Passive. Your body is made of fire, granting you the following benefits.
- Immunity to fire; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Burning Jet: (Action, Recharge 5-6) You fire a powerful blast of flames from your arms in a 20 ft. long and 10 ft. wide line. Each creature in that line must make a Dexterity saving throw, taking (1/2Con d6) fire damage on a failed save, or half as much damage on a successful one.
- Proficiency in Athletics and Dexterity saving throws, or expertise if you are already proficient.
- You are considered an Elemental.
Flame Form. You gain the following benefits.
- Damage Resistances: cold.
- Damage Immunities: fire, poison; bludgeoning, piercing and slashing damage from nonmagical attacks.
- Condition Immunities: grappled, paralyzed, petrified, prone, restrained.
- Flame Magic: You can cast the following spells.
At will: fireball, flame blade, heat metal, wall of fire.
Constitution modifier/Day: fire storm, flame strike.
You can cast these spells at higher level (up to your Constitution modifier).
A creature that touches you, or hits you with a melee attack while within 1,5m of you, takes (1d10+Con) fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes (1d10+Con) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. - Flame Punch: (Action) Melee Weapon Attack: PB+Str to hit, reach 6m, one target. Hit: (3d8+Str) fire damage.
- Flame Rebuke: (Reaction) When you are hit by a melee attack from a creature you can see, you can spend your reaction to deal (4d6+Con) fire damage to the attacker. The target must also succeed on a Dexterity saving throw or catch fire.
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