As you pull back your fists, your hands burn blue and hot, flames licking at your elbows, leaving your hands engulfed in fire. Melee attacks with your fists will now deal additional fire damage. Each creature you attack while the spell is active must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or no fire damage on a successful one.
Burning Palms is a wild magic ability and can, therefore, be wild in its nature. The fire does not ignite burnable materials unless the caster comes into direct contact with the burnable object in question and intentionally sets it ablaze. It sets burnable weapons and items in the hands of the caster on fire, but not the casters attire or armour.
At Higher Levels. At Fighter Level 9, Burning Palms can now safely engulf held weapons, giving the weapons attack a bonus 1d6 fire damage.
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