Base Class: Fighter
Born from the heart of a volcano or blessed by a solar deity, the Ignis Vanguard is a warrior whose very soul is a raging inferno. While other fighters rely on the cold strength of steel, you channel the living essence of the sun. You do not just survive the heat; you are the heat.
Heart of the Forge
Ignis Vanguard: 3rd Level Feature
The fire within you has burned away your mortality, leaving behind a core that cannot be extinguished. It sustains you where others would perish, turning the world's most hostile environments into your sanctuary.
The fire within you has burned away your mortality, leaving behind a core that cannot be extinguished. It sustains you where others would perish, turning the world's most hostile environments into your sanctuary.
- Volcanic Soul: You gain immunity to fire damage, poison damage, disease, and being poisoned that cannot be bypassed. You are also resistant to cold damage.
- Thermal Siphon: When you would take fire damage, you instead regain HP equal to the damage. If at max HP, you gain an equal amount of temporary HP.
- Magma Walker: You can walk on lava and magma as if it were a solid, safe surface.
- Cinder Sight: You gain 120 feet of Darkvision.
- Searing Strikes: Your successful weapon attacks deal an extra 1d6 fire damage. At 7th level this increases to 3d6 fire damage.
- Intense Heat: Your fire damage ignores Resistance and Immunity. Creatures you damage with fire cannot regain hit points until the start of your next turn.
- Forge Master: You gain proficiency in Arcana. Additionally, you gain expertise with Smith’s Tools, meaning your proficiency bonus is doubled for any check you make with them.
- Ever-Burning Will: You learn Ignan. You can cast the following spells at will, using Constitution as your spellcasting ability and requiring no material components or concentration: Control Flames, Create Bonfire, Fire Bolt, Produce Flame, Hellish Rebuke, Faerie Fire, Burning Hands, Continual Flame, and Heat Metal. You can cast any of these spells as a bonus action if they can be casted as an action.
- Internal Furnace: You can use your internal heat to survive in temperatures as low as -50 degrees Fahrenheit without additional gear, and you do not need to eat or drink as long as you spend at least 1 hour in direct contact with a flame each day.
Mantle of the Phoenix
Ignis Vanguard: 7th Level Feature
Your inner fire intensifies, spilling outward to grant you dominion over the sky and an aura of pure destruction that defies even the strongest magical protections.
Your inner fire intensifies, spilling outward to grant you dominion over the sky and an aura of pure destruction that defies even the strongest magical protections.
- Solar Ascent: You gain a flying speed of 60 feet and can hover as you propel yourself through the air with continuous jets of flame from your body.
- Flame Aura: As a bonus action, you can emit a 10-foot aura. Any creature starting its turn there takes fire damage equal to your Constitution modifier. You can end the aura with no action required.
- Ignited Bolts: You can cast Flame Arrows at will, requiring no concentration.
Living Pyre
Ignis Vanguard: 10th Level Feature
Your physical form begins to blur the line between flesh and flame. You move with the flickering unpredictability of a wildfire, reacting to threats with blinding bursts of solar energy.
Your physical form begins to blur the line between flesh and flame. You move with the flickering unpredictability of a wildfire, reacting to threats with blinding bursts of solar energy.
- Blazing Step: When you use Action Surge, you can teleport up to 30 feet to an unoccupied space you can see that is either on fire or occupied by a creature affected by your spells.
- Flash Fire: When a creature within 30 feet attacks you, you can use your reaction to impose disadvantage on the roll with a burst of light.
- Thermal Vent: When you use Second Wind, you can choose to release a blast of steam and heat. All creatures within 10 feet of you must succeed on a Strength saving throw (DC 8 + Prof + Con) or be pushed 10 feet away from you and knocked prone.
Eternal Inferno
Ignis Vanguard: 15th Level Feature
You have become a conduit for the most devastating fires known to the multiverse. Your blood is liquid lead, and every foe you strike down only serves to stoke the furnace of your resolve.
You have become a conduit for the most devastating fires known to the multiverse. Your blood is liquid lead, and every foe you strike down only serves to stoke the furnace of your resolve.
- Supreme Pyromancy: You can cast Immolation and Investiture of Flame at will, requiring no concentration.
- Molten Retribution: When a creature hits you with a melee attack, they take 2d10 fire damage from your reactive, molten blood.
- Fuel to the Fire: Whenever you reduce a creature to 0 hit points with fire damage, you immediately regain a use of your Second Wind or Reaction.
Avatar of Ash
Ignis Vanguard: 18th Level Feature
You reach the peak of solar power, becoming an elemental force of nature. Even death is merely a transition, as your final breath ignites a supernova that resets the cycle of life.
You no longer age, cannot be aged, and can't die from old age.
You reach the peak of solar power, becoming an elemental force of nature. Even death is merely a transition, as your final breath ignites a supernova that resets the cycle of life.
You no longer age, cannot be aged, and can't die from old age.
- Avatar of Ash: While Investiture of Flame is active, your flying speed increases to 90 feet, and your Flame Aura expands to 30 feet.
- Final Spark: Once per long rest if you are reduced to 0 HP, you explode in a 30-foot radius. Enemies must make a Dexterity saving throw or take 10d10 fire damage or half as much damage on a successful save. You then regain HP equal to half your maximum and stand up.
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