Base Class: Ranger
Blaze wardens embody the natural cycle of death and rebirth, as manifested by wildfire. They oversee the end and regrowth of the natural life around them and fight against undead and arcane forces that seek to escape their mortality.
Heart of the Open Flame
Starting at 3rd level, a blazing fire burns within you, represented by your Inner Flame dice, which are each a d4. You have a number of these dice equal to twice your proficiency bonus, and they fuel various abilities you have, which are detailed below.
When you reach certain levels in this class, the size of your Inner Flame dice increases: at 5th level (d6), 11th level (d8), and 17th level (d10).
The powers below use your Inner Flame dice.
Blazing Assault. You can infuse your weapon with the fire within you: when you take the attack action on your turn you can expend one use of your Inner Flame dice, causing all your weapon attacks until the start of your next turn to deal additional fire damage of one roll of your Inner Flame dice.
Calling of the Hearth. Tapping into your magic allows you to reveal your inner flame, whenever you cast a spell, you can spend one use of your Inner Flame dice, rolling it and causing you or a creature you can see within 10ft to regain hit points equal to the number you rolled plus your Wisdom modifier.
In addition, you gain resistance to fire damage.
Growth From the Ashes
Starting at 7th level, you have mastered the natural cycle of death and rebirth, as a result, whenever you or an ally within 30ft kills a creature of CR1 or higher, you can use your reaction to regain hit points equal to one roll of your Inner Flame die plus your Wisdom modifier, and gain advantage on your next weapon attack within the next minute.
Fumes of Fury
At 11th level, you can focus your burning ire upon one foe. As an action, you can spend 3 of your Inner Flame dice and choose a creature you can see within 60ft, causing dark fumes begin to coalesce around it, suffocating its life force. The target takes force damage equal to two rolls of your Inner Flame die, and must make a Constitution saving throw or be blinded for 1 minute.
A creature blinded by this feature takes force damage equal to one roll of your Inner Flame die at the end of each of its turn, and makes another Constitution saving throw. On a successful save, this effect ends.
Soul of Eternal Blaze
At 15th level, you have unlocked the full potential of the flame within you. You gain immunity to fire damage, and as a bonus action on your turn, you can expend one spell slot and gain a number of Inner Flame dice equal to the slot's level.
In addition, as a bonus action on your turn, you can channel your Inner Flame to take the form of a tiny blazing sphere, wreathed in fumes.
You can stay in this form for up to ten minutes. You then revert to your normal form unless you expend three of your Inner Flame dice. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- In this form, your max hit points equal your Ranger level, and your AC equals 14 + your Wisdom modifier. When you revert to your 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 the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You gain a fly speed equal to your walking speed and can hover, and you can move through a space as narrow as 1 inch wide without squeezing. You can move through the space of another creature, and when you do so you can force it to make a Dexterity saving throw or take fire damage equal to your Wisdom modifier.
- You can't cast spells, speak or take any action that requires hands. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
- You choose whether your equipment falls to the ground in your space, or merges into your form. Equipment that merges with the form has no effect until you leave the form.
Once you've used this feature, you can't use it again until you finish a long rest, unless you expend four of your Inner Flame dice to do so.
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