Martial Archetype - Kindler

by Blackbando

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Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature. The following option is available to a fighter, in addition to the options offered in the Players Handbook.

Kindler

Kindlers are fighters who choose to bear a torch for others, a symbolic flame which signifies guidance, protection, and life. While to many fire might be seen as something with no more purpose than to kill and destroy, a kindler wields its heat similarly to how another might hold a shield, though they are no stranger to using fire for offensive purposes as well.

Kindler Features
Fighter Level Feature
3rd Torchbearer, Living Flame (2 uses)
7th Resting Bonfire
10th Inspiring Spark, Living Flame (3 uses)
15th Brilliant Flare
18th Eternal Ember

Torchbearer

When you choose this archetype at 3rd level, you learn to wield torches as weapons. A lit torch becomes a melee weapon dealing 2d4 fire damage with the light property for you.

Credit

Made using GMBinder

Created by /u/Dingo_Chungis, aka Blackbando.

Art by MenasLG.

Living Flame

Also, at 3rd level, you can temper your inner flame, and release it as a bonus action if you are wielding a torch. When you do so, for the next minute, whenever you hit a creature with a lit torch, you can use your bonus action to inflict one of the following conditions on the creature.

Branding Flame. The creature must succeed on a Dexterity saving throw, or be branded by you for the duration of your Living Flame. While the creature is branded, it takes 2d4 fire damage at the start of each of its turns. It can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Cauterizing Flame. The creature must succeed on a Constitution saving throw, or be unable to regain hit points until the start of your next turn.

Sinister Flame. The creature must succeed on a Wisdom saving throw, or be frightened of you until the start of your next turn.

The effect ends early if you either choose to end it (no action required), if you let go of your torch, or if your torch is extinguished. The saving throw DC for these effects is calculated as follows:

You can use this feature twice, and regain all expended uses after a short or long rest. When you reach 10th level, you gain a third use of this feature.

Resting Bonfire

At 7th level, you can conjure up a calming fire during a short rest. If you or any friendly creatures regain hit points at the end of the short rest by spending one or more hit dice, each of those creatures regains additional hit points equal to 1d4 + half of your fighter level (rounded up).

Inspiring Spark

Beginning at 10th level, your Living Flame feature inspires confidence in your allies. While a creature is within 20 feet of you while you are using your Living Flame, it cannot be frightened.

Brilliant Flare

Starting at 15th level, the flames that live inside of you burst out when you push yourself to your limits. When you use your Action Surge, all creatures of your choice that can see you within 20 feet must succeed on a Constitution saving throw, or be blinded until the start of your next turn.

Eternal Ember

By 18th level, when you roll initiative and have no uses of your Living Flame remaining, you regain one use of it.

 

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