Base Class: Barbarian
The Path of the Inferno is for barbarians whose rage burns not just with fury, but with elemental fire. These warriors have a volcanic spirit, their internal flames igniting with their fury, turning them into living conduits of scorching devastation. Whether touched by elemental magic, infused with the essence of a fire primordial, or simply born with an uncontrollable inner flame, barbarians of this path leave only ash and cinders in their wake. Their rage transforms them into a terrifying, burning force on the battlefield, incinerating all who dare stand against them.
Primal Embers
When you choose this path at 3rd level, your rage begins to erupt as wild, searing heat. While you are raging, the first time on each of your turns that you hit a creature with a melee weapon attack, you deal an additional 1d8 fire damage to that target. This damage increases as you gain levels in this class: to 1d10 at 6th level, 1d12 at 10th level, and 2d8 at 14th level.
Additionally, while you are raging, you gain resistance to fire damage.
Uncontrolled Blaze
Beginning at 6th level, your inner fire becomes a volatile aura. While you are raging, any hostile creature that starts its turn within 15 feet of you takes 1d8 fire damage. This damage increases to 1d10 at 10th level and 1d12 at 14th level.
If a creature takes damage from this feature, its speed is reduced by 10 feet until the start of its next turn.
Elemental Heart
At 10th level, your body becomes a vessel for elemental fury, making you impervious to ordinary flames and capable of unleashing bursts of raw power. You gain immunity to fire damage.
In addition, when you activate your rage, you can choose one of the following additional benefits, which lasts until your rage ends:
You gain a burrowing speed equal to your walking speed. You can burrow through unworked earth and stone, leaving a 5-foot-diameter tunnel behind you.
You gain a flying speed equal to your walking speed, and you can hover.
You can use your bonus action to create a minor seismic tremor. Each creature on the ground within 10 feet of you must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Cataclysmic Incineration
Starting at 14th level, your rage becomes a true, world-shattering conflagration. While you are raging, as a bonus action on your turn, you can choose to erupt in a blinding flash of fire. Until the start of your next turn, any creature that hits you with a melee attack takes 3d6 fire damage.
Furthermore, as an action while raging, you can unleash a truly devastating torrent of primordial flames. Each creature in a 60-foot cone originating from you must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it is incinerated and turned to fine ash, leaving no usable remains. After you use this action, you can't do so again until you finish a long rest.
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