Base Class: Fighter
Conviction is indeed a funny thing, it can come to people in an near infinite amount of ways and manifest into anything at all. For most, it manifests into their actions, people doing things to get or protect something. For few, it becomes magical talent, the creation of beauty from knowledge of the world around them, the inner or outer planes, or even a god itself. For some though, the very few, Their will becomes a weapon all in itself. With nothing but their willpower, they become a flurry of fire and violence, producing flame with their body. With this, they use their immense prowess to become a bringer of change, a destroyer of their enemies, the collector of debts. They become a FireStarter. These fighters use a multitude of Fire based abilities to attack their enemies and change their environment to suit their wills.
Will of Flame
At 3rd level, With their burning will the FireStarter is adept as using their fire to mess with the world around them, turning their will into their weapon. Using their Soul Flame, their are able to do the following actions as many time as their proficiency bonus per short rest:
- Burning Ash: As a bonus action, you can spend one fire die to produce a thick black cloud of smoke. All creatures within 30 feat of you suffer the heavily obscured condition, while you only suffer the lightly obscured condition. This lasts for 1d6 rounds. Once You reach 7th lvl, Burning ash begins to deal fire damage equal to your proficiency bonus. *See Soul flame for resource management.
- Smoldering Lava: As an action, you toss lava at your enemies in a 15 ft cone. Each enemy caught in this attack must make a DEX save or suffer 1d10 plus your CON modifier fire damage. These puddles of lava last for 1d6 rounds, any creatures in them suffer the effects of difficult terrain and must make a constitution save taking 1d10 fire damage if they fail, half if they're succeed. The damage increases at lvls 7,12, and 16. *See Soul flame for resource management.
- Searing Flame: As an action, you send forth a line of fire that goes through and around enemies. Each creature caught in the 30 ft line must make a DEX saving throw or take 3d6 fire damage, half if they succeed. The damage increases at lvls 7,12, and 16. *See Soul flame for resource management.
Kindled Strikes
At 5th level, With enough discipline and strength to their body, the FireStarter pushes their flames even more, to not only project it outward, but to use it consistently all the time. Whenever the FireStarter uses the attack action, you can chose to switch between the weapon damage or fire damage. This damage counts as magical for the purposes of overcoming resistances.
Burning Through
At 10th level, the flame that burns in the heart of the FireStarter grows even more so than before. Your will is unstoppable, never being stopped by silly things like a things natural protection, or the frail brittle defenses of those who stand in your way. From this point on, your flames burn hotter than ever, all fire damage you do ignores a creatures resistance, treating immunity like resistance.
Moving Pyre
At 15th level, your soul, strong enough to force your flames out to hurt and protect others, grows to a roaring inferno the quenches others flames, as your fires cannot be stopped. Once per day, you are able to cast the spell Investiture of Flame.
Red-Hot maelstrom
At 18th level, using an action, you expend three uses of soul flame at once to make a massive explosion around you. In a radius of 30ft centered on yourself you explode in a massive fireball, causing 8d8 fire damage to every creature except yourself and forcing every creature to make a DEX Saving throw or fall prone.
Previous Versions
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8/15/2024 1:49:47 AM
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12/1/2024 12:04:01 AM
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