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# The Flame Heart Fighter Archetype #### Heart of the Hearth I Beginning when you first choose this archetype at 3rd level, you gain the innate ability to summon flames to assist you in battle. ## You can choose 2 of the following options. All abilities require Spirit Points in some manner. The amount of spirit point you have access is equal to your fighter level. E.I. A 3rd level fighter with this archetype will have 3 Spirit Points. All Spirit Points are regained after a Long rest. ## All saving throws from *Heart of the Hearth* abilities are equal to 8 + (Proficiency) + (Wisdom Bonus). ## * ***Flame of the Blade:*** You are able to summon forth fire that encompasses your weapon. Using a Bonus Action, Your weapon gains the fire damage type and does an additional 1d4 fire damage, the weapon must be a melee weapon. The fire remains on the weapon for 1 minute and if the weapon leaves your hand then the fire dissipates. To use this ability you must expend 1 Spirit Point. * ***Fire to the Hopeless:*** You are able to inspire others in the midst of combat when all seems hopeless. Using a Bonus Action when an Ally rolls a 1 or when an Ally is at or below half of their Hit Points then, you can give all Allies within 60ft +2 to all rolls for the next 2 turns. This ability costs 2 Spirit Points. * ***Sparks of Benevolence:*** You are able to heal wounds with your flames. Using an action, you can deal 5 points of fire damage to a target creature, On every turn afterwords the target gains Hp equal to your Fighter level + your Wisdom Modifier for 3 rounds. (Minimum of 1). This ability costs 1 Spirit Point. #### Inflamed Spirit At 7th level you gain resistance to Fire damage #### Heart of the Hearth II At 10th level, you may choose 2 of the following abilities * ***Ring of the Inferno:*** Using 3 Spirit Points and a Bonus Action, you can conjure a ring of fire that swirls around your dominant hand. You can make a target creature make a Dexterity Saving Throw if they are an enemy, and if they fail the Ring moves from your hand to their hand. If they are an ally they do not have to make the saving throw. If they succeed the dodge out of the way and are unaffected. Any creature that has the ring on them at the start of their turn takes 3d4 points of fire damage if they are an enemy. If they are an ally, they instead take damage equal to your fighter level for the first turn it is on them. Every turn afterwords they heal 3d4 + Your Wisdom Modifier at the start of their turn. The ring lasts for a minute for both Allies and Enemies. * ***Bastion to the Burning:*** Using 2 Spirit Points and a Reaction, whenever a allied creature takes fire damage you can reduce that damage to zero and you take half of it, ignoring resistances or immunities you may have. * ***Embers of Freedom:*** Using 3 Spirit Points and an Action, you can have a target ally within 30 feet, be unaffected by difficult terrain and gain a +10 move speed. They also don't provoke Opportunity Attacks. This effect lasts until the end of your next turn #### Heart of the Hearth III You can choose 1 of the following options at level 18. * ***Purging of the Ringed:*** Using 10 Spirit Points, a Bonus Action, and an Action, you can have all enemies within 30 feet gain a ring of fire around their hands. If they succeed a Wisdom Saving Throw the ring dissipates and they are unaffected. The effect is the same as *Ring of Inferno*. The damage from this ability is increased to 4d6. * ***Flames to the Last Breath:*** Using 10 Spirit Points and an Action, you can have all allies within 30 feet above 1 Hit Point go to 1 Hit Point. At the Start of an Allies turn they heal 10d10 points of health. This effect lasts for a minute. * ***Desolation of Burning Hope:*** Using 10 Spirit Points and an Action, you can burn an area up to 200 feet centered of you to almost completely ash. All damage dealt in this area is fire damage. While in this area any damage you deal with a melee weapon gains an additional 5d6 Fire damage. The area takes its normal time to regrow (If it can) however the bonuses only last for 10 minutes. After using this ability you cannot use it again for a month in game
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