Base Class: Barbarian
Nomadic caravans sail across sand dunes on wind-skiffs powered by heated air and crystal sails.
They revere the Burning Sky, a semi-divine concept representing the freedom and fury of magic itself.
Fire and wind magic are tools of both survival and worship — they forge weapons from sun-baked metal and sing through crystal windpipes that focus magic like flutes.
Fire of the Dunes
While raging, you emit a blazing aura of searing heat and dancing embers.
Aura Effect: When your rage activates and at the start of each of your turns while your rage is active, every creature of your choice within 10 ft makes a Dexterity Saving Throw, on a fail the creatures takes fire damage equal to your current aura’s die (starting at 1d6) and take half as much on a successful save.
Saving Throw: Constitution save for half (DC = 8 + proficiency + Con modifier).
Vessel of the Dune
Starting at 6th level: You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
Comments