Barbarian
Base Class: Barbarian

Rage and anger are often described as fires that burn within. These barbarians have learned to make that inner fire literal. Igniting into burning champions, the Barbarians who follow the Path of the Crucible channel their rage into magical fire with which to sunder their enemies. However, they must be even more careful than other barbarian to control their rage, as their flames could consume them, burning them away to nothing.

The origin of this great inner fire is unknown. Many of these barbarians simply discover their abilities one chance day. It may originate from a primordial bloodline, a divine blessing, or a form of symbiosis with living elemental fire. Whatever the case, these barbarians must choose what aspect of fire they will embody throughout their lives: a light to guide others to greatness, or a wicked flame that burns all in their way.

Inner Fire

When you choose this primal path at 3rd level, your inner fire blazes from within while you rage. While raging, you gain immunity to fire damage, and all your melee attacks deal an additional 1d6 of fire damage. The additional increases to 2d6 at 6th level, to 3d6 at 10th level, and to 4d6 at 14th level; in addition, you shed bright light in a 30 foot radius, and dim light for 30 beyond that. While you are not raging, you have resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. In addition, while you have a creature grappled, you can use your bonus action to deal your additional fire damage to that creature.

Whenever you hit a creature with a melee weapon attack while raging, you can choose to activate one of the following effects:

  • Spreading Fire: The fire from your attack on one creature can spread to others. Your inner fire intensifies, reaching to attack up to 2 creatures within 5 feet of the creature you hit with a melee weapon attack. The fire can also spread from one creature within 5 feet of your first target to another creature within 5 feet of the second target, as long as the second target is hit by the attack. In either case, make separate attack and damage rolls for each additional target, which take fire damage equal to the number of d6's of additional fire damage your attack deals. You add your Constitution modifier to the attack and damage rolls or the additional target, and if the initial attack is made with Reckless Attack, all the attack rolls benefit from the feature.
  • Explosive Strike: Your inner fire violently bursts out from your strike. The creature you hit with a melee weapon attack must make a Strength saving throw or be moved 15 feet away and knocked prone. If the creature collides with a surface or another creature, they take 1d8 bludgeoning damage.

Using either of these features causes you to take 2d4 damage, which cannot be reduced in anyway, as your inner fire burns through your body. This recoil damage increases to 3d4 at 6th level, and to 4d4 at 11th level. You can use either of these feature a number of times equal to half your barbarian level, rounded up, and you regain all expended uses when you finish a long rest.

Fire Save: 8 + Your Constitution modifier + your proficiency bonus

Fire Scream

While raging, you gain a new attack option that can replace any attack you make with the attack action on your turn. Intensifying your inner fire, you unleash a blast of raging fire from your mouth. You choose whether this attack is a 15-foot cone or a 30-foot line that is 5 feet wide. All creatures within the area of effect must make a constitution saving throw. They take 3d8 fire damage on a failed save, half as much on a successful one. The damage increases to 4d8 at 6th level, to 5d8 at 10th level, to 6d8 at 14th level.

You can use this feature a number of times equal to your constitution modifier, and you regain all expended uses when you finish a long rest. If you have no uses remaining, you can take 2d8 fire damage to use this feature again. This damage cannot be reduced. This recoil damage increases to 3d8 at 6th level, to 4d8 at 10th level, and to 5d8 at 14th level.

Meteoric Movement

At 6th level, your Inner Fire bestows you with the speed of a blazing meteor. 
While raging, you can call upon the fiery energy within you. As an action, you wreath yourself in flames, forcing all creatures within 5 feet of you to make a constitution saving throw or take 2d8 fire damage, half as much on a success, and you then choose one of the following options:

