Base Class: Fighter
Wreathing their weapons and themselves in flames, this warrior rises from the ashes as its namesake.
Flame Blade
At 3rd level, your mastery of the flame techniques allows you to set your weapon ablaze. You can use your bonus action to ignite your weapon with flame, allowing you to deal an additional 1d4 fire damage when you make an attack with that weapon. This flame will remain ignited for one minute or until you end the effect with another bonus action. While ignited, your weapon gives off ten feet of bright light and ten additional feet of dim light. You can use this feature a number of times equal to your Proficiency bonus, regaining all uses after a short or long rest.
This damage will increase as you level up in this class: at 7th level, this becomes 1d6, at 10th level, it becomes 1d8, at 15th level, it becomes 1d10, and at 18th level, it becomes 1d12.
Bonus Proficiency
At 3rd level, your very presence becomes bright to others, pushing them to pay more attention. You gain proficiency in the following skill of your choice: Persuasion or Intimidation.
Burst of Recovery
At 7th level, letting out a deep breath when focusing, you use your internal heat to wash over those close to you. When you use Second Wind, creatures of your choice next to you take half your Fighter level in fire damage (rounded down).
Your Flame Blade damage increases to 1d6.
Tempered Self
At 10th level, your body has gained resilience while handling fire on a regular basis. You have resistance to fire damage.
Your Flame Blade damage increased to 1d8.
Fire Breathing
At 15th level, your breathing allows you to let out a torrent of fire when focused on recovery. When you use Second Wind, the fire damage taken is equal to your Fighter level and you can choose creatures up to ten feet away.
Your Flame Blade damage increases to 1d10.
Rise of the Phoenix
At 18th level, you have mastery over your internal flame to literally rise like a phoenix when nearly killed. When you are dropped to 0 hp, you instead let out a burst of flames as you rise back to a standing position and are restored to Hit Points equaling your Fighter level. All creatures within fifteen feet of you must make a Dexterity Saving Throw (DC = 8 + your Constitution modifier + your Proficiency bonus). Creatures that fail the saving throw take 10d6 fire damage, and those that succeed take half damage. Once you have used this feature, you cannot use it again until you have completed a long rest.
Your Flame Blade damage increases to 1d12.
Previous Versions
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11/6/2021 3:49:47 AM
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3
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0.5
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11/6/2021 3:51:50 AM
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3
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4/21/2022 1:39:15 AM
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11
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1
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Coming Soon
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