Base Class: Barbarian
Fire is a force of nature. Despite what many attempt throughout their lives, whether through bargains with unknowable creatures or magic, fire is very hard to tame. By its very nature, fire is chaotic, dangerous and unpredictable. Lighting a fire on the battlefield is just as likely to wipe you and your troops out as it is to harm your enemies. By following the Path of Embers, you have come to realize that fire is not meant to be restricted or captured to be used properly. It must be simply directed towards the enemy and left to do what it does best; destroy.
Now, though, you have the same capability for destruction. Let the raging inferno inside you cause untold anarchy, and revel in the pyre you have built for all.
Cruel Flare
Starting at 3rd level when you choose this subclass, your strikes begin to burst into a glorious display of flame.
Whenever you hit a creature with a weapon attack while raging, it takes an additional 1d4 fire damage.
In addition, you become resistant to fire damage while raging.
Finally, when you make an attack with advantage and hit, you deal extra fire damage equal to your Rage Damage.
Eternal Sun
Starting at 10th level, you gain the following effects:
- If you are within 5 feet of a fire that is the same size as you or larger and there is another fire within 30 feet of you, you can use a bonus action and spend 5 feet of movement to teleport to a space within 5 feet of either fire.
- You become immune to the effects of extreme heat, as described in the Dungeon Master's Guide.
- You become immune to fire damage while raging.
Pyre Starter
Starting at 3rd level, you can use your action to touch a flammable object that fits within a 5 foot cube or smaller that isn't being worn or carried (such as a pile of wood or a bale of hay) and cause it to ignite.
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