Bard
Base Class: Bard

Cloaked in living embers, the bards of the College of the Living Flame put on spectacles that are in all things as elegant and alluring as they are powerful and frightening. With a nigh hypnotic grace they move and dance amongst the roar of flames, constantly pushing the limits of safety as they risk being engulfed and immolated. In battle they harness these living embers into a direction of powerful make, reducing their foes to ash while remaining as pristine and untouched as ever before.

Fire Spirit

At 3rd level, you gain proficiency in fire dancer tools, drums, and one additional musical instrument. You also gain proficiency in clubs, quarterstaffs, and whips. By spending an action you can use your connection to the fire planes to ignite your weapons. Weapons lit in this way deal an additional 1d6 points of fire damage on a successful attack and you can apply your charisma modifier instead of dexterity or strength. You are considered proficient with any attacks made with a lit torch.

Weapons and fire dancer tools burn for one minute. When applied to a weapon made of flammable material such as wood, the weapon is destroyed after being lit 3 times.

You can also use any burning object as a spell focus.

Dance of Flames

Also at 3rd level you gain additional magical knowledge. You know the burning hands and flame blade spells. They count as bard spells for you, but don't count against the number of bard spells known. You can wreath yourself in dazzling flames that let you weave and dance through the battlefield. After you cast a spell that deals fire damage or make an attack that deals fire damage you can surround yourself in dancing flames until the end of your next turn, you can expend a bardic inspiration die to extend the duration of this to 1 minute.

While it is active, you gain the following benefits:

  • You shed a bright light in a 15 foot radius and a dim light an additional 15 feet.
  • Your speed is increased by 10 feet.
  • Your movement does not provoke attacks of opportunity.
  • When a creature hits you with a melee attack, you can spend your reaction to cause the attacker to take fire equal to one roll of your bardic inspiration die.

Breath of Life

You can use your action to ingest a flammable liquid, be it alcohol, or some other substance. When you use your breath weapon, each creature in a 15ft cone must make a Dexterity Saving throw. The DC for this saving throw equals 8 + Charisma Modifier + Proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use this ability an amount of time equal to 1 + your charisma modifier (minimum 1). When you use your breath weapon any non-magical cloth, wood, or otherwise flammable objects in the cone are ignited in flames.

Dance of Heat

At 6th level, when you are using your Dance of Flames you are able to cast the spell Heat Metal as a bonus action without expending a spell slot, and you take on the appearance of a fire deity of your imagining. For 1 minute or until your concentration ends you can cast Heat metal as a bonus action on each of your turns, never expending a spell slot to cast. Any creature wearing cloth or flammable non-magic clothing will have that material catch on fire if they do not drop the heated metal. Once you use this feature you can't use it again until you finish a long rest.

Flame Carnival

At 14th level, your appearance permanently gains an otherworldly fiery aspect that makes you look more elegant and fierce. 

You can turn the battlefield into a stage for your fiery performances. As an action, you can expend a use of your Bardic Inspiration feature to create a 60-foot-radius sphere of fiery magic, centered on you. The ground inside the sphere counts as difficult terrain to creatures of your choice, and while you’re inside the sphere, you can add your Charisma modifier to the fire damage you deal with spells.

The area is surrounded by walls of fire, and any creature that moves into the area or attempts to move out of it must make a Dexterity saving throw. On a failed save, it takes fire damage equal to three rolls of your Bardic Inspiration die, taking half damage on a success.

Additionally, as part of the action you use to create your Carnival of Cinders, and on subsequent turns as an action, you can designate four 5-foot-squares within the sphere. Any creatures that occupy those spaces must make a Dexterity saving throw. On a failed save, it takes fire damage equal to three rolls of your Bardic Inspiration die, as 60-foot-tall columns of fire erupt within those spaces. On a successful save, a creature takes half damage.

Your Carnival of Cinders lasts for 1 minute, until you are killed, or until you choose to end it as an action.

You can use this feature once per long rest.

You also gain your choice of 2 more fire spells from any spell list.

Previous Versions

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