Fighter
Base Class: Fighter

Those who walk the path of the Ember Knight have embraced the fiery passion of battle, channeling it into their very being. Some use it as a light to lead others, while some use it as a force of destructive power to rend their foes. One thing they all have in common is the passion they have for battle and their willingness to burn bright.

Fiery Strikes

Starting at 3rd level you can use a bonus action to imbue your weapon(s) with your inner flame. All of your weapon attacks deal an additional 1d4 fire damage for 1 minute and you gain resistance to fire damage during this duration. The additional fire damage becomes 1d6 at 7th level and 1d8 at 11th level.

You can use this feature a number of times equal to your proficiency bonus per long rest and you regain all expended uses after a long rest.

Heated Passion

Also at 3rd level, your passion and confidence make other people more receptive to you. Choose one skill from the following: Deception, Intimidation, Performance,  and Persuasion. You gain proficiency in the skill or expertise if you already have it.

Fiery Soul

Starting at 7th level when you are reduced to 0 hit points you can instead drop to 1 hit point. When you use this feature you generate a fiery explosion centered on you with a radius of 15 feet. All creatures within this radius must make a Dexterity saving throw of DC equal to 8 + your Proficiency bonus + your Constitution modifier.

On a failed save they take 4d8 fire damage and half as much on a successful save. This becomes 6d8 fire damage at 11th level and 8d8 fire damage at 18th level. After you use this feature you cannot use it again until you complete a long rest. 

Eyes Aflame

Starting at 10th level, the flame inside of you emits light in a 30 foot radius. You can suppress this light as a bonus action. Additionally you gain resistance to cold damage and while using Fiery Strikes all fire damage you deal ignores resistance and treats immunity as resistance.

Perpetual Blaze

Starting at 15th level you gain immunity to fire damage and you permanently deal an extra 1d6 fire damage with all weapon attacks. This damage increases to a 1d8 at 18th level.

Battle Inferno

Beginning at 18th level, while in combat you become a walking inferno. At the start of your turn while Fiery Strikes is active, all creatures of your choice within 10 feet of you must succeed on a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier, taking 4d8 fire damage if they fail, or half as much damage on a success. 

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