Barbarian
Base Class: Barbarian

 

Heating Up.

Starting when you choose this path at 3rd level, you learn the control flames cantrip and Produce Flame. Constitution is your spellcasting ability for these spells

Ignition

Also at 3rd level, you can ignite when you go into a rage. If you fo so flames race across your body, shedding bright light in a 30-foot-radius, and dim light for an additional 30 feet. Until your rage ends, you lose half your character's level in hit points at the start of each of your turns, and you gain the following benefits.

  • Using your bonus action you manifest a fiery weapon in your free hand and make a special Melee Weapon Attack that targets a creature or object within 60 ft and deals 1d8 fire damage
  • Whenever your turn ends while you are grappling, or are grappled by a creature, the creature takes fire damage equal to your Rage damage. This damage also affects any creature that hits you with an unarmed strike or natural weapon.
  • You have resistance to fire and cold damage.

Fan The Flames

At 6th level, when you deal fire damage to a creature or an object that isn't being worn or carried, you can roll 1d4. If the result is a 4 the creature or object is ignited. A creature ignited by this feature takes fire damage equal to your rage damage at the start of each of its turns and can use an action to extinguish the flames, You can use this feature only once per turn.

Kindling

At 10th level, your body begins to radiate heat at all times, creatures within 5-foot-radius centered on you become resistant to cold damage as they are bathed in warmth as if beside a campfire.

Pyrophobia

Also at 10th level, when you enter a rage, beast with an Intelligence score of 3 or lower that can see you must make a Wisdom saving throw (DC 8 + your proficiency + your Constitution modifier) or become frightened for 1 minute. At the start of each of the frightened creature's turns, it can repeat the saving throw to end the effect. A creature that succeeds this saving throw is immune to the feature for 24 hours.

Final Flash

At 14th level you become capable of pouring your entire being into one catastrophic blast. As an action while you're raging and you have no more than half your hit points left, you can reduce your hit points to 1 and end your rage. An intense flare forming a line 100 feet long and 15 feet wide, erupts from you in a direction you choose. Each creature in the line must make a Dexterity Saving throw (DC 8 + your proficiency bonus + your Constitution modifier) A creature takes fire damage equal to the amount of hit points you lost on a failed save, or half as much damage on a successful one.
Once you use this feature, you cant use it again until you finish a long rest.

fiery weapon

  • Using your bonus action you manifest a fiery weapon in your free hand and make a special Melee Weapon Attack that targets a creature or object within 60 ft and deals 1d8 fire damage

fan the flames

At 6th level, when you deal fire damage to a creature or an object that isn't being worn or carried, you can roll 1d4. If the result is a 4 the creature or object is ignited. A creature ignited by this feature takes fire damage equal to your rage damage at the start of each of its turns and can use an action to extinguish the flames, You can use this feature only once per turn.

kinderling

At 10th level, your body begins to radiate heat at all times, creatures within 5-foot-radius centred on you become resistant to cold damage as they are bathed in warmth as if beside a campfire.

pyrophobia

Also at 10th level, when you enter a rage, beast with an Intelligence score of 3 or lower that can see you must make a Wisdom saving throw (DC 8 + your proficiency + your Constitution modifier) or become frightened for 1 minute. At the start of each of the frightened creature's turns, it can repeat the saving throw to end the effect. A creature that succeeds this saving throw is immune to the feature for 24 hours.

final flash

At 14th level you become capable of pouring your entire being into one catastrophic blast. As an action while you're raging and you have no more than half your hit points left, you can reduce your hit points to 1 and end your rage. An intense flare forming a line 100 feet long and 15 feet wide, erupts from you in a direction you choose. Each creature in the line must make a Dexterity Saving throw (DC 8 + your proficiency bonus + your Constitution modifier) A creature takes fire damage equal to the amount of hit points you lost on a failed save, or half as much damage on a successful one.
Once you use this feature, you cant use it again until you finish a long rest.

spells

can cast control flames and produce fire

Elliot's Wild Fire Barbarian Image

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