Base Class: Barbarian
Embodying the burning sensation that comes with immense rage, Hot-Blooded Barbarians draw from the fires inside them and project it outward as actual flames. As powerful as they are, the conversion of heat energy proves taxing on those who are not strong enough to take the physical strain and exhaustion. However, those who can are forever remembered and feared as they turn whole battlefields to ash covered wastelands.
Tribes may have established this path through living at or near volcanoes, battling or befriending fire elementals, or worshiping any manner of sun deities.
Tempered Body
After years of rigorous conditioning or years living in your harsh homelands, your body has acclimated to extreme heat that would cripple weaker creatures. Starting at 3rd level, you are naturally adapted to the effects of extreme heat climates or environments, as described in Chapter 5 of the Dungeon Master's Guide.
Ignition
Starting at 3rd level, you can choose to ignite into a burning rage. If you do so, you gain resistance to cold and fire damage. Also, all creatures within 5' of you take fire damage equal to your proficiency bonus when they enter the radius or at the start of their turns. In addition, your melee attacks deal extra fire damage equal to your proficiency bonus. Once your burning rage ends, you suffer one level of exhaustion (as described in appendix A of the Player's Handbook).
Once you reach 10th level, the radius increases to 10' and the extra fire damage (via both radial proximity and melee attacks) equals double your proficiency bonus.
Spontaneous Combustion
Starting at 6th level, after you are hit by an attack where you take damage, you can enter into a rage as a reaction (normal rage or burning rage, your choice). Once you use this feature, you cannot use it again until you finish a short or long rest.
Cooldown Respite
In order to control the flames from within, you must know when to cool them down. Once you reach 6th level, you can now recover from one point of exhaustion during a short rest in addition to long rests.
Overheat
Starting at 10th level, you can sacrifice your health to prolong your rage. As a bonus action, you can choose to sacrifice one Hit Die to extend your rage duration. This action meets the requirements to maintain your rage via taking damage. You can also make this sacrifice to burn hotter, adding the roll of the Hit Die to your attack as fire damage. This can be done before or after the attack hits, but it still requires the use of your bonus action for that turn. If you spend your last Hit Die by either of these effects, you immediately die.
Propulsion
Starting at 10th level, while raging (normal rage or burning rage), you can release energy from your body to give yourself an extra boost while jumping. Your long jump distance equals (in feet) your Strength Stat x 3, and your high jump distance equals (in feet) [3 + your Strength Modifier] x 3. These distances are the same for both running and standing jumps.
Volcanic Vengeance
At 14th level, you can release the energy generated by your burning rage in an erupting inferno. As an action, you can choose to end your burning rage early to incinerate all creatures within a 40' radius sphere around you. All creatures must make a Dexterity Saving Throw (DC = 8 + Proficiency Bonus + Constitution Modifier), taking 20d6 fire damage on a failed save, or half as much on a success. If you choose to end your burning rage in this way, you suffer two levels of exhaustion instead of one.
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