Fighter
Base Class: Fighter

Cinder Knights are fighters who have learned to wield fire as an extension of their combat style. Whether their power comes from a supernatural bond, a lingering curse, or sheer force of will, they channel flame through their weapons and movements with practiced control.

Like wild pyromancers, Cinder Knights carry zeal and spite, however not as recklessly and arsonists. In battle, their strikes burn with focused intensity, and their presence alone radiates heat like a smoldering forge. Some surround themselves in constant embers, while others reveal their power only in the heat of combat. They cast their spells and infuse their attacks with fiery wrath through their zeal and dedication to nurturing their innate abilites.

The path of a Cinder Knight demands control. Fire is relentless, and without discipline it can consume friend and foe alike. Those who master it become formidable warriors, capable of overwhelming enemies in a blaze of steel and flame.

“Steel is my body. Fire is my will. Let the world decide which burns longer.” - Sire Ignatius, Knight of the Hephestan League

Spellcasting

When you reach the 3rd level, you augment your martial prowess with limited spellcasting, drawing on the power of flame. See Spells Rules for the general rules of spellcasting and the Spells Listing for the spell list. Additionally, (because of d&d beyond's stupid class feature requirements) you gain access to the Cinder Strike feature.

Cinder Strike.

When you hit a creature with a weapon or unarmed attack, you can innately channel fire through the strike as part of the attack, dealing an extra 1d6 fire damage.

You can use this feature a number of times equal to twice your profiency bonus, and you regain all expended uses when you finish a long rest, or all expended uses up to half of your total uses when you finish a short rest. 

This damage increases as you gain levels in this class:

5th level: 1d8 fire damage

11th level: 1d10 fire damage

17th level: 1d12 fire damage

Cantrips

You know Fire Bolt and two cantrips of your choice from the Cinder Knight spell list. You learn an additional Cinder Knight cantrip of your choice at 10th level.

Spell Slots

The Cinder Knight Spellcasting table shows how many spell slots you have to cast your Cinder Knight spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Searing Smite and have a 1st-level and a 2nd-level spell slot available, you can cast Searing Smite using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Cinder Knight spells of your choice.

The Spells Known column of the Cinder Knight Spellcasting table shows when you learn more Cinder Knight spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from the cleric spell list.

Whenever you gain a Fighter level, you can replace one of the Cinder Knight spells you know with another spell of your choice from the Cinder Knight spell list. The new spell must be of a level for which you have spell slots, and it must be a Cinder Knight spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from the cleric spell list.

Spellcasting Ability

Charisma is your spellcasting ability for your Cinder Knight spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus. You may use your melee or ranged weapon as a spellcasting focus.

Cinder Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Blazing Surge

When you Action Surge, you ignite your body in a burst of infernal motion, striking and slipping past defenses in a flash of heat. This grants you the following benefits:

Each creature of your choice within 10 feet must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to your fighter level, or half as much on a successful one.

Until the end of your turn, your speed increases by 10ft, opportunity attacks against you are made at disadvantage, and all your weapon or unarmed attacks deal fire damage equal to your charisma modifier.

Living Furnace

Your body has adapted to the fiery magic you evoke, granting you the following benefits:

You gain resistance to fire damage.

If you were already resistant to fire damage, you gain immunity to fire damage.

If you were already immune to fire damage, you gain resistance to cold damage and you are not affected by difficult terrain caused by lava.

Additionally, all of your weapon and unarmed attacks deal an extra 1d4 fire damage. On consecutive hits on creatures, each successful attack stacks an extra 1d4 fire damage on top of the bonus. This feature resets on an missed attack or when you go a turn without hitting a weapon or unarmed attack.

Immunity to Fire

If you are already resistant to fire, you instead gain immunity to fire.

Resistance to Cold

If you are already immune to fire, you instead gain resistance to cold damage.

Resistance to Fire

If you are not resistant to fire, you gain resistance to fire.

Hellfire

Your fire becomes innately magical, searing even the most fire-resistant of creatures:

All fire damage dealt by your attacks and spells ignores resistance to fire damage.

If you deal any fire damage to a creature that is immune to fire damage, it is treated as resistance instead.

If you deal fire damage to creatures vulnerable to fire damage, they catch fire, taking 2d8 fire damage on the start of their next turn.

Fiery Fury Spells

Your connection to flame allows you to channel powerful magic beyond your normal limits.

Choose one spell from the Fiery Fury Spell list when you gain the feature or after you long rest. You may cast this spell without using components or spell slots. Once you cast a spell in this way, you must finish a long rest before you may do so again, unless you expend 4 uses of Cinder Strike to cast the same spell once more. You choose one of the following spells when you gain or use this feature:

Holy Weapon

Infernal Calling

Flame Strike

Immolation

Wall of Light

Dawn

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