Fighter
Base Class: Fighter

The flame-shaped birthmark on your body is a symbol of your familial relation to Scarlet the Brave, the first hero of Ivoire to seal away Sulphur with their power. Your soul burns with the power of truth, waiting to unleash the sleeping beast in your heart and guide you fist first into battle. Few individuals have this trait, and fewer still are able to manifest it the way Scarlet did during their fateful battle. Luckily, you are one of those people.

Burning Soul

The use of your abilities is fueled by the burning of your soul. Overreliance on these special powers will eventually wear away at you until you are just a charred husk. You aren't immune to your own flames and with too much overuse, the heat will eventually get to you.

Birthmark

You have a flame-shaped birthmark somewhere on your body. You can choose where that birthmark is or you can roll for it. (It is recommended that if you plan to choose this subclass that you do this during character creation.)

1d6 Birthmark location
1 In one of your eyes.
2 On the side of one of your thighs.
3 On your foot.
4 On the back of one of your shoulders.
5 On your arm.
6 On your lower back.

Fire Bolt

Starting at 3rd level, you gain the ability to cast the fire bolt cantrip. The spell uses your constitution modifier as a spellcasting ability.

Soul Burn

You have a number of charges for your burning soul abilities equal to your proficiency bonus. Any time you deal damage with an ability that consumes a soul burn charge, you take half of the damage rolled, and your maximum HP is reduced by the same amount. This damage can not be reduced in any way. This HP reduction lasts until you finish a long rest. You regain expended charges when you finish a short rest.

Your maximum HP cannot be reduced below 1. If you reduce yourself to 0 HP using one of your burning soul abilities, you have disadvantage on death saving throws until you are stabilized. The action to stabilize you increases to a DC 15 Medicine Check.

Psycho Burgundy

Starting at level 3, you can use an attack to make an unarmed strike that deals fire damage. Roll for an unarmed strike as normal. On a hit, the target takes an additional 2d8+CON fire damage. This damage increases by 1d8 at 5th lvl, 11th lvl, and 17th lvl. This ability consumes one charge from your Soul Burn feature per attack made.

Wings of Passion

Starting at 7th level, you gain the ability to cloak yourself in flames, as well as sprout wings of flame. On your turn you can use a bonus action and spend a soul burn charge to gain a flying speed of 60ft for 1 minute. During this time, any creature that makes a melee attack against you takes 1d8 fire damage. Burning Soul's effect does not apply to this damage. Flammable objects that aren't being worn or carried will be ignited on touch. Additionally, if you become soaked with a non-flammable liquid (such as water) the ability ends prematurely and you can not activate it again until you dry off.

When you activate this ability you take 2d8 fire damage that can not be reduced and your maximum HP is reduced by the same amount.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Scorched Earth

Starting at 15th level, you gain the ability to plant an explosive remnant in an enemy. On your turn, you can use a soul burn charge and an action to make an Unarmed Strike dealing fire damage against a creature. On a hit, you plant an explosive chunk of your soul within the creature. Until the end of your turn, you no longer provoke attacks of opportunity, and at the end of your turn, the explosive detonates. Each creature within a 10ft radius of the target creature, must make a DC 8 + proficiency bonus + CON Dexterity Saving throw. On a failed save, a creature takes 12d6+Con fire damage, or half as much on a successful save. The creature you hit with the Unarmed Strike automatically fails their saving throw.

Phoenix Blessed

Starting at 18th level, when you fall to 0 HP, you can choose to rise to your feet on your next turn and continue to fight for 1 minute. During this time, You still roll death saving throws and suffer the normal effects of taking damage at 0 HP. You cannot be healed, others can't use their action to stabilize you, and you can use your soul burn abilities without consuming charges or damaging yourself. At the end of the minute, if you stabilized by succeeding on your death saving throws, you become unconscious and are stabilized. If you failed your death saving throws, you crumble to dust. You cannot be resurrected unless by a wish or true resurrection spell. Once you use this ability, you can't use it again until you finish a long rest.

You can not activate this ability if you fall to 0 HP as a result of your burning soul.

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