Fighter
Base Class: Fighter

When you've reached a certain point, when you've had enough...awaken yourself. Awaken the you that's hid their anger for so long. Awaken the you that's had enough of simple life. Awaken the you that's most true to their anger and fury. Also allows you to cast flame-based spells.

  • Flame-Casting: You're able to cast a variety of flame and fire magic given to you by this subclass.
  • Burn Meter: You can't use your moves immediately, like Furious Blaze, Scorching Dominion, and Incarnation Of Rightous Justice. You have to build up a meter to use any of these in combat. The meter builds up by you taking damage, with a bar becoming charged for every attack that lands on you. Once activated, the meter burns either quicky or slowly, depending on which ability is used. You have a 3 bar meter at level 3, but for every level you gain, another bar is added to the meter. At the start of combat, you always start with 3 bars.
    • Attacks made by allies, you, or your own flames do not regenerate any of your Burn Meter.
  • Overheat: If you use too much flame and fire abilities and magic in succession, you start to take damage from your own flames and slowly gain levels exhaustion over the course of 3 minutes, 1 level for every minute that passes. This happens by either your meter running out, or you overusing your abilities so much that you have no more remaining spell slots. You must find a way to vent all the heat out safely from your body.

Level 3: Flame Casting

You can cast fire and flame based abilities of all types, no discrimination at all in what you can choose to do

 

Level 7: Furious Blaze.

Once per combat, explode in an explosion of fire, with everything on your person being covered with flames, including your weapon. You stay like this for 2 minutes, and using this consumes 2 bars of your Burn Meter immediately. If you want to stay in this form further, you must sacrifice one bar of your Burn Meter to extend your time by 1 minute. 

You cannot hurt yourself to gain bars for your Burn Meter. This also includes attacks made by allies or your own fire. 

  • When you attack an enemy with your weapon, they must make a Dexterity saving throw (DC12 + Prof) or else they take Fire damage equal to your Strength modifier, and ignite, taking 1d4 fire damage for 1 minute or until it is extinguished, which will use up a turn.
  • Your appearance changes, but not physically. To all those around you, you are seen as a figure clad in flames, with only the silhouette of a body in the middle.
  • The flames extend out in a 3 feet diameter, and can burn those that it touches for 1d6 of fire damage for however many turns they stayed in the fire for.
  • You gain immunity to Fire damage to the fire that YOU attack with and spread, but gain resistance to any other source of Fire damage while this is active and in use.

Level 10: Scorching Dominion.

When you drop to 0 HP, if you aren't outright and straight up killed, you can sacrifice bars from your Burn Meter to regain HP. Only activates upon reaching 0 HP.

  • One bar of Burn Meter grants you 2 HP.

Level 15: Flight Of Wrath

Wings sprout out of your back, completely made of fire. 5 feet long, 2 feet tall, they leave a rapid trail of flames in the air. This uses 2 bars of your Burn Meter.

  • You gain a flying speed of 30 feet, or simply hover 30 feet above ground.
  • When choosing to defend, you can also extend your wings to defend an ally of your choosing within a 5 foot radius, the ally gaining resistance to all attacks targetting that round. Once used, you cannot use it on the same ally again.

Level 18: Incarnation Of Righteous Anger.

Using most of your previous abilities-you unlock a new form. This form is the you that is their most angry...so angry, infact, that even the most rageful of deities shudder at them.

This ability replaces Furious Blaze, Scorching Dominion, and Flight of Wrath. 

This means you cannot use any of the following abilities motioned above (except Scorching Dominion) by itself anymore, as they are all replaced with this.

 Using 16 bars of your Burn Meter, you unleash your Incarnation form. A form that takes a long time to summon, but when it does, all those that stand in your way meet a monster that not many can handle.


  • When you use this ability, you immediately use up 16 bars of your Burn Meter, and spend 2 rounds powering up and trash forming.
    • A controlled explosion of blue fire surrounds you, and you and paralyzed for those 2 rounds.
    • Any enemy that targets you, or even gets near you, must make a Dexterity saving throw (DC 18) or be ignited with blue flames that burn at their very soul, dealing 4d8 Fire damage.

  • When the transformation is complete, you are unparalyzed, and are back in action. You have awakened your most lethal abilities to their fullest, and now you are back stronger than ever.
    • You gain the appearance of a silhouette of whoever your character is, covered in a raging, yet controlled, blast of blue flames. The only thing of you that they can see is a pair of whatever color your eyes are.
    • When you make an Intimidation check in this form, add a +10.

  • You gain two pairs of wings that extend out from your back. Just one wing is 10 feet long.
    • You gain 120 feet of flying movement speed, and can also hover 120 feet off the ground. The maximum height you can handle is 100,000 feet.
    • You can use your wings to defend any allies in a 10 foot radius near you. Whenever they're defended, they do not take any damage from any creatures that were targeting them at all.
    • If they get attacked with Fire damage, those flames get sucked up by yours.
      • Once you defend them, you defend them for 2 rounds. Afterwards, you retract your wings. You cannot defend them again for a total of 10 minutes, or you'll have grilled teammates for dinner.

 


  • Your weapon is also covered in these flames as well, and by using 2 bars of your Burn Meter, you can cast multiple flames to fire at your enemies.
    • Targeted creatures must make a Dexterity saving throw of 19 or higher, or the flames will ignite and deal 4d12 Fire damage.

 


  • When you drop to 0 HP in (or outside) this form and aren't outright killed, you can sacrifice bars from your Burn Meter to heal you
    • One bar of your Burn Meter heals you for 3 HP.

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