Base Class: Rogue
Most assassins kill and get out while flaming assassins study the art of controlling fire with their minds killing and burn turning their targets into ash
Set ablaze
At 3rd level as an action you can use a bit of pyrokinesis and set any weapon you weld of fire
Your weapon does and extra 1d4 fire damage (this increases to 2d4 at level 5, 3d4 at level 7, 4d4 at level 9, and 5d4 at level 11)
The amount of time you are able to use this is your proficiency bonus + Int modifier and you regain all expended uses after a short or long rest
Knowing flames
At 3rd level your pyrokinesis lows you to redirect some fire away from you but not all of it
Fire ball
At 9th level you gain the ability to create a ball of fire
the opponent must make a dex saving throw (dc=8+proficiency bonus+int modifier) on a fail they take 3d8 fire damage and 1d6 physic damage and half as much as much on a success
The amount of times you can use this is equal to your proficiency bonus and you regain all expended uses after a long rest
Mastery of flames
At 13th level you now have immunity to fire damage (any other damage still applies
Master of Fire
At 13th level as an action you can summon a Fire elemental that is completely loyal to you and your alias
the elemental gets it’s own initiative roll and you control it on its turn
the elemental disappears after an hour or if it’s HP goes to 0
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