Base Class: Fighter
Many tales have been told about the Satarian Empire’s elite soldiers - the Ember Knights. Some claim they were born in the volcanoes of the Ashburn Ridge, others that they are virtuous fire elementals in disguise. The truth is that each Ember Knight was blessed at birth with a fraction of the power of Ildhoinulth, an ancient and powerful red dragon that dwells beneath the fire giant stronghold of Charhelm. These soldiers truly embody the primal element of fire as they fight like raging flames - burning the enemies of the empire they serve into cinders with their attacks.
Blazing Arms
Beginning when you choose this archetype at 3rd level, you’ve learnt how to imbue your weapon attacks with the power of a raging fire. As a bonus action, you can engulf a weapon you’re currently holding in magical flames for 1 minute. Immediately after doing so, you gain temporary hit points equal to your level in this class. While these flames are burning, attacks with the weapon deal an additional 1d4 fire damage and are considered magical. The fire damage increases to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level and 1d12 at 20th level.
You can use this ability once per short rest.
Blood of Cinders
Also at 3rd level, your fiery blood has manifested as a resistance to fire and heat. You are now resistant to fire damage. Additionally, you learn the Control Flames and Produce Flame cantrips. Constitution is your spellcasting ability for these cantrips.
Flamewrought Steed
At 7th level, you can summon a steed born from fire and flame to serve as your mount. You learn the Find Steed spell, and can cast it once per long rest without requiring any material components. When you cast this spell, the steed you create has the elemental creature type and resistance to fire damage. Constitution is your spellcasting ability for this spell.
Wings of Ildhoinulth
At 10th level, you’ve learnt how to harness the flames that roil inside you to conjure draconic wings made from fire and flame. You can use these wings to perform any of the following abilities:
Ascending Dragon. As a bonus action, you can grant yourself a flying speed of 60 feet until the end of your current turn.
Gliding Fall. As a reaction to taking falling damage, you can choose to lower the amount of damage you take by a number equal to twice your fighter level.
Wings of Salvation. As a reaction to yourself or an ally within 60 feet of you being targeted by an attack or spell, you can move the target 30 feet in any direction. If you choose to move the target upwards, it gently floats down to the ground at the beginning of its next turn. The spell or attack then fails if this movement puts the target out of range.
You can use this feature a number of times equal to your Constitution modifier per long rest.
Roaring Inferno
At 15th level, you’ve learnt how to increase the heat and ferocity of your flames, transforming them into roaring bursts of fire. Any fire damage you deal to hostile creatures ignores resistances to fire and treats immunities like resistances.
Soul of Flame
At 18th level, the fiery blood that flows through your veins has improved your abilities further, pushing them to their utmost limits. You are immune to fire damage, and whenever you lose all of the temporary hit points granted to you by your Blazing Arms feature, the creature that dealt you that damage takes fire damage equal to one roll of your Blazing Arms die plus your Constitution modifier.
Previous Versions
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5/31/2021 5:51:46 PM
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