Base Class: Ranger
Elemental power of nature gives the Firefletcher archetype the ability to infuse their arrows with fire, and use special burning abilities. Often regarded as a strange exception in any conclaves, taking advantage of natures most destructive and unpredictable force.
Flamefletcher Magic
Starting at 3rd level, when you chose this archetype, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Flamefletcher Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Flamefletcher spells:
3rd Hellish Rebuke
5th Scorching Ray
9th Elemental Weapon
13th Elemental Bane
17th Flame Strike
Fire infusion
Your affinity to fire allows you to ignore the resistance to fire damage of your favored enemies, and treat fire immunity as fire resistance (this resistance won't be ignored, unless you remove it with another ability, such as the Elemental Bane spell).
Additionally, whenever you hit a creature with a weapon attack on your turn, you can deal additional 1d6 fire damage. You can use this feature a number of times equal to your proficiency bonus, and regain all uses whenever you finish a short or long rest.
The damage increases to 2d6 fire damage on 11th level.
Burning Restoration
Starting at 7th level, when you reduce a creature to 0 hit points on your turn, you can use your reaction to restore one spell slot you are missing. You can use this ability twice, and regain both uses when you finish a long rest.
Arcane Fire
Starting at level 11th, whenever you deal damage that is not piercing, bludgeoning, or slashing with a spell, you can turn the damage to fire. If you do, you can add your Wisdom modifier to one damage roll of that spell.
Shadowburn
Starting at 15th level, you can cast Hellish Rebuke spell at will.
All fire you create with spells and abilities can be dim if you chose it to be for the purposes of keeping your position hidden. If you miss a spell attack against a creature, or a creature succeeds on a saving throw against your spell that deals fire damage, you don't reveal your position while hiding.
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