Base Class: Ranger
Firefists are a special few among their lands, battling and respecting a common threat in woodlands. They are adept in the control of fire, learning from it and how to best protect against outbreaks of flame to grant safety to those with unfortunate enough to be caught within a blaze. A Firefist is not only one who battles flame, but one who masters and walks alongside it. Knowing well the dangers and how to contain a natural disaster.
Brotherhood of Fist and Iron
3rd-level Firefist feature
When you take fire damage you can reduce it by your Ranger level to a Minimum of 1 damage, this reduction is applied before resistance. You are well versed in a style of fighting that takes advantage of the flame within you. Your unarmed strikes deal 1d6 bludgeoning damage (1d8 if you are not wearing a shield) and you may use your Dexterity or Wisdom modifier in place of Strength for attack and damage rolls. When you take the Attack action with a weapon, you may leap away or toward the target as a bonus action up to 5 ft. and make an unarmed strike. This leap does not provoke attacks of opportunity. When you reach 5th level this leap increases by 5 ft., at 10th level by another 5 ft., at 15th level by another 5 ft., and finally at 20th level another 5 ft.
If your weapon attack and unarmed strike hit different targets then you may move a number of Fire Seals equal to a fourth of your Ranger level up to 15 ft. and deal 1d4 fire damage to targets the Fire Seal passes through.
Firefist Magic
3rd-level Firefist feature
You learn an additional spell when you reach certain levels in this class, as shown in the Firefist Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Firefist Spells
| Ranger Level | Spells |
|---|---|
| 3rd | burning hands |
| 5th | preserve |
| 9th | fireball |
| 13th | fire dance |
| 17th | feverskin |
Fire Formation Seals
3rd-level Firefist feature
You manifest mystical Fire Formations as floating sigils on the battlefield. When you hit a creature with a weapon attack and a different creature with an unarmed strike, or once per turn when you deal fire damage you may conjure 1 Fire Seal in an unoccupied space within 30 ft. Alternatively you can use an action to conjure a Fire Seal.
You may have a maximum number of active Fire Seals equal to your Wisdom Modifier (Minimum of 1). Each Fire Seal occupies a 5 ft. space and lasts for 1 minute, they emit a dim light in a 5 ft. radius and are intangible burning sigils. If you would conjure a Fire Seal over your maximum you can replace one of your current Fire Seals and expend the replaced Fire Seal.
Once per round if you use an unarmed strike on a Fire Seal instead of attacking a target you may leap up to a number of feet equal to your unarmed strike damage roll (without adding your ability modifier) times 5. (Maximum of 40 ft.) If you land within 5 ft. of a different Fire Seal then your bonus action refreshes.
Additionally, any time a Firefist class feature would require a saving throw you can choose to use (8 + Dexterity Modifier + Proficiency Bonus) or your Ranger spellcasting DC.
Advanced Sigilcraft Formations
7th-level Firefist feature
Your control over fire becomes a more complex set of skills you weave together naturally. When you conjure a Fire Seal you may designate it as one of the following specific sigils (Multiple Sigil effects of the same kind cannot overlap):
Brand of Accord. You select a willing creature or object and set a specialized Fire Seal on it for 8 hours or until you expend it. For the duration you know:
- The direction of the branded target within 5 miles.
- Whether the target is stationary or moving.
- If the target is within 30 ft. of a source of fire.
If the target is a creature then you may communicate simple emotional impressions (danger, safety, urgency) telepathically to it within 1 mile.
Ember Script. Your Fire Seal becomes faint and untraceable, only being able to be seen by you or creatures you designate and it now lasts for 8 hours. A creature may attempt to perceive the Fire Seal with an Investigation check against your Ranger spellcasting DC or Firefist DC. If a creature walks within 5 ft. of this Fire Seal it emits a burning glow and you are immediately alerted to its presence. You can use your reaction when this Fire Seal detects a creature to switch places with your Fire Seal and immediately make an attack.
Hearth of Cinders. Your Fire Seal emits a 30 ft. radius sphere aura of warmth of which fire cannot spread past and now lasts for 24 hours. Any fire damage done within the aura is treated as if it rolled the minimum damage if dealt to a friendly target. While within the aura yourself you can use a reaction when you are dealt fire damage to distribute the damage that you take as healing to allies within the aura divided evenly.
