Ranger
Base Class: Ranger

You have a mystical connection to fire that allows you to control flames, both igniting them and extinguishing them as the situation demands. You know both how dangerous and how useful fire can be.

Incendiary Strike

When you choose this archetype at 3rd level, you learn to light your enemies on fire.

Once per turn, when you hit a creature with a weapon attack, you can cause the target to become engulfed in flames for 1 minute, until the flames are extinguished, or until you use this feature again. A creature engulfed in flames in this way sheds bright light in a 15 ft. radius, and takes 1d6 fire damage at the start of each of its turns. A creature can use its action to put out the flames - the flames are also extinguished if the target is immersed in or doused with water.

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

Fire Magic

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Flame Warden Spells table. Each spell counts as a Ranger spell for you, but doesn't count against the number of ranger spells you know.

Flame Warden Spells

Ranger Level Spells
3rd Burning Hands
5th Scorching Ray
9th Fireball
13th Fire Shield
17th Flame Strike

 

Ignite and Extinguish

At 3rd level, you can light and put out fires from a distance. As a bonus action on your turn, you can do one of the following:

  • Have a Small or Tiny flammable object that you can see within 30 ft. of you that isn't being worn or carried catch fire.
  • Snuff out a small flame that you can see within 30 ft. of you, such as a candle, a torch, or a small campfire.

Fireproof

By 7th level, you have become accustomed to dealing with fire.

You gain resistance to fire damage. Additionally, whenever you are subject to an effect that allows you to make a saving throw to take only half damage, if the damage type it deals is fire, you take no damage if you succeed, and half as much damage if you fail.

Flamewalker

At 11th level, your mastery over fire has increased, giving you the following benefits:

  • You add your Wisdom modifier to one damage roll of any spell you cast that deals fire damage.
  • When you use your Incendiary Strike feature, you deal 1d10 fire damage at the start of each of the inflamed creature's turns - additionally, you can have up to two creatures engulfed in flames at a time when you use this feature. If you attempt to engulf a third creature in flames, the first creature's flames are extinguished.
  • The range at which you can use your Ignite and Extinguish feature increases to 60 ft.

Inferno's Defense

At 15th level, you can use your flames to defend yourself and distract others.

Whenever a creature you can see within 120 ft. of you hits you with an attack, you can use your reaction to hurl a ray of fire at your attacker. The target must succeed on a Dexterity saving throw against your spell save DC or take 2d8 fire damage and be forced to reroll the attack - it must use the lower roll.

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