Fighter
Base Class: Fighter

"They're... All from our Office... Firefist Office..."

The Firefist is a group of people who use a special type of fuel to empower their weapons, mainly fists, with flame, and have a vendetta against Vampires.

Burn every drop of Filthy Blood

"Rain… Big sis hated it. Said it makes everything feel clammy and cold, said she can't even spark the fire right when it rains…"

District 12 Workshop Fuel
You gain 10 stacks of District 12 Fuel when rolling initiative or after completing a short rest. District 12 fuel is spent to use some features of this subclass. Track the amount of fuel expended in an encounter, which is used for some features, Fuel expended is added before any rolls, so spending Fuel on an attack that gets stronger with expended fuel will add its fuel cost to your Expended Fuel before calculation. At the end of combat, your Fuel Expended is reset to 0
At level 7, your max stacks increase to 15.
At level 15, your max stacks increase to 20.

Flame Throw
Before rolling for damage on a weapon attack or Unarmed strike, you can choose to expend 1 stack of District 12 Fuel to add 1d6 fire damage to the attack.
As a bonus action, you can expend 2 stacks of District 12 Fuel to project a 20 foot cone of Flame, any creature in the cone must make a DC (8 + Your proficiency bonus + {Expended District 12 Fuel/4 rounded down}), creatures that fail the saving throw take 2d6 fire damage, with creatures that succeed taking half damage. Vampires, Vampire Spawn, and anything else similar to a vampire take maximum damage.
At 7th level, the bonus fire damage from your attacks becomes 1d8, and the base save DC becomes 9 instead of 8.
At 10th level, the cone damage becomes 3d6.
At 15th level, the base save DC becomes 10 instead of 8, and creatures that fail the save take additional fire damage equal to half your Expended Fuel (rounded up).

Filthy Blood...!
You gain a +1 bonus to attack rolls against vampires, vampire spawn, and similar creatures.
In addition, whenever you deal fire damage to such a creature, add your proficiency bonus to the damage dealt.
If your fire damage reduces a vampire to 0 hit points, it cannot use its 'Misty Escape' feature.
At 7th level, the attack bonus increases to +2.
At 10th level, the attack bonus increases to +3.
At 15th level, fire damage you deal prevents vampire regeneration until the start of your next turn, as though the damage were radiant.

 

Reduce that Damned place to Ash

"Care to spare me a 'cig? I've got a light... Guess that's all I've got, huh..."


Burn it all down
After rolling maximum on a fire damage dice, the space the hit creature was standing is lit on fire. Any creature that starts, ends, or passes through a space lit on fire takes 1d6 fire damage. A creature can extinguish a burning space within its reach as a bonus action. Heavy rain, strong wind, cold damage, or a significant amount of water extinguishes the flames.
You can choose any amount of creatures to take half damage from this fire. You can light a number of squares equal to your proficiency bonus each turn. Ignited spaces created by this subclass last for 3 minutes unless extinguished
At level 10, you gain resistance to fire damage.

The DM may group connected ignited spaces into a single burning area for ease of play


All consuming Fire
When hit by an attack, as a reaction you can spend 2 District 12 Fuel to deal 2d4 fire damage to all creatures you choose within a 10 foot radius sphere centered on yourself.
At level 10, add one quarter of your expended District 12 Fuel to the damage of this feature.
At level 15, you gain temporary hit points equal to half the damage dealt with this feature.

I'd return to burn it all down

"I just want to see La Manchaland burn. It's the least I can do as the last survivor of Firefist Office."


I have to keep going...
Once per long rest, you can regain half of your expended District 12 fuel as a bonus action. This does not reduce your Expended Fuel.
At level 18, you regain all of your expended District 12 fuel instead.


Volatile Flame

When you would expend Fuel but have none remaining, you can choose to take 1d6 fire damage for each Fuel spent instead.
You can replace a number of Fuel this way up to half your maximum Fuel per turn.
This damage ignores resistance and immunity.

 

All Burnt to Ashes.

"… I'll leave nothing but ashes next time. I won't leave even a drop of blood for you to lap on"



Ashes to Ashes
Space that you ignite creates a thick haze of smoke around it, all squares within 5 feet of the fire become lightly obscured, and creatures inside of the smoke must make a DC 10 Constitution saving throw when starting its turn in the smoke, on a failure, the creature begins coughing violently until the start of its next turn. While coughing this way, the creature cannot take reactions and has disadvantage on its next attack roll before the end of its turn.
If a fire has 2 other instances of fire adjacent to it, the smoke becomes thicker, changing all squares within 5 feet of any of the ignited areas to become heavily obscured, and creatures passing through or inside of the smoke must hold their breath as if they were underwater.


Firefist Office Mask
You can see normally through nonmagical smoke, fog, and other obscuring effects created by fire or similar hazards.
In addition, you can hold your breath for 10 additional minutes.
You can grant these benefits to up to two willing creatures during a long rest. The benefits last until your next long rest.

Firefist

"RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGHHHH!!!!! YOU VERMIN-LIKE BASTAAARRRRRRRRDDS!!!"


Firefist
As an action, you can unleash a strike fueled with fire, agony, and rage.
You can spend an action and 10 District 12 Fuel to empower a single strike, make a weapon attack or unarmed strike, the attack has an additional +2 to hit, and deals an additional 8d8 Fire damage and the target must succeed on a Strength saving throw or be knocked prone and pushed up to 10 feet away from you.
If the attack misses, flames erupt around you. Roll 1d8; that many unoccupied spaces within 10 feet of you ignite.


Your attacks ignore resistance and immunity to fire damage.


All-Consuming inferno
At the start of each of your turns, each ignited space can spread fire to one adjacent unoccupied space of your choice.
Whenever fire spreads this way, roll a d4. On a 4, the flames immediately spread again from the newly ignited space.
The fire cannot spread through magical barriers, across large bodies of water, or into spaces without combustible material, at the DM’s discretion.

Firefist Office Survivor Image

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