Jade Jar. Your Fire Seal becomes a solid form you must carry, appearing as a glowing green jar of flame with its markings all along the object which now lasts for 4 hours. The Jade Jar is a tiny object with an armor class equal to your Ranger spellcasting DC or Firefist DC and hit points equal to your Ranger level. The Jade Jar can hold up to your Ranger Level in singular coins and any currency you place within the Jade Jar immediately melts into a burning energy which you can expend for a corresponding bonus die to add to any roll (Only one die can be used at a time per turn):
- Copper. 1d4
- Silver. 1d6
- Gold. 1d8
- Platinum. 1d10
Reading Flare. Your Fire Seal becomes a gleaming sign that can be applied to a surface or a creature. A surface with this Fire Seal has its weakest, most unstable points revealed. If struck you deal additional damage to it equal to your Ranger level. A creature with this Fire Seal applied takes a number of d4s in bonus fire damage equal to your proficiency bonus when it suffers a critical strike.
Sealing Pyre. Your Fire Seal becomes a purple flaming stake which embeds itself in the area it is conjured, it now lasts until the end of your next turn and cannot be moved by any means. Any creature that remains within 5 ft. of the Fire Seal have magical effects on them nullified and cannot cast spells except by succeeding a spellcasting check against your Ranger spellcasting DC or Firefist DC.
Warding Net. Your Fire Seal becomes a lattice of sigils that burn with an intense cyan glow. The Fire Seal becomes immobile and cannot be moved in any way, it now lasts for 24 hours. Your Fire Seal emits an aura in a 20 ft. radius sphere centered on itself and any creature not designated as an ally by you must make a Intelligence saving throw. On a failure the target cannot willingly enter the aura's area until the start of its next turn. On a success the area inside the aura is treated as difficult terrain.
Ritual of Blazing Stances
11th-level Firefist feature
You gain a deep control and respect for the flames you combat with. You can now expend your Fire Seals to enter a stance and produce its associated effect at any time. Each Blazing Stance lasts 1 minute and requires you to maintain Posture. When you take damage you must make a Strength, Dexterity, or Constitution check of a DC equal to half of the damage you took, on a failure you drop the Blazing Stance and lose all benefits immediately. You can only have one Blazing Stance active at a time of the following list:
Stance of the Tenacious Rooster. You choose one Fire Seal exactly 30 ft. away from you and expend it. Performing a blazing dash in a straight line toward that Fire Seal and forcing all targets to make a Dexterity saving throw or take 1d8 fire damage. On a success taking half as much damage.
Crimson flames then overtake you, the deep red blaze forming a plume that flows along the top of your head and a set of flaming talons decorate your feet. While you maintain this stance your movement speed toward a hostile target is increased by 15 ft. and your first unarmed strike or weapon attack during your turn deals an additional 1d4 fire damage. If you are below 50% of your hit points and you start your turn in this stance you gain Bloodflame for 1 minute or until incapacitated. While you have Bloodflame each time a target deals damage to you and it is within 5 ft. of you it takes 1d4 fire damage. Additionally you heal hit points equal to fire damage produced by this stance. If you start your turn above 50% of your hit points you lose Bloodflame.
Stance of the Howling Wolf. You choose one Fire Seal within 30 ft. that is adjacent to a friendly target and expend it. A howling blaze emits from yourself and the targeted point, all allied targets within 10 ft. of each point may move 5 ft. without provoking attacks of opportunity then gain a stacking +1 bonus to their next attack (maximum of 20).
Azure flames then overtake you, the calm blue flames forming a mane that hangs on your shoulders and a wolf's tail forms behind you. While you maintain this stance you gain advantage on any rolls while you are within 10 ft. of an allied target. You gain temporary hit points equal to your Wisdom modifier any time an allied target takes damage from a hostile source. While you retain these temporary hit points your unarmed strikes deal an additional die of its damage on hit and you shove the target 5 ft. away from you. If a allied target within 10 ft. would drop to 0 hit points you can use your reaction to move in front of the target and interpose yourself with the triggering damage. You become the sole target of the damage and your allied target takes none. After which you gain Howling until the end of your turn. While you have Howling you roll the maximum amount on all damage rolls.
Stance of the Patient Snake. You choose one Fire Seal that is exactly 15 ft. away from you and expend it at the end of your turn. A burning strike suddenly emits from you as you target the area, all targets within 5 ft. of the Fire Seal is targeted by an unarmed strike, taking 1d12 fire damage on hit and setting their movement speed to 0 until the end of their turn.
