Fighter
Base Class: Fighter

Flame warriors harness the power of a magical flame from within themselves. There are many ways a warrior could have acquired this flame.

Flame Power

3rd-level Flame Warrior feature

You harbor a wellspring of fire energy within yourself. This energy is represented by your Flame Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various flame powers you have, which are detailed below.

Some of your powers expend the Flame Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Flame Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Flame Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Flame Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Flame Energy dice.

Flame Strike. You can imbue your attacks with fire. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Flame Energy die, rolling it and dealing fire damage to the target equal to the number rolled.

Protective Flame. You can bolster the flame inside you to protect you from harm. As a bonus action roll your Flame Energy dice, you gain temporary hit points equal to the number rolled plus your CON modifier. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Flame Energy die to take it again.

Flame Casting. You also gain the ability to cast the Dancing lights, Control Flames and Produce Flame cantrips.

Flame Adept

7th-level Flame Warrior feature

You have mastered new ways to use your Flame abilities, detailed below.

Flame Impowered Athletics. As a bonus action, you can bolster your body with your inner flame. Your jump is doubled and you can scale up vertically without the use of your hands until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Flame Energy die to take it again.

Scorching Thrust. When you deal damage to a target with your Flame Strike, you can force the target to make a Dex saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If the save fails, the target is ignited. At the start of each of the target's turns it burns for fire damage equal to one roll of your flame energy die. The target can spend an action to put out the flame and no die is expended as the target burns. 

Burning Body

10th-level Flame Warrior feature

The Flame energy flowing through you has bolstered your body. You have resistance to fire damage. Moreover, if you start your turn poisoned or effected by a disease, you can expend a Flame Energy die and end every effect on yourself subjecting you to those conditions.

Bulwark of Flame

15th-level Flame Warrior feature

You can further bolster your body against restraining effects. As a bonus action, you can give yourself the effects of the Freedom of Movement Spell for 1 hour. Additionally you gain a +2 to your AC and DEX saves. Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend a Flame Energy die to take it again.

Also all weapon attacks and fire damage you deal are considered magical for the purposes of over coming resistances. Flame strike ignores fire resistance.

Flaming Thunder God

18th-level Flame Warrior feature

Your mastery of martial combat and flames has been honed to its upmost. As an action, you can dash in a 30ft line. Every creature in the line must make a Dex saving throw against your DC. A creature takes 8d6 fire damage on a failed save and is ignited. Ignited creatures burn for 1d12 fire damage at the start of each of its turns. An ignited creature can use its action to put out the flames. On a successful save the creature takes half as much damage and is not ignited. 

When a creature is ignited in this way it takes the maximum damage from all fire damage. Instead of doing 1d12 for your Flame strike ability, an ignited creature would take 12 damage.

Once you use this ability, you can’t do so again until you finish a long rest, unless you expend a Flame Energy die to cast it again.

Additionally your mastery over fire is complete. All fire damage you deal ignores a creatures immunity to fire damage and is treated as resistance instead.

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