Base Class: Fighter
Their blazing blades bring their searing anger onto their enemies.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in the following skills: History, and Religion.
Flaming Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Superiority Dice. You have three superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Fearless Warrior
Starting at 7th level, your ferocity in combat has seeped into your daily life. You gain proficiency in Intimidation and have Advantage on it when trying to intimidate Commonfolk.
Additionally, you gain Immunity to fear.
Blazing Spirit
Starting at 3rd level, you can use your superiority die to give yourself an edge in combat.
Your intensity in battle can cause flames to flare along your blade. As a bonus action on your turn, you can expend a superiority die to deal additional fire damage on each of your weapon attacks until the end of your current turn. The extra fire damage is equal to the number rolled on the superiority die.
Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can expend a superiority die to give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain temporary hit points equal to the number rolled on the superiority die.
Hellfire
At 10th level, your connections to Hell strengthens, allowing any fire damage you deal to take on a special property. Whenever you deal fire damage, you ignore Resistance and roll a d6, on a roll of 2 or lower, the enemy will gain the Burning Soul Condition.
At 18th level, it gains the condition on a roll of 3 or lower.
Burning Soul
- At the beginning of the creature's turn, it takes 1d6 fire damage, ignoring any Resistances.
- Whenever it makes an Attack Roll, or Skill Check, the creature subtracts the amount of damage it took from its roll.
- At the end of each of its turns, it may make a Wisdom Saving Throw to no longer be afflicted.
Hellish Blaze
Starting at 15th level, . If you take the Attack action on your turn and have added Flaming Superiority to an attack roll against one of the targets, you can expend a second Superiority Die to double the fire damage you deal, and automatically give the Burning Soul condition. You can do so once per Long Rest.
At 18th level, you can do so twice per Long Rest.
Mantle of Cerberus
At 18th level, as an action, you can take on the aspect of Cerberus, growing two extra wolf heads and two extra arms.
For the next minute, you gain the following benefits:
- You gain advantage on all Intimidation checks.
- You gain advantage on Strength (Athletics) checks made to Grapple
- When you take the attack action, you can make an additional attack as a part of that action. This attack needs to be made with a weapon in one of your extra hands.
- Every creature within 10 feet of you takes 10 points of fire damage at the end of each of your turns.
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