Points equal to your level, and regain them on a long rest.
Whenever asked to perform a Saving Throw, your DC is equal to 8 + your proficiency modifier + your Strength or Dexterity modifier, chosen when you gain this subclass.
| Red Kick | None. | By spending two Ardor Points, you may deliver your next attack as a powerful kick coated in red-hot blaze that deals 1d8 bludgeoning damage plus an additional value of fire damage equal to the stacks of Burn on target creature. Additionally, this attack always inflicts one stack of Burn. |
| Single Point Stab | None. | By spending two Ardor Points, you may jab forward with all your might; your next attack deals 2d4 piercing damage and the target has disadvantage on Concentration Saving Throws provoked by this attack, as it disrupts their body momentarily. |
| Stalwart Stance | None. | As a bonus action, you may spend a number of Ardor Points to enter a stance ready to return any blows given. Name how many Ardor Points you’ve spent, up to your proficiency modifier. Until the start of your next turn, whenever a creature attempts to attack you or any creature within 5-feet of you, before they hit, you may performed one unarmed strike against them an amount of times equal to the amount of Ardor Points spent. |
| Fiery Knifehand-Combust | None. | By spending one Ardor Point, you may, as a free action, have your next attack be considered a critical hit on a roll of 18-20. This critical hit does not deal additional damage, but instead has all the flames that were on your target all explode out in a searing inferno, instantly causing them to take fire damage from all the stacks of Burn on them. You may use this only once a turn, even if it misses. |
| Flaming Fists. | None. | As a free action, you may spend two Ardor Points to focus your strikes to bring out the flames. Until the end of your next turn, all your attacks automatically inflict Burn in accordance to Precise Ignition. |
| Warm Up | None | By spending an Ardor Point, as a reaction to when you are suffering from the Frightened or Charmed condition and may roll again during your turn, you gain advantage to this Saving Throw, as you focus only on readying up for the next moment in the battle ahead. |
| Flowing Flame | 7th Level. | By spending 3 Ardor Points, your next two attacks become much more harmonious, following the flow of the flame you inflict. When you successfully hit your next attack, it automatically inflicts one stack of Burn; your next attack after that one gains advantage, inflicting double the stacks of ㅤBurn. |
| Flame Cleave | 7th Level. | With a long-reaching swipe and by spending 3 Ardor Points, you may make it so your next attack hits up to three targets within your range. You roll only once for your attack and damage, treating it as the same for all targets. You gain a bonus +1 modifier for each 3 stacks of Burn these targets have, to a maximum bonus modifier equalling your proficiency bonus. |
| Rush Down | 7th Level. | By spending 2 Ardor Points and a bonus action, you may bolt foward towards a creature within 15-feet of you and overwhelm them with a barrage of punches. You move to an unoccupied area around 5-feet of them and may perform two unarmed strikes against them; you don’t add your ability modifier to the damage inflicted. |
Fiery Knifehand-Combust
By spending one Ardor Point, you may, as a free action, have your next attack be considered a critical hit on a roll of 18-20. This critical hit does not deal additional damage, but instead has all the flames that were on your target all explode out in a searing inferno, instantly causing them to take fire damage from all the stacks of Burn on them. You may use this only once a turn, even if it misses.
Flame Cleave
With a long-reaching swipe and by spending 3 Ardor Points, you may make it so your next attack hits up to three targets within your range. You roll only once for your attack and damage, treating it as the same for all targets. You gain a bonus +1 modifier for each 3 stacks of Burn these targets have, to a maximum bonus modifier equalling your proficiency bonus.
Flaming Fists
As a free action, you may spend two Ardor Points to focus your strikes to bring out the flames. Until the end of your next turn, all your attacks automatically inflict Burn in accordance to Precise Ignition.
Flowing Flame
By spending 3 Ardor Points, your next two attacks become much more harmonious, following the flow of the flame you inflict. When you successfully hit your next attack, it automatically inflicts one stack of Burn; your next attack after that one gains advantage, inflicting double the stacks of Burn.
