Barbarian
Base Class: Barbarian

A Toa of Fire, you have been chosen by Mata Nui to be the herald of his divine Flame, giving you control of heat and fire. Ta-Matoran, those tied in soul to fire, are a proud and passionate people, valuing courage and strength. They feel deeply, responding with fierce anger and dedicating profound loyalty to their allies. Toa of Fire are traditionally the most confident and charismatic of their brothers, often finding themselves as leaders of their parties. When a Toa of Fire hits, they hit hard, and they don't stop until the foes are defeated. When those strong emotions boil over into a furious rage, Toa of Fire will burn everything that threatens their loved ones to the ground. 

One with Fire

When you are chosen for this path at 3rd level, you feel the flames in you. You are immune to Fire damage and ignore the effects of extreme heat. When you rage, you deal 1d4 extra Fire damage. This increases to 1d6 at 9th level, 1d8 at 13th level, and 1d12 at 20th level. This effect is lost if you are wading or submerged in water. 

Fire Casting

Mata Nui grants you powers beyond that which is natural, allowing you to manipulate fire in ways that resemble magic. You gain three cantrips: control flames, and produce flames. 

As you gain levels in this class, you learn fire-based spells. Fire is controlled through passion, determination and willpower. Charisma is your spellcasting modifier for Fire Spells, which require verbal and somatic components only. Additionally, fire's violent tendencies and destructive nature can be powered by rage- you can cast fire spells while in a rage. You do not apply rage attack damage to spells, and saves to maintain Concentration while in a rage are at disadvantage. 

You cast spells using elemental points. You have a number of points equal to half your Barbarian level, which are regained whenever you finish a long rest. The cost of each spell is shown in the Fire Spells table. 

BARBARIAN LEVEL

SPELLS

ELEMENTAL POINTS

3rd

burning hands, searing smite

1

5th

Aganazzar’s scorcher, heat metal

2

9th

fireball, beacon of hope

3

13th

fire shield, wall of fire

4

17th

immolation, flame strike

5

20th

investiture of flame, fire storm

7

 

Additionally, you gain proficiency in Charisma saving throws. 

Aura of Valor

Additionally, you gain an Aura of Valor. Whenever you make a saving throw against fear, you and all creatures within 10 feet of you can add a bonus equal to your Charisma modifier. While raging, you are immune to fear.

The range of your aura increases to 30 feet at 18th level.

Incinerating Critical

Beginning at 10th level, you can incinerate your enemies. Whenever you score a critical hit, the enemy is ignited, and takes fire damage equal to your Charisma modifier at the start of each of its turns. Additionally, the leaping flames reach out to nearby enemies. Whenever a creature takes damage from this effect, all creatures within 5 feet must make a Dexterity saving throw or be ignited as well.

The ignited creature can spend one action to douse the flames and end this effect.

Inferno

At 14th level, you cannot contain the fire within you. Every time you score a hit with a melee weapon, your next strike gains a +1 to the attack roll. This continues to stack until it equals your Charisma modifier. The count resets whenever you miss an attack or do not make an attack on your turn.

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