Base Class: Barbarian
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Helion Blade
Starting at 3rd level, when you rage the weapons you are wielding overload with rage and ignite with Hells fire. Attacks with ignited weapons deal an extra 1d6 fire damage and ignore resistance to fire damage. This bonus increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
Chains of Infernium
At 6th level, your molten rage manifests itself into chains of magical lava that form from your arms and latch onto your weapons. While holding your Ignited weapon, you benefit from these chains and gain +1 to your Armor Class and your melee attack range with weapons that lack the Two-Handed, or Heavy property increases by 5 ft.
Additionally, as an action you can throw your Ignited weapons up to a distance of 15 ft + 5ft/STR mod at a creature and force them to make a Dexterity Saving Throw with a DC of (8 + Your Proficiency + Your STR Mod). If the target fails the saving throw, they are now Restrained and take 2d6 Fire damage. At the start of the creatures turn, if they are still Restrained by the chains; they take an additional 2d6 Fire Damage. At the end of the creatures turn, they can roll a Strength Saving Throw with a DC of (8 + Your Proficiency + your STR Mod) to escape.
While you are Restraining a creature with this feature, you lose the Armor Class bonus. You may also choose to either release the target as a bonus action, or 2d6 Fire damage.
This damage increases to 2d8 at 10th level, and 2d12 at 14th level.
Hells Unbound
At 10th level, your soul burns with molten intent and grants you Resistance to Fire damage while you are not raging and immunity to Fire damage while you are raging. You also have learned how to channel your rage into a collected persona, allowing you to double your proficiency bonus when using the Intimidate (CHA) skill.
Ragnarok's Crash
At 14th level, the blaze of your rage becomes an insatiable hatred for any that stand in your path. As an action, if you are raging you my envelope yourself in a ball of pure, magical magma and charge in a straight line for a distance equal to your full movement speed, doubled. Creatures caught in the molten path must make a Dexterity Saving Throw (8 + Your Proficiency + Your STR Mod). On a failed save, they take 3d10 Fire Damage and are knocked prone; half as much if they succeed. During the charge, you may designate one creature that failed the save that is one size Larger than yourself to be swept up and be carried the charges distance. The swept up creature acts as a cushion for if you have your charge interrupted by environment and takes 1d6 Bludgeoning damage for every 5ft not spent in the charge and is knocked prone. Failing to sweep up a creature results in 1d8 Bludgeoning damage for every 5ft no spent in the charge.
You make use this feature once per Short Rest.
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