Xanthous flames then overtake you, the yellow embers forming a swirling tangle of serpentine patterns that flow up around your waist and shoulders. While you maintain this stance you gain bonuses if you have not moved and ended your turn. Each time you end your turn without moving you gain 1 stack of Serpent Arm up to a maximum equal to your Wisdom modifier. For each stack of Serpent Arm your next attack gains a lowered critical strike threshold. When you move your first 5 ft. of movement is replaced by a 10 ft. line lunge, increasing by 5 ft. for each stack of Serpent Arm you have. When you make an attack all stacks of Serpent Arm are spent and if the target suffered a critical strike as a result of Serpent Arm and not rolling a natural 20 then it must make a Constitution saving throw or be incapacitated until the end of its turn. A target that is reduced to 0 hit points as a result of Serpent Arm is immediately stabilized.
Stance of the Brave Tiger. You choose a Fire Seal that is exactly 5 ft. away from you and expend it as part of one of your attacks. The Fire Seal erupts in a 20 ft. cone forcing all targets within to make a Strength saving throw or take 1d6 fire damage and be frightened by the explosive burst until their first attack is made.
Ochre flames then overtake you, the orange glow forming tiger stripes along your body and granting your eyes a fierce hue. While you maintain this stance you have advantage on saving throws against the frightened status and resistance against psychic damage. Any time you would be forced to make a saving throw and you succeed, you may use your reaction to ignite your inner flame and burn brightly emitting daylight within outwards up to 30 ft. until the start of your turn. Any allied target that is within the daylight when it appears may immediately make a saving throw with advantage against a negative effect afflicting them in an attempt to end it. If you would fail a saving throw you gain Star of Hope. While you have Star of Hope all of your damage rolls, ability checks, and saving throws add your Wisdom modifier to the total. The first time you succeed a saving throw with Star of Hope, you lose Star of Hope.
Stance of the Vengeful Ape. You choose a Fire Seal that is exactly 60 ft. away with a hostile creature within 5 ft. of it and expend it. You leap toward the Fire Seal, landing with a thunderous impact and causing all targets in a 20 ft. radius sphere to make a Strength saving throw or take 3d8 fire damage and be knocked away 10 ft. falling prone after. On a success taking half as much damage and being knocked away 5 ft. without falling prone.
Stygian flames then overtake you, the black immolation forming a wreath around your body with a long cape of infernal flames flowing from your shoulders. While you maintain this stance your Dexterity and Strength modifiers become equal, taking the highest of the two as your current bonus. Your armor class is cut in half of its current value and you gain an additional bonus action that can only be used for unarmed strikes or weapon attacks. You are immune to damage that is not above half of your Ranger level, if you take damage then you gain Vengeflame. While you have Vengeflame your attacks cannot roll 1s for damage, instead treating the roll as a 2 and every time you deal fire damage you reduce the target's hit points by the damage dealt. If you receive healing you lose Vengeflame and are incapacitated until the end of your turn.
Stance of the Everlasting Rabbit. You choose a Fire Seal that is 30 ft. away from all living creatures and expend it. You bring the Fire Seal back toward yourself in a scorching line that splits in the middle of its total path into another 30 ft. perpendicular line. All targets caught in the path must make a Wisdom saving throw or take 1d10 fire damage and be cursed for 1 minute. While cursed in this way the target takes 1d4 fire damage each time it fails a saving throw or misses an attack. The target may repeat this saving throw at the end of their turns, ending it on a success.
Willow flames then overtake you, the green flare forming a set of elongated plumes that trail from the top of your head like rabbit ears and a trail of eerie whiskers that glow in the dark. While you maintain this stance you add your Dexterity or your Wisdom modifier to concentration checks and Intelligence checks. You additionally can now cast Produce Flame or Create Bonfire as if it were a Ranger spell by replacing one of your attacks or using a bonus action. Once per turn when you critically strike or when a target fails a saving throw against a spell you cast by rolling a 5 or lower, you also restore a spell slot of the lowest available level up to a maximum of 5th level. When you cast a spell you can treat a Fire Seal as the origin point of its casting and when a target fails a saving throw against a spell or effect you produce it must make the initial saving throw of this stance's activation. If you receive healing you gain Moonfire until the end of your turn. While you have Moonfire your missed attacks deal half of their damage to their target and you become undetectable by magical effects.
Stance of the Tyrant Peacock. You choose a Fire Seal that is within 120 ft. exactly between two targets that are 10 ft. away from it and expend it. You teleport to that point and force the targets to make a Charisma saving throw or have their minds swapped until the end of their turn. For the duration the targets are Stunned.
