Fighter
Base Class: Fighter

This righteous adventurer has persevered through all of the hardships they have encountered, and through their courage and burning passion for adventure, have been granted limited mastery over fire

 

 

 

 

 

 

It's just Bennett from Genshin Impact

 

Passion Overload

At 3rd level, you can concentrate the spirit of adventure and fire into your blade. Depending on how long you charge for, different effects occur.

Whenever you make an attack with a melee weapon, you can change the damage that that weapon deals to fire damage instead of it's base damage type. you can do this 5 times per long rest.

Whenever you make an attack with a melee weapon, you can consume your bonus action as well to deal three of your weapon's damage dice of fire damage to the creature and force both you and the creature to make a dexterity saving throw with a DC of 10 + your strength modifier. If the creature fails, they are knocked back 5 feet. If the creature fails, they are not knocked back. On the roll of a 1, the creature is also knocked prone. If you fail, you are knocked back 10 feet. If you succeed, you are knocked back 5 feet. On the roll of a 1, you are also knocked prone. you may do this 2 times per long rest.

Fantastic Voyage

At 3rd level, you can perform a jumping slam attack that deals fire damage and creates an Inspiration Field.

As an action, you can create an Inspiration Field, which is a 10-foot radius glowing red glyph on the ground, centered on yourself. upon activation, all enemies within the field must make a dexterity saving throw with a DC of 10 + your strength modifier. on a fail, the affected enemies take 1d12 fire damage and are knocked back 5 feet. On a success, the affected enemies take half damage and are not knocked back. On the roll of a one, the enemies are knocked prone. When an allied creature starts their turn in the Field, they regain 1d4 points of health. if their current hit points exceed 75% of their maximum hit points, they are not healed on their turn, but instead can roll an additional damage dice when they hit a creature with any type of weapon. All allies within the field are considered resistant to fire damage.

The field dissipates after 2 rounds of combat.

You can use this feature once per long rest

Rekindle

At 3rd level, when you use either version of your Passion Overload ability roll 1d8. on the roll of an 8, you regain a charge of whichever version you used.

Fearnaught

At 7th level, when you are inside the field created by your Fantastic Voyage ability, you are not knocked back by your Passion Overload ability.

Grand Expectation

At 7th level, the field created by your Fantastic Voyage ability can now regenerate allied creatures hit points up to 100% of their max hit points, and will always give the damage bonus no matter how many hit points they currently have.

Impasse Conquerer

At 10th level, when you drop below half of your maximum hit points, you regain a charge of both versions of your Passion Overload ability, as well as a charge of your Fantastic Voyage ability

True Explorer

At 15th level, all damage and healing dealt by your Fantastic Voyage ability is increased by one of the appropriate dice.

Fire Ventures with Me

At 18th level, all allied creatures within the field created by your Fantastic Voyage ability that are wielding a spear, glaive, greatsword, halberd, lance, longsword, pike, rapier, scimitar, shortsword, or trident deal an additional 1d6 fire damage and have their weapon's base damage type converted to fire damage

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