Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) 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.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Flame Aura. Players starting their turn within 5 feet of Braxton when his flame armor is active take 1d6 fire damage.
Paragon Fortitude. The creature has three pools of hit points, each of which is
tracked separately. All damage and healing must be
completely applied to only one pool. When a pool is reduced
to zero, all ongoing conditions and effects affecting the
creature end. Once a pool is reduced to zero, that pool cannot
receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature dies.
Paragon Fury. The creature may take one additional turn in each round of
combat for each of its hit point pools that have been reduced
to zero. The creature determines initiative normally for its
first turn, though it gains advantage on the roll. Each
subsequent turn the creature gains is inserted immediately
after any one PC’s turn in the initiative order. In addition, as Braxton loses HP pools, each HP pool is reduced to 3/4 the original and then 2/3. As well, is armor class is reduced by 1 for each pool he loses.
Sentinel.
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Multiattack. Braxton takes two swings with his Flame Tongue. One attack can be a blazing sweep, if a target is farther than 5 feet away.
Flame Tongue: Melee attack. Reach 5 Ft. Strike a creature with your sword. Deals 3d6+8 damage, +9 to hit.
Blazing Sweep: Braxton sweeps his sword and it fires a 15 foot long arc of fire up to 30 feet. This arc deals 1d8+5 fire damage, and can hit multiple targets
Flame Wall. Braxton waves his hands of points in a direction. A 15 foot tall and 20 foot long impenetrable wall of flame appears. If the wall is erected under a creature, that creature must make a dexterity saving throw or take 1d10 fire damage and be launched 15 feet in the air and fall in a random direction taking 1d8 fall damage as well.
Flame Beam. Braxton points his finger and fires a precision beam at any creature within 180 feet. Creatures targeted must make a DC13 dexterity saving throw or take 2d10 piercing damage and also be ignited with unquenchable blue flame that wears off after this creature takes 2 turns.
Molten Wave (2nd pool and onward). Braxton holds out his hand. In a 15 foot cone, ultrahot fire sprays out and melts anything it touches. Creatures caught in the blast make DC15 dexterity saving throws, taking 2d10 damage on fail and half as much on success. The ground is then molten and seals 1d10 damage for every five feet a player walks through molten ground and costs double movement. This lasts for 2 rounds until it becomes hot ground, creatures with no boots or metal boots take 1d6 damage.
Firestorm (2nd pool and onward). Braxton extends his hand. Up to 3 creatures in his line of sight are ignited instantly, and will take 1d10 damage until the fire is extinguished or those creatures have taken 2 turns.
Reckless Fury. As a bonus action, and immediately as Braxton is reduced to his last health pool, all attacks made by Braxton have advantage and all attacks made against Braxton have advantage.
Hell's Fury (third pool only, single use only). Braxton causes up to 5 geysers of lava spray up anywhere within 60 feet of him. If a player is under these geysers, they must make a dexterity save DC15 or take 3d10 fire damage, and have their armor class reduced by 1 from lava burns. The immediate 5 foot area around the geyser is made molten and never ceases to be molten.
Braxton retains some of his training as a battlemaster and therefore has 10d10 superiority die to spend. Braxton's Maneuver DC is 17
Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Braxton retains some of his training as a battlemaster and therefore has 10d10 superiority die to spend on reactions. Braxton's Maneuver DC is 17
Parry. Braxton parries a blow that would have hit. Roll a superiority die, reduce damage by this amount. If the base physical damage (including modifiers) is reduced to 0, negate any extra magical effects as well.
Arrow Deflection. Functions the same as parry. If the arrow damage is reduced to 0, the arrow is reflected back at the attacker as if it was an attack. Reflected arrows deal 1d6+ superiority dice damage and have +3 to hit.
Riposte. Differing from his riposte legendary action, Braxton can strike a target who misses him, expending his reaction. Add superiority dice to damage roll.
Braxton has 3 legendary actions to be used after any creature's turn.
Leg Sweep. If an adjacent creature’s attack misses against
this creature, it can as a legendary reaction force that
creature to make a DC10 Dexterity saving throw, falling
prone on a failed save.
Teleport. Braxton moves as if fire on the wind, and teleports up to twice his movement to an unoccupied space.
Teleport Riposte. Braxton can, when a creature misses him, teleport up to his movement speed and strike any character in range with a melee attack.
Description
Encounter: Braxton has been consumed by the crown from the neck down. The flames lick in various directions around him, and you can feel the intense heat from where you stand. His armor still gleams , though now charred and ashen. His body cracks and crumbles where the flame within him burns through. The cold chill that pierced your veins is gone. It's been replaced by a burning hatred that boils in your chest. As the buildings crumble around you, you feel it in your soul. There's nowhere to run.
First Health Pool is Broken. Braxton falls to his knees. His eyes blaze with fire and a huge wave (Reorient the Axis, players are launched fifteen feet in a random direction) fires out. He stands back up, his armor now burnt black, and his skin blazing with fire.
Second Health Pool is Broken. Once again, the axis is reoriented. Braxton is now absolutely ablaze. The blaze towers over Braxton, 10 feet in the air. His hair is burnt away, leaving only charred, desolate skin. His skins cracks and peels and fluorescent heat radiates off of him.
Lair and Lair Actions
Flame Geyser. Up to two gouts of flame spray up 15 feet in the air.
Summon Flame Elemental. A flame elemental rises from the rubble of a building with half of it's normal HP.
Collapse. A nearby building collapses, spraying rubble out and making a mess. Players within 10 feet of the building must make a DC 15 dexterity saving throw or take 3d6 bludgeoning damage (half on a successful save.) The area 10 feet in all directions around the buildings become rough terrain.