Fuchsia flames then overtake you, the pink sparks forming a set of nine plumes that rise from behind you and sway like tendrils that make up a royal raiments. While you maintain this stance you can attempt to avoid the first attack that would hit you each turn by making a Acrobatics or Performance check, if the roll is higher than the attack then you move 5 ft. and the attack misses. When you take the attack action or cast a spell you make an additional weapon attack as part of the action, your unarmed strikes additionally become brutal in nature. If you critically strike with an unarmed strike the target must make a Constitution saving throw or take your Ranger level in fire damage. If the target fails this saving throw by rolling a 5 or lower it drops Unconscious. When you drop a creature to 0 hit points you gain Light that Burns the Sky until the start of your next turn. Any target that starts its turn within 10 ft. of you while you have Light that Burns the Sky must make a Charisma saving throw or be Paralyzed until the end of its turn.
Stance of the Unbound Mustang. You choose a Fire Seal that is exactly 25 ft. away from you while you are within 5 ft. of a hostile target and expend it. If you are restrained or grappled by the target it must make a Strength saving throw or take 3d10 fire damage. On a success taking half as much damage. In either case you burn up and force yourself out of its grasp, landing at your Fire Seal and gaining temporary hit points equal to your Wisdom modifier.
Mauve flames then overtake you, the purple emissions forming a scarf-like mane that runs long behind you flowing as if always billowing with the wind. While you maintain this stance you have 10 bonus movement speed and your armor class cannot be reduced below 18. The first time you move to enter within 5 ft. of a hostile target it takes 1d4 fire damage. As an action you can brandish your weapon in one powerful attack, targeting a 15 ft. reversed cone area originating from you. You make an attack roll against all targets in the area dealing an additional 2d12 fire damage on hit, if a target is hit at the very tip of the area then it makes a Strength saving throw. On a failure you lunge forward with that target up to 30 ft., dragging it along and doing an additional 1d12 fire damage as it falls prone at the end of this movement. As a bonus action you can aim a strike at a singular target, forcing it to make a Dexterity saving throw or it takes your unarmed strike die in damage and an additional 2d4 fire damage as it is launched up at an angle up to 30 ft. away. If you conjured a Fire Seal as part of this attack you can use your reaction to force the target to make a Constitution saving throw or be forced downward at a terminal speed, crashing into the ground and taking 2d8 fire damage and being restrained. The target can make a Strength check against your Ranger spellcasting DC or Firefist DC at the start of its turns to attempt to free itself.
Stance of the Pure Swan. You choose a Fire Seal exactly 30 ft. below you within sight and expend it. Diving downward toward the Fire Seal and erupting into a fiery display as any creature of your choice within a 30 ft. radius sphere centered on yourself must make a Intelligence saving throw or be mesmerized by the radiant light until the end of their turn. While in this state, mesmerized targets must expend all movement on their turn at any point to move towards you.
Alabaster flames then overtake you, the white gleam forming a visor over your eyes and a set of pure burning wings behind you. While you maintain this stance you have a flying speed equal to double your walking speed, you gain resistance to radiant damage and you immediately end any negative status conditions affecting all creatures within the initial radius of the saving throw. If the creature was a hostile target it takes half your Ranger level in fire damage for each status condition removed this way. If creature was an allied target then you gain 1 stack of Puriflame. For each stack of Puriflame you gain a buffer against failure, if you would fail a roll a stack of Puriflame is expended and the roll is treated as a natural 20 instead. You can expend Puriflame to touch a target as an action and burn away all impurities, if it had 30 hit points or lower that target has its alignment changed to true neutral for 24 hours. Alternatively a willing target is affected by this immediately. During which it does not regard you as an enemy. If you maintain this effect for 7 days in a row then the changes are permanent. While you have stacks of Puriflame your fire damage is additionally treated as if it were radiant damage for vulnerabilities.
Bastion Against Flame
15th-level Firefist feature
With a greater mastery of your fire, you now can use the Fire Seal of other willing Firefist Rangers. As an action you can choose a Fire Seal and expend it, you extinguish all untended fires in a 60 ft. radius area originating from the Fire Seal.
Additionally you can cast Druid Grove once per long rest without expending a spell slot. When cast this way any area within the Druid Grove is inflammable and flames cannot naturally spread past its area. Within this Druid Grove is a spring of water worth 100 gallons and refills every three days. Your Fire Seals last indefinitely within your Druid Grove and you can spend 10 minutes placing a Fire Seal against a creature to restore your Ranger level in hit points and cure any burns the creature has suffered in the last 24 hours.
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