Fighter
Base Class: Fighter

The Ignan Knight is most like a arcane smith but more elementally fire infused

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See spell rules for the general rules of spellcasting and the spells listing for the sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Ignan Knight Spellcasting table shows how many spell slots you have to cast your wizard 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 guiding  bolt and have a 1st-level and a 2nd-level spell slot available, you can cast guiding bolt using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the sorcerer spell list.

The Spells Known column of the Ignan Knight Spellcasting table shows when you learn more warlock/sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and 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 any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Strength modifier

Ignan 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

Burning Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

If you attempt to bond with another weapon, you must break the bond with the original.

Primordial Empowerment

Starting at the 7th level, you can ignite a weapon by infusing your own primordial essence into it. This will fine out the flaws in the weapon making it 'shine' more brightly.

As a Bonus action you may do the following.
For this combat encounter, you gain 1d6 worth of rounds with this feature. If you with a weapon infused this way, you can add 1d6 fire damage to your weapon attacks, as long as you attack when using this feature it counts as fire damage.  This can be used once per combat encounter.

This damage increase by one at the following levels accordingly:
A. 7th Level = 1d6 Fire Damage |  B. 10th Level = 2d6 Fire Damage | C. 15th level 3d6 Fire Damage | D. 17th Level 4d6 Fire Damage.

Undying Spark

Starting at the 10th Level when you are reduced to 0 hit points you can instead drop to 1 hit point. When you use this feature, you generate a fiery explosion centered on you with a radius of 15 feet. Creatures within this radius must make a Dexterity saving throw. On a failed save they take 4d8 fire damage and half as much on a successful save. You cannot use this feature again until you complete a long rest.

The Flame with no Light.

At 15th level, you gain the ability to coat yourself in the raw primordial essence of flame, as you soon become one with the flame that sheds no light.

As a Bonus Action you may cover your body with such a flame, while enflamed yet you shred no light. 
You can move and stretch like that of a fire elemental.
You are able to fit and move through gabs and spaces as small as 1", you must finish your move in a free space or take 1D10 bludgeoning damage and be unable to take any action other than a reaction until you are in a free space. Additionally you are able to bring the fire to the surface of your skin, as a reaction to a melee attack against yourself within 5 ft of you, you can make the target take 3D4 fire damage.

Ignan Form

Starting at 18th level, as a Action you can embrace the essence of a fire elemental properly before becoming one with it.

You gain the following:
Damage Resistances. Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Damage Immunities. Fire and Poison.
*Damage Vulnerability. Cold.
Condition Immunities. Exhaustion and Poisoned.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 2 cold damage (Vulnerability already added).

Elemental Essence.
While in this form you have advantage on saving throws against Grappled, Paralyzed, Petrified, Prone, Restrained and Unconscious effects.
*Embrace the Cinder. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

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