Red Kick
By spending two Ardor Points, you may deliver your next attack as a powerful kick coated in red-hot blaze that deals 1d8 bludgeoning damage plus an additional value of fire damage equal to the stacks of Burn on target creature. Additionally, this attack always inflicts one stack of Burn.
Rush Down
By spending 2 Ardor Points and a bonus action, you may bolt forward towards a creature within 15-feet of you and overwhelm them with a barrage of punches. You move to an unoccupied area around 5-feet of them and may perform four unarmed strikes against them; you don’t add your ability modifier to the damage inflicted.
Single-Point Stab
By spending two Ardor Points, you may jab forward with all your might; your next attack deals 2d4 piercing damage and the target has disadvantage on Concentration Saving Throws provoked by this attack, as it disrupts their body momentarily.
Stalwart Stance
As a bonus action, you may spend a number of Ardor Points to enter a stance ready to return any blows given. Name how many Ardor Points you’ve spent, up to your proficiency modifier. Until the start of your next turn, whenever a creature attempts to attack you or any creature within 5-feet of you, before they hit, you may performed one unarmed strike against them an amount of times equal to the amount of Ardor Points spent.
Warmup
By spending an Ardor Point, as a reaction to when you are suffering from the Frightened or Charmed condition and may roll again during your turn, you gain advantage to this Saving Throw, as you focus only on readying up for the next moment in the battle ahead.
Level 3: Special Conditions and Weapons
Burn
A Burning creature is set ablaze constantly, taking a number of d4 of fire damage equal to the number of Burn stacks on itself at the end of their turn, also destroying half the total number of stacks they currently have. If only one stack is left, it is then destroyed.
Brazen Weapon Trait
A weapon that is Brazen contains the capacity to burst into flame when attacking, inflicting a number of Burn Stacks equal to the number written alongside “Brazen” on creatures hit using it as long as its user knows how to make use of this ability via other mechanical means, such as subclass abilities or feats.
Basic Brazen Weapons
| Name | Cost | Damage | Properties |
|---|---|---|---|
| Ignition Gauntlet | 10 gp | 1d4 bludgeoning | Finesse, Brazen 1 |
| Ignition Shortsword | 20 gp | 1d6 slashing | Finesse, Brazen 1 |
| Ignition Longsword | 20 gp | 1d8 slashing | Versatile (1d10), Brazen 1 |
| Ignition Greathammer | 30 gp | 1d8 bludgeoning | Versatile (1d10), Brazen 1 |
Level 7: Party Rapport Style
Every person has a way to Interact with their peers, but you’ve demonstrated this clearly even in battle, taking a particular stance as to how you approach your comrades and how you attempt to support them during a fight. Upon reaching 7th level, choose one of the following three styles:
Walls of Fire. You prefer to fight away from your comrades, drawing the ire of your foes to yourself while they can focus on something else. While in combat, you may use your bonus action to unleash a taunt towards up to half your proficiency modifier’s amount of targets, they must pass a Wisdom saving throw or be goaded into attacking you, having to use all their movement when able to reach you. If a target is engaged with another creature, it rolls with advantage. In addition, if you are at least twenty feet away from any friendly creatures, you gain +1 AC for each hostile creature within a 5-feet range of you.
Great Mountain. When many others would rather cower away from the sufferance of standing in front lines, you prefer to face attacks headfirst, be them aimed at you or your party goers, much like a great mountain weathering the elements for its inhabitants. When a friendly creature within your reach or you would be hit by an attack, you may use your reaction to enter a reflective stance to displace much of the impact of any attack , as long as the attacker has at least three stacks of ㅤBurn, you may choose to destroy those and make use of the fire to easily reflect their attack, taking damage yourself instead of the original target, but treating it as if you had resistance.
