Barbarian
Base Class: Barbarian

Many have compared the ferocity of a barbarian’s rage to a fire, but no mere tribal fury can compare to the wildfire burning within a Flamespeaker. They are driven not by simple anger, but the primal fury of elemental magic, and harness the spiritual fire of their rage. This power is innate, and shared by creatures of natural arcana such as elementals and phoenixes. As the fires blaze within them, even occasionally consuming them, these barbarians release this barelycontained inferno in blasts of heat from their weapons and pillars of fire from their mouths.

Flamespeakers often live lives defined by extremes. In the far reaches of the north, where icy winds are more dangerous than any axe, flamespeakers are revered and hailed as heroes to the tribes. These men and women are spiritual and political leaders whose opinions can start or end wars. On the high seas, surprisingly, flamespeakers are in-demand for coastal raids and ship-to-ship engagements. In most of the wooded regions of the world, though, flamespeakers are hunted like monsters and considered too dangerous to let live. Those flamespeakers who survive the inferno of their youths often settle into strangely calm lives, choosing the simple life of a farmer or tradesperson as the embers of their life burn down.

In Faerun, these driven women and men set out to make their marks on the world at a young age. Their great potential, and their fiery passions often guide them to join one of the competing factions. In Ravenloft the flamespeakers are less common and far less open with their power, sometimes meeting secretly in a tight-knit clan of secret flamespeakers. In Ravnica, these barbarians would find themselves most at home in Gruul Clan territory, or among the warriors of the Boros Legion.

It is said that if a child with great sorcerous potential never awakens their magic, it will grow in intensity inside themselves until a fire emerges untamed in their soul. Perhaps these primal barbarians are the result of that same potential, but harnessed by strength and will alone.

 -Tasha, Tasha's notebook

Kindled Fury

Starting when you choose this path at 3rd level, your flames of fury can ignite at the slightest spark. You can activate your rage feature as a reaction in response to a creature you can see making an attack, casting a spell, or activating a magic item. Doing so allows you to gain the benefits of your rage prior to the attack or magical effect.

Raging Inferno

Also at 3rd level, whenever you rage your body, armor, and weapons are wreathed in spectral flame, which grants you resistance to cold and fire damage, and sheds dim light in a 10 foot radius.

Additionally, whenever you make a melee weapon attack while you are raging, you can use fire damage in place of the bludgeoning, piercing, or slashing damage normal for the weapon. If you choose to replace your damage in this way against a flammable object that is not being worn or held, the object ignites. Objects ignited in this way are put out when your rage expires.

Breath of Flame

Starting at 6th level, while you are raging you can use your action to breathe deeply and expel spiritual fire from your mouth in a 15 foot cone. Each creature caught in the area must succeed on a Dexterity saving throw (DC equals 8 + your Constitution modifier + your Proficiency bonus), or take fire damage equal to 3d6 + half your barbarian level and ignite in flames for 1 minute. On a successful saving throw, a creature takes half damage and is not ignited.

An ignited creature takes 1d6 fire damage at the start of each of its turns. If the ignited target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as being submerged in water), the effect ends.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Flamespeaking

Starting at 10th level, the fire burning in your soul allows you to communicate with the spirits in natural flames. Up to three times per long rest, you can ask a fire one simple question, which they will truthfully answer. Typical questions include: “who started you?” “what are you burning?” “how long ago did you start?” “has a dwarf with a red beard passed this way?”

Fires have limited knowledge; treat the fire as having 7 Intelligence, with vision and hearing of the area which it illuminates. The fire’s memory only reaches back to the time it was lit. Most flames are too simple minded to give dependable advice or make judgments of character.

Additionally, each time you speak to a fire, you can convince it to behave in a specific way. For instance, you may ask the fire to project sparks, or to spread in a certain direction, but it cannot be convinced to burn hotter or spread faster than it normally would. This behavior also cannot break the physical rules of how a fire normally behaves, such as asking the fire to burn an inflammable object.

Form of the Inferno

Beginning at 14th level, while you are raging you can use your bonus action to turn your body into spiritual flame. While burning in this way, you can move through the space of other creatures, as long as you do not end your movement in an occupied space. The first time you move through a creature’s space each turn it takes damage equal to your Constitution modifier (minimum of 1).

While burning in this way, whenever you replace the damage of your weapon attack with fire damage, you can double your rage bonus damage for that attack.

This effect lasts until the end of your turn, but whenever this form would end, you can extend it until the end of your next turn by burning away 5 of your hit points. You can enter this form three times, and you regain any expended uses when you finish a long rest.

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