You have devoted yourself to melee fighting styles. However, whether others know it or not, your body contains a massive store of arcane energy. Normally, this energy doesn't do anything for you, but when the stars align, it has the ability to reach a critical point and overheat. When this happens, the energy must go somewhere. Overheating doesn't cause a meltdown for you. It does, however, cause injuries to those around you.
Once per short rest, you can use your overheat ability to deal damage and push people away from you. This can be triggered in one of two ways. The first way is when you get hit with an otherwise lethal blow, you instead retain one hit point and are immediately forced to do everything in your power to heal yourself on your next turn. The second way is when you get hit for more than 25% of your total HP rounded up. If either of the conditions are met, everyone in a 10 ft radius of you must make a DEX savings throw (DC 15). Those that fail the save take 3d6 fire or radiant damage (type must be said before damage is dealt), and half that on a successful save. Either way (failure or success), everyone in the 10 ft radius is immediately forced at least 15 ft away from you.
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