Base Class: Ranger
In the mystical expanse of the Flame Wardens, a luminous force emerges, ignited by the Flames of the Wild that blaze within. These stalwart guardians are not merely wielders of fire; they are embodiments of its untamed essence, their every strike infused with an unquenchable fervor that mirrors the primal energies of the inferno itself. With each movement, they channel the raw power of flame, their very presence a testament to the indomitable spirit of the untamed wilderness. As they walk the path of the Flame Wardens, they become living conduits of elemental fury, harnessing the incandescent energies of their surroundings to fuel their relentless onslaught against all who would dare to threaten the natural order.
Flame Warden Magic
3rd-level Flame Warden feature
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 it 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 | wall of fire |
17th | flame strike |
Passions of the Flame
3rd-level Flame Warden feature
Gain proficiency in performance and expertise in one skill.
Flame On
3rd-level Flame Warden feature
Gain the following:
- Proficiency in heavy armor.
- Resistance to fire.
- Your concentration spells have their damage type changed to fire.
Burning Passion
7th-level Flame Warden feature
Your passion dissipates negative emotional influences. You have advantage on saving throws against being charmed or frightened. You also gain an additional skill proficiency.
Feed The Flame
11th-level Flame Warden feature
If an enemy is immune to fire, it becomes resistant. An already resistant enemy loses their resistance. Weapon attacks deal an additional 1d4 fire damage which you will be healed by.
Phoenix Flames
15th-level Flame Warden feature
Burning with glorious purpose, expend up to two hit dice at the start of your turn as a free action. You may radiate the damage rolled to all creatures who start their turn or enter within 15 ft of you until the start of your next turn or add that damage to one weapon attack. If that attack misses, roll the hit dice and recover number tolled as hit points.
When you roll initiative and have less than 5 hit dice, you set your hit dice to 5.
Previous Versions
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11/8/2023 12:05:28 AM
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1/6/2024 8:27:03 PM
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4/14/2024 5:21:33 PM
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4/24/2024 9:42:21 PM
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6/18/2024 1:19:17 PM
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11/25/2024 6:38:18 PM
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