Passionate Cheer. To you, your allies must always be on their best feet for a fight to truly go smoothly, and you are ready to be their stone when needed, sharing aloud your passion so they may also be as rambunctious. As a bonus action during your turn, you may shout a passionate cheer toward an ally, bolstering their resolve and aiding them in their pursuits. They gain your Charisma modifier for their next ability check, attack or saving throw.
Great Mountain
When many others would rather cower away from the sufferance of standing in front lines, you prefer to face attacks headfirst, be them aimed at you or your party goers, much like a great mountain weathering the elements for its inhabitants. When a friendly creature within your reach or you would be hit by an attack, you may use your reaction to enter a reflective stance to displace much of the impact of any attack , as long as the attacker has at least three stacks of ㅤBurn, you may choose to destroy those and make use of the fire to easily reflect their attack, taking damage yourself instead of the original target, but treating it as if you had resistance.
Passionate Cheer
To you, your allies must always be on their best feet for a fight to truly go smoothly, and you are ready to be their stone when needed, sharing aloud your passion so they may also be as rambunctious. As a bonus action during your turn, you may shout a passionate cheer toward an ally, bolstering their resolve and aiding them in their pursuits. They gain your Charisma modifier for their next ability check, attack or saving throw.
Walls of Fire
You prefer to fight away from your comrades, drawing the ire of your foes to yourself while they can focus on something else. While in combat, you may use your bonus action to unleash a taunt towards up to half your proficiency modifier’s amount of targets, they must pass a Wisdom saving throw or be goaded into attacking you, having to use all their movement when able to reach you. If a target is engaged with another creature, it rolls with advantage. In addition, if you are at least twenty feet away from any friendly creatures, you gain +1 AC for each hostile creature within a 5-feet range of you.
Level 10: Fire Tempered in Sunlight
Your capacity to remain focused and unabashed at the face of hardship has been tempered to a point where you can become as hardy and wise as the ancient star above when stress is put on you. Starting from 10th level, you gain resistance to psychic damage and gain proficiency in Wisdom saving throws.
Level 15: Perfect Warfare
You are the wildfire, you’ve learnt how to deal blows to set one’s soul ablaze and mastered a technique or another. Upon reaching 15th level and further on 18th level, choose one of the following features:
| Perfected Warfare | Description |
|---|---|
| Perfected Death Fist | Simply let them burn away in an instant, a clever jab can go miles blowing through enemy after enemy. As an action in your turn, you may spend 6 Ardor Points to deliver this devastating blow. Attack a creature within your range; this next attack deals 2d8 bludgeoning damage plus an additional d8 of fire damage per stack of Burn the target currently has. The fiery blaze is so great that any other creature within a 5-feet radius (except for yourself) must pass a Dexterity Saving throw or take the same amount of fire damage, taking half on a success. |
| Pinpoint Blitz | Relentless, unyielding and all encompassing. By spending an action and 4 Ardor points, you may perform up to four unarmed attacks against a target creature within your reach. These hits always inflict Burn, and if the target has more than 5 stacks of Burn, you gain a +2 to attack and damage rolls on this attack. As long as they have stacks of Burn, you also deal an additional 2 fire damage per Stack. If the first three attacks hit and are not resisted, the fourth attack instead gains a +3 modifier and you deal 4 additional fire damage per Stack of Burn they’re suffering from. If this attack hits the target loses two Stacks of Burn afterward. |
| Inner Gate Elbow Strike | A specific point is all you need to make the whole body suffer in pain. By spending 8 Ardor points and an action, you may deliver a powerful blow against a target creature within reach. This attack deals 2d10 bludgeoning damage, with a further 2d10 fire damage if the target has more than 5 Stacks of Burn. The target creature must pass a Constitution Saving throw or have their limbs lock up from the intense, flaring pain from the attack, suffering a penalty to their Attacks and Saving Throws until the end of their next turn equal to the stacks of Burn they currently have. Creatures who do not have a nervous system or are physically unable to feel pain are immune to this penalty. |
| Raging Palm Strike | You rush your opponent with attack after attack, slowly breaking their defenses and flinging them back. By spending 5 Ardor Points you may turn the third attack you hit during your turn into a Palm Strike to the target creature’s stomach, dealing 2d4 damage and shoving them back a distance upwards to 15-feet, the distance being of your choice when you deliver the blow. |
| Crimson Blaze Fist | Sometimes, you must channel your strikes not only thinking of wounding your foe, but protecting your ally. By spending 4 Ardor Points as a free action while you are attacking another target creature, you watch the flow of the rest of your body as you hit, granting one friendly creature within 10-feet of you the attention of your fire tempered in sunlight. With a cyan glow, this friendly creature benefit from the same bonus you have from Fire Tempered In Sunlight until the end of your next turn. |
Crimson Blaze Fist
Sometimes, you must channel your strikes not only thinking of wounding your foe, but protecting your ally. By spending 4 Ardor Points as a free action while you are attacking another target creature, you watch the flow of the rest of your body as you hit, granting one friendly creature within 10-feet of you the attention of your fire tempered in sunlight. With a cyan glow, this friendly creature benefit from the same bonus you have from Fire Tempered In Sunlight until the end of your next turn.
