Base Class: Blood Hunter
There is a tale that those adventurous of the heart have heard told to children huddled around a campfire. Hero's of the distant past with the power of the Raging Sun battling hordes of monsters, vanquishing evil while protecting those pure of heart. Hearing tales of these warriors of flame fill you with fiery determination, unwavering motivation, and a dream; to seek out the Order of the Flaming Vanguard. Only those courageous of heart with a will of fire dare to seek The Order, as very few have been able to enter and survive. What would such an Order's end goal be, you ask? Completely incinerate all who dare walk the path of darkness. Blood Hunters of this Order bear flaming crimson eyes, small embers dancing around them signifying their status in the order. The reason for this is because their soul was blessed by the mighty Ignitus, an Ancient Red Dragon who presides over the Plane of Raging Inferno, forever fusing their soul with the power of the flame. In order to be initiated, aspiring Blood Hunters must travel to the plane in which Ignitus resides, going through the dragon's "Crimson Trial". Without being said, this is no easy task; not only must you not be incinerated by the planes roaring inferno, but you must complete wave after wave of battle against enemies designed to test your will. If you manage to impress the mighty Ancient Red Dragon, he himself will step down from his firey throne, challenging you to a final bout. Should the warrior be able to defeat Ignitus, Blood Hunters will then claim the right to bear the Flamma de Praesidium, cementing yourself a Vanguard of Flame. With this newfound power, your mission is to now travel the multiverse, striking down evil wherever it may hide.
One with the Flame
Having one's soul-infused with that of the powerful Flamma de Praesidium, you will never feel the cool chills of frost again. Fire, as destructive and chaotic as it is, no longer harms or causes fear to you. In fact, it seems to...empower you. You are no longer affected by any non-magical fire or frost attacks, as your burning soul incinerates both. Be warned, Blood Hunter, as this does not make you invincible, as overconfidence and reliance on this ability can lead to your downfall. Flames or Frost of arcane forces can still harm you, even if you are resilient to them.
Radiant Crimson
The fire burning in your soul burns bright like the raging sun. A brilliant crimson aura blasts to life whenever you are in the heat of battle, scorching the earth and evil around you to dust. Enemies beware, as Blood Hunters who have mastered this power will surely turn thy into ash with little effort. Enemies within 25 feet of you receive 1d4 Magical Fire Damage, regardless of resistances, should they fail a DC 15 Constitution Saving Throw. Should they be successful, they take half the damage. The damage of Radiant Crimson increases in strength with each level the Blood Hunter receives, adding 1d4 extra Magical Fire Damage to enemies. In addition, your fiery aura ensures allies closeby no longer feel the chill of cold. Allies within 40 ft of you are now resistant to any non-magical Cold Damage. Be warned, however, as this power does come with a weakness. Should the user be hit with a mighty blow or be put into the Dying state, their flames will turn to smoldering embers.
Spellcasting
Starting at the 3rd Level, you are able to cast spells granted to you by Ignitus. Ensure you learn these spells via the character menu.
Blazing Art: White-Hot Transformation
Time to turn up the heat; any weapon that is in a Flamming Vanguard's hand now becomes imbued with Ignitus' Flames, dealing an additional 1d8 Magical Fire Damage to enemies. Should the weapon be sheathed or leave the player's hand, however, it reverts to its previous state. Be warned, for if the weapon you use is non-magical, the heat of this ability will melt the weapon into a pile of molten scrap. The weapon must be metal-based in order for the ability to take effect, and the stronger the pyromantic warrior is, the stronger the flames become.
Blazing Art: Crimson Cyclone
No amount of enemies can extinguish your flame. In fact, you gladly welcome greater numbers of enemies, as they will all fall by your blade. Crimson flames erupt from the ground as you unsheath your blades, the heat making all within a 75 ft radius cower in fear. Then, in the blink of an eye, crimson slashes sweep through the area, cutting cleanly through enemies like a knife through butter. A good crowd control technique, this ability allows multiple enemies to be vanquished at once. Be warned, however, as this attack leaves you at a disadvantage to incoming attacks for one turn, as well as being unable to act for 1 turn due to the recoil of this move. Use with caution.
Blazing Art: Crimson Eruption
The Flamma de Praesidium, being infused into the wielder's soul, can sense whenever it's wielder is in peril. Being the embodiment of the will to protect, the Flamma will create a burst of raging energy around you, incinerating all within the vicinity of a 75 ft radius, dealing 5d20 Magical Fire damage. This eruption of crimson flames also is so mighty, it sends enemies who somehow manage to survive the heat into the prone state. This technique is not for the faint of heart, however, as it leaves the user wide open to incoming attacks for two rounds of combat. Ignitus teaches this technique to his Order as a type of last resort; a last-ditch effort to protect those in need, if you will.
Blazing Art: Burst Slash
In a burst of raging energy, you charge forward with the wrath of Ignitus and all of the Order of Flaming Vanguards behind your strike. Should the enemy fail a DC 18 DEX Saving throw, the rage of the Order shall blast through all who stand before this technique. Upon a hit, the enemy will be staggered, unable to use an action for a singular turn. Due to the sheer force of this attack, the enemy will be will become vulnerable to all attacks, effectively doubling all damage until the end of its stagger. Be warned, as should this attack miss, the recoil will place you in a staggered state yourself, applying a debuff of being unable to move for 1 round of combat while doubling all damage received. This attack has 2 charges, replenishing only after a long rest.
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