Base Class: Rogue
Are you a Tiefling getting in touch with your hellish heritage? A Fire Genasi letting off steam? Have a fire giant or red dragon in your ancestry somewhere? No matter the cause, your blood runs hot - and not just figuratively!
Level 3
Baptism of Fire
On the first round of any combat, you can use a bonus action to heat up your weapons. At level 3, add 1d4 fire damage, at level 9 add 2d4 fire damage, at level 13 add 3d4 fire damage, at level 17 add 4d4 fire damage to your weapon damage. This effect lasts for 10 minutes, or until you lose consciousness.
Hotblooded
You have resistance to fire and cold damage. As well as this you can melt and mould small metal objects (such as locks, lock picks, door knobs, etc.) using heat from your hands. You gain proficiency in glassblower’s tools.
Level 9
Where there’s smoke…
Whenever you use your bonus action to hide, you can choose to create a 20ft radius area of smoke that can blind your foes anywhere within 10ft of you. Any enemy creature within that smoke cloud must make a DC 15 Con save or gain the blinded condition.
…there’s fire!
After creating a smoke cloud using the “Where there’s smoke…” ability, you can choose to spend an action to set that smoke aflame. All creatures within the smoke cloud must make a DC 15 Dex save or take 3d6 fire damage and become burned, taking 5 fire damage each turn for the next 2 turns. If they succeed their saving throw they only take half damage and are not burned. Any creature blinded by the smoke cloud loses the blind condition.
Level 13
Firebrand
You gain +2 to your Constitution. You also gain proficiency in Intimidation. If you are already proficient in Intimidation, you gain expertise in the skill instead. You use your Constitution modifier for your Intimidation checks, rather than your Charisma.
Raging Inferno
You are immune to fire and cold damage. As well as this you can spend 10 minutes to melt a metal item that could fit within a 10ft cube (such as a metal door, a suit of armour, a bronze statue). You can also concentrate for 1 minute to mould metal in your hands to make daggers and arrow heads (a 1ft cube of metal will make one simple dagger or 10 arrow heads).
Level 17
Volcanic Strike
You gain advantage on attacks against any creature that is currently burning. Whenever you use your sneak attack you can add 6d6 fire damage to the attack. Creatures that are resistant to fire damage take full fire damage from any of your attacks. Creatures that are immune to fire damage take half fire damage from any of your attacks.
Level 3: Baptism of Fire
As your blood boils, you can direct the heat into your weapons for additional fire damage.
On the first round of any combat, you can use a bonus action to heat up your weapons. At level 3, add 1d4 fire damage, at level 9 add 2d4 fire damage, at level 13 add 3d4 fire damage, at level 17 add 4d4 fire damage to your weapon damage. This effect lasts for 10 minutes, or until you lose consciousness.
Level 3: Hotblooded
As your body heats up, you are more able to withstand extreme heat and extreme cold. As well as this you can channel the heat of your body to manipulate small metal items, and can use your skills when trying to blow glass.
Level 9: Where there’s smoke…
Your knowledge of all things hot and fiery has given you the ability to produce a special kind of smoke bomb that you can use when hiding.
Whenever you use your bonus action to hide, you can choose to create a 20ft radius area of smoke that can blind your foes anywhere within 10ft of you. Any enemy creature within that smoke cloud must make a DC 15 Con save or gain the blinded condition.
Level 9: ...there's fire!
You can use the heat of your body to ignite your smoke cloud, doing damage to nearby creatures.
After creating a smoke cloud using the “Where there’s smoke…” ability, you can choose to spend an action to set that smoke aflame. All creatures within the smoke cloud must make a DC 15 Dex save or take 3d6 fire damage and become burned, taking 5 fire damage each turn for the next 2 turns. If they succeed their saving throw they only take half damage and are not burned. Any creature blinded by the smoke cloud loses the blind condition.
Level 13: Firebrand
When you get angry, everyone can see. You can produce flames from your head and hands to intimidate other creatures. But don't worry, that heat doesn't hurt you.
You gain +2 to your Constitution. You also gain proficiency in Intimidation. If you are already proficient in Intimidation, you gain expertise in the skill instead. You use your Constitution modifier for your Intimidation checks, rather than your Charisma.
Level 13: Raging Inferno
The heat coming off your body can now really do some damage, and your control of metals gives you a quick and easy way to restock yourself with weapons should you need to.
You are immune to fire and cold damage. As well as this you can spend 10 minutes to melt a metal item that could fit within a 10ft cube (such as a metal door, a suit of armour, a bronze statue). You can also concentrate for 1 minute to mould metal in your hands to make daggers and arrow heads (a 1ft cube of metal will make one simple dagger or 10 arrow heads).
Level 17: Volcanic Strike
You have gained so much experience with your fiery temperament, as well as your smoke cloud, that you can do extra damage to those under its influence.
You gain advantage on attacks against any creature that is currently burning. Whenever you use your sneak attack you can add 6d6 fire damage to the attack. Creatures that are resistant to fire damage take full fire damage from any of your attacks. Creatures that are immune to fire damage take half fire damage from any of your attacks.
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