Inner Gate Elbow Strike
A specific point is all you need to make the whole body suffer in pain. By spending 8 Ardor points and an action, you may deliver a powerful blow against a target creature within reach. This attack deals 2d10 bludgeoning damage, with a further 2d10 fire damage if the target has more than 5 Stacks of Burn. The target creature must pass a Constitution Saving throw or have their limbs lock up from the intense, flaring pain from the attack, suffering a penalty to their Attacks and Saving Throws until the end of their next turn equal to the stacks of Burn they currently have. Creatures who do not have a nervous system or are physically unable to feel pain are immune to this penalty.
Perfected Death Fist
Simply let them burn away in an instant, a clever jab can go miles blowing through enemy after enemy. As an action in your turn, you may spend 6 Ardor Points to deliver this devastating blow. Attack a creature within your range; this next attack deals 2d8 bludgeoning damage plus an additional d8 of fire damage per stack of Burn the target currently has. The fiery blaze is so great that any other creature within a 5-feet radius (except for yourself) must pass a Dexterity Saving throw or take the same amount of fire damage, taking half on a success.
Pinpoint Blitz
Relentless, unyielding and all encompassing. By spending an action and 4 Ardor points, you may perform up to four unarmed attacks against a target creature within your reach. These hits always inflict Burn, and if the target has more than 5 stacks of Burn, you gain a +2 to attack and damage rolls on this attack. As long as they have stacks of Burn, you also deal an additional 2 fire damage per Stack. If the first three attacks hit and are not resisted, the fourth attack instead gains a +3 modifier and you deal 4 additional fire damage per Stack of Burn they’re suffering from. If this attack hits the target loses two Stacks of Burn afterward.
Raging Palm Strike
You rush your opponent with attack after attack, slowly breaking their defenses and flinging them back. By spending 5 Ardor Points you may turn the third attack you hit during your turn into a Palm Strike to the target creature’s stomach, dealing 2d4 damage and shoving them back a distance upwards to 15-feet, the distance being of your choice when you deliver the blow.
Level 18: Effloresced E.G.O::Iron Lotus
Never admitting defeat, despite any bruises on your body, you have become iron, unbreaking until the last cinders of your soul have faded. At 18th level, when you would fail your last saving throw or when a friendly creature you can see does, you may let the raging inferno of yourself take hold, entering a stance where every movement draws out the cinders from your core, fueled by the memories of your time alongside your comrades. Once per month, you instantly gain temporary hit points equal to your health points and restore one hit point; you also gain ten stacks of Burn as you blaze away, with the difference that these Burn stacks cannot be removed until the end of combat or you die. While in this state, your attacks always inflict 2 Burn on a hit, and you may choose to spend no Ardor Points to fuel your Techniques, instead taking an equivalent amount of Burn stacks equal to half the Ardor Points that would be used.
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