Base Class: Fighter
A Torchbearer traverses the dark and acts as a guiding light for those in need. The aura of vitality they produce with flame held aloft inspires those around with a renewed vigor to continue the fight, using their flame as the guide in the path they trudge forward to rekindle the embers of lost souls and slay those that would snuff it out.
Level 3: Inner Flame
At 3 level you learn to harness your inner flame to guide and harm. Choose two cantrips from the options listed:
- Control Flames
- Create Bonfire
- Firebolt
- Green-Flame Blade
- Guidance
- Produce Flame
- Sacred Flame
Saving throws equal 8 + Wisdom modifier + proficiency bonus.
You learn one additional cantrip from the list at 7th and 10th level.
Level 3: Rekindle
Also at 3rd level you can additionally send a mote of your inner flame to rekindle another within 60 feet of you as a bonus action. The creature gains a Rekindle die, a d8.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Rekindle die, but must decide before the DM says whether the roll succeeds or fails. Once the Rekindle die is rolled, it is lost. A creature can have only one Rekindle die at a time.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
The die becomes a d10 at 10th level and a d12 at 18th level.
Level 7: Beacon
As of 7th level your eyes are made for the dark, you gain Darkvision out to 60 feet, add 60 feet if you already have Darkvision, and advantage on perception checks made to see into darkness.
Additionally, you can produce a Beacon of swirling and coalescing flame within 10 feet of you that acts like the Daylight spell once per short rest.
If targeted by Dispel Magic it must succeed a DC 18 check. If you summon your Beacon in darkness created by spells exceeding 3rd level, you must pass a DC check equal to 10 + the spells level or your Beacons light is reduced in half.
At 18th level you can create two Beacons at the same time, one within 10 feet of you, and one within 10 feet of an ally 30 feet from you.
Level 10: Inspiring Hope
Beginning at 10th level, your flame has grown so bright that it bolsters others by its mere presence.
When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one receives a Rekindle die so long as they can see or hear you. This does not take from your remaining Rekindle die and creatures already with a Rekindle die targeted by this feature cannot be chosen.
Level 15: Sparking
At 15th level your Rekindle has ignited others to fight with fire or rejuvenate their spirit.
A creature with a Rekindle die can expend the die to do either of these options:
- Ignite. Alight a weapon or spells in flame for 1 minute, dealing an additional 1d8 fire damage.
- Cauterize. Heal 1d8 + your fighter level hit points.
Level 18: Salvation
When reaching 18th level your flame can no longer remain contained, unleashing a Beacon of Salvation for those in need and a great inferno for those seeking to harm.
While standing within 30 feet of your Beacon allied creatures gain these benefits:
- Add 1d4 to attack rolls and saving throws.
- Healing done adds an extra 1d4.
- Add 1d8 fire damage to attacks made that overcomes resistance and immunity to fire.







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