Base Class: Ranger
Fire keepers are wardens tasked with protecting cities and the vital wilderness from wildfires and uncontrolled blazes. They harness the power of fire to extinguish or curtail large conflagrations, but they also use controlled flames to clear away dangerous tinder and punish those arsonists they manage to catch. Unlike druids of flame, fire keepers hold no reverence for fire elementals, regarding them only as wildfires; they must be controlled or put down if released into the Material Plane.
Fire Keeper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fire Keeper Spells table. If the table lists multiple spells for a level, you choose only one of them to learn. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. These spells can’t be replaced when you gain a level in this class, but instead you can change your decision for one level on the table.
Fire Keeper Spells
Ranger Level
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Spell
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3rd | burning hands, conflagration (new), create or destroy water |
5th | pyrotechnics (XGE) |
9th | flame arrows (XGE), stinking cloud |
13th | fire shield |
17th | blazing thunderbolt strike (new), immolation (XGE) |
Culling Flame
Beginning at 3rd level, you can augment your weapons with flame that not only burns, but destroys other flames, absorbing their heat. As a bonus action, you imbue one or two weapons you are holding with flame, lasting for 1 minute or until you stop holding the weapon.
The first time each turn that you hit a target with a weapon attack using any imbued weapon, the attack deals 1d6 extra fire damage. If the target is immune to fire damage and has a body or aura that deals fire damage when hit (such as fire elementals, balors, or azer), the attack deals 1d8 extra cold damage instead.
Controlled Burn
Starting at 3rd level, you and objects you are wearing or carrying can't be on fire (except for magical fire such as the immolation spell) unless you allow it or you are incapacitated, and you can breathe ashes, smoke, and the stinking cloud spell without any negative effects.
In addition, when you cast a spell that lights flammable objects on fire, you can prevent the spell from doing so.
Through Fire and Smoke
At 7th level, you become inured to the effects of the flames you fight to contain, along with the toxic smoke and ash they bring. You gain resistance to fire damage, you have advantage on saving throws against poison, and you don't suffer disadvantage on attack rolls caused by your target being heavily obscured.
Also, you can use an action or bonus action on your turn to extinguish any nonmagical flames in a 10-foot cube that you can see within 30 feet.
Scatter the Blaze
Starting at 11th level, when you deal fire damage to a target using a spell or class feature, you can also deal 1d6 fire damage to each other creature of your choice within 10 feet of the target. Also, when you deal cold damage to a target using your Culling Flame feature, you can deal 1d8 additional cold damage to that target.
Once you have used this feature, you can't do so again until the start of your next turn.
Flame Warden
At 15th level, you learn how to use flames to defend yourself. When a creature that you can see within 5 feet of you hits you with a melee attack, you can use your reaction to fling sparks at the attacker. It must succeed on a Constitution saving throw against your ranger spell save DC or it is lit ablaze. Until a creature takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns.
In addition, you defend well against creatures that are ablaze and creatures that have a body or aura that deals fire damage when they're hit with a melee attack. Those creatures have disadvantage on melee attacks against you while you aren't incapacitated.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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9/8/2021 9:19:05 PM
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64
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68
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1.0
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Coming Soon
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