  • Shooting Star: You launch yourself through the air to a space within 50 feet of you. All creatures within 10 feet of your landing space must make a constitution saving throw or take 2d10 fire damage, half as much on a success. Should your landing space be occupied by another creature, it must use their reaction to move out of your landing space or take 2d8 bludgeoning damage, and be knocked prone and moved 5 feet away. If you should collide with a creature midair, that creature must make a Dexterity saving throw or take 2d10 fire damage and 2d8 bludgeoning damage and be knocked to the ground, and you also fall to the ground. If the creature succeeds on the save, in takes half the fire damage it would take on a failed save, does not fall, and you continue to a space within 50 feet of your starting space.
  • Flame Charge: You propel yourself along the ground like rushing flames. You move in a line up to a number of feet equal to your remaining movement speed + 30. Any creature in your way must make a dexterity saving throw or take 2d10 fire damage and be moved 5 feet away and fall prone, half as much damage on a success and they are not knocked prone.

You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest. If you have no uses remaining, you can take 2d10 fire damage to use this feature again. This damage cannot be reduced. This recoil damage increases to 3d10 at 6th level, to 4d10 at 10th level, and to 5d10 at 14th level.

Ignition Burst

At 10th level, activating your rage causes your inner fire to explode to life. When you enter your rage, you can choose to cast Fireball, at 3rd level, centered on yourself. You are immune to the damage of the spell. While you are raging, you can activate this feature again, but doing so causes to take full damage from the spell. This damage cannot be reduced an in ay way.

You can use this feature a number of times equal to your constitution modifier, and you regain all expended uses when you finish a long rest.

Flaming Rebuke

Starting at 10th level, while you are raging, if you are hit with a melee attack, you can use your reaction to force the attacker to make a constitution saving throw or take 2d10 fire damage, half as much on a success.

You can use this feature a number of times equal to your constitution modifier, and you regain all expended uses when you finish a long rest.

Tamed Fire

Starting at 10th level, you can choose up to a number of creatures in the area of effect of any of your features that deal fire to suffer no damage from the effects of that feature.

One with the Flame

At 14th level, your control over your inner fire has reached its zenith. You gain immunity to fire damage even when not raging. In addition, while you are raging, creatures of your choice within 5 feet of you gain resistance to fire damage, as you absorb the flames that would harm them.

Your features and attacks that deal fire damage ignore resistance to fire damage and treat immunity to fire damage as resistance to fire damage.

Your 'Spreading Fire' and 'Explosive Strike' features can now each be used a number of times equal to your Constitution modifier without taking recoil damage, and you regain all expended uses when you finish a long rest. If you have no uses of either of these features remaining, you can take 4d4 damage to use the feature again.

Inner Immolation

At 14th level, as your connection with your inner fire has been perfected, you can allow it to transform your body. By expending two uses of Rage (or just one additional usage if you are already raging), you transform into a Fire Elemental.
When you transform, you regain all expended uses of Spreading Fire, Explosive Strikes, Fire Scream and Meteoric Movement. You can choose to activate Ignition Burst as you transform. If any of these features would cause you to take damage, the damage is only applied when you revert to normal form.

This transformation lasts for the duration of your Rage, you then revert to normal form unless you expend two more uses of rage. You automatically revert if you drop to 0 hit points or die. When you transform back to normal, you gain a number of levels of exhaustion equal to the amount of times you transformed.

When you are transformed, the following rules apply.

  • Your physical statistics remain unchanged, unless the fire elemental's score is higher. You retain your alignment, personality, mental ability scores, and all your skill and saving throw proficiency, in addition to gaining those of the fire elemental. You also retain you AC, unless the fire elemental's is higher.
  • When you transform, you assume a number of hit points equal to your hit point maximum. When you revert to normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as this excess damage doesn't reduce you to 0 hit points, you aren't knocked unconscious.
  • You are unable to speak while transformed.
  • You retain any benefits from your class, race, or other source and can use them.
  • When you transform, all the equipment you are wearing or carrying is transformed into fire with you, and returns to normal when you change back.
  • The Fire Elemental's 'Water Susceptibility' feature does not apply to you.
  • The Fire Elemental's 'Touch' attack is replaced by 'Flaming Swipe'. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.

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