Base Class: Barbarian
Barbarians who follow the Path of the Ember Warrior have a deep, innate connection with heat and fire. This connection often comes from traditional desert tribes' rituals in which the peoples of the sandy wastes will worship and offer their strength to the gods of fire and sun in exchange for success in their endeavors. However, it is not unheard of for people of all walks of life to pursue the Path of the Ember Warrior, fascinated or otherwise drawn to the purity of flame and fury.
Level 3: Flamebringer
When you take this path at 3rd level, you gain the ability to harness fire while Raging. When you deal your additional Rage damage, you can choose this damage to be Fire damage instead.
Additionally, when you use your Reckless Attack feature, you harness flame to make your attack more damaging. If you still miss the attack roll, you can deal your Rage damage as Fire damage.
Level 6: Blazing Wrath
Beginning at 6th level, you become Resistant to Fire damage. While Raging, the first time you deal Fire damage to a creature on your turn you can ignore Resistance and treat Immune creatures as Resistant.
When you deal this Fire damage, you can force the targeted creature to make a Constitution saving throw (DC 8 + Proficiency Bonus + your Constitution modifier). On a failure, the creature is Vulnerable to fire damage until the end of your next turn. You can use this feature a number of times equal to your Proficiency Bonus per Short Rest.
Level 10: Reckless Flame
Beginning at level 10, when you use your Reckless Attack feature and succeed on the attack roll, you can force 1 creature (increasing to 2 creature at level 18) within melee weapon range to make a Dexterity saving throw (DC8 + Proficiency Bonus + your Constitution modifier). On a failure, a creature takes Fire damage equal to twice your Rage damage bonus.
Level 14: Mantle of Flame
Beginning at 14th level, you harness the power of elemental flame while raging. Once per long rest, you can activate your Mantle of Flame when you enter your Rage, gaining the following benefits:
Burning Strikes. Your melee weapon attacks deal an additional 2d4 fire damage.
Fiery Lash. As a Bonus Action on your turn, you can cause a lash of fire to strike a creature within 15 feet. This is a melee weapon attack (using Strength for attack and damage). On a hit, the creature takes 2d8 fire damage and is Restrained (Escape DC 16).
Brand of Fury. A creature hit by your Fiery Lash glows with red-hot embers until the start of your next turn. The next time you hit the marked creature with a weapon attack, it takes an additional 1d8 fire damage, and the mark ends.
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