Base Class: Fighter
Flame Breathing is a style rooted in righteous fury, burning resolve, and unwavering strength. It channels intense inner fire into devastating swordplay, each strike igniting the battlefield with honor and purpose.
Rising Flame
Your strikes carry the weight of your burning spirit.
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Once per turn, when you hit a creature with a melee weapon attack, you deal an additional 1d6 fire damage.
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This fire damage increases to 2d6 at level 10, and 3d6 at level 18.
Additionally, if the target is below half its hit points, the attack ignites them. At the start of their next turn, they take 1d4 fire damage unless they use an action to extinguish the flames.
Stance of the Flame Pillar
You fight with noble aggression and fearless defense.
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When you hit a creature with an opportunity attack, you can immediately make a second melee attack against it.
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If a creature moves within 5 feet of you for the first time on a turn, you may use your reaction to deal 1d6 fire damage as your burning presence lashes out.
Blazing Guard
Your flame sharpens both sword and soul.
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While wielding a melee weapon, you gain a +1 bonus to AC.
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When you are reduced to 0 hit points for the first time after a long rest, you can choose to drop to 1 HP instead, as your inner flame refuses to be extinguished.
Unrelenting Fire
You push forward with unmatched determination.
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Once per turn, if you miss with a melee weapon attack, you can choose to reroll the attack.
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If you use this and still miss, the target takes half the weapon’s base damage (no modifiers), as the lingering heat scorches them.
Flame Soul
Your fire is visible, blazing from your blade and eyes.
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You are immune to the frightened condition.
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When you roll initiative and have no uses of your Blazing Guard feature left, you regain one use.
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You can now use Rising Flame’s ignition ability even if the target is at full HP—it always ignites on a critical hit.
Final Form: Raging Purgatory
You charge forward like a comet of pure fire.
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As an action, you move up to 30 feet in a straight line, passing through creatures. For each creature within 5 feet of your path, make a melee weapon attack.
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Each hit deals an additional 4d10 fire damage, and the target must succeed on a Dexterity saving throw (DC = 8 + proficiency + Strength modifier) or be knocked prone and set ablaze.
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Creatures set ablaze take 2d10 fire damage at the start of their turn until they or another creature extinguishes the flames.
You can use this feature once per long rest.
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