Base Class: Ranger
Molten Scouts range through regions of extreme heat—lava flows, magma chambers, and the lairs of red and gold dragons. Their tempers burn as hot as the environments they’re forged in. Hardened by fire, they grow not just accustomed to heat, but empowered by it, earning their talents through survival rather than training alone.
Legends claim that the eldest Molten Scouts wield enough raw strength to drive off—or even slay—white dragons, the same beasts that entomb entire kingdoms beneath ice. Those who accomplish such a feat shed their former name and are granted a feared title: Molten Troopers
Level 3: Molten Imbuement
Your time in hot areas have allowed you to call upon the earth to ignite your arrows and imbue them with molten fire. Your arrows when they strike will do fire damage instead piercing.
Level 3: Magma Explorer
You gain the following benefits.
Burning heat . Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to fire damage.
Fire Resistance. You have Resistance to Fire damage.
Level 3: Hunter’s Cinder
Scorching heat wreathes you and your prey, hardening your resolve while searing theirs. When you cast Hunter’s Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level, while also adding an additional d6 for half your level rounded down on the target you used Hunter’s Mark on.
Volcanic Pursuit
Starting at 7th level, the heat of your mark drives you relentlessly toward your quarry.
While a creature is affected by your Hunter's Mark, your walking speed increases by 10 feet. In addition, creatures have disadvantage on opportunity attacks made against you.
Your movements leave faint trails of heat and drifting embers, allowing you to weave through the battlefield with supernatural agility.
Eruption Shot
Beginning at 11th level, your empowered ammunition erupts on impact.
Once per turn when you hit a creature with one of your fire-imbued attacks, you can cause molten energy to burst outward. Creatures of your choice within 10 feet of the target must succeed on a Dexterity saving throw against your Ranger spell save DC or take fire damage equal to your Wisdom modifier.
This eruption ignites unattended flammable objects that aren't being worn or carried.
Living Inferno
At 15th level, your body becomes a vessel of living flame.
While a creature is affected by your Hunter's Mark, you gain immunity to fire damage.
Additionally, you can move through the space of any creature Large or smaller. The first time each turn you move through a creature's space, it must succeed on a Constitution saving throw against your Ranger spell save DC or be blinded until the start of your next turn by a burst of ash and searing heat.
A creature can only be affected by this feature once per turn.
Previous Versions
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