Barbarian Primal Path
Path of the Inner Flame
Barbarians that follow the Path of the Inner Flame have embraced the potential of their unrelenting fury allowing it to manifest into a Burning Fire that can affect the world around them. When in a fury, a barbarian of this path harnesses this Inner Flame to imbue their bodies and their weapons with powerful fire based abilities. Many believe tribes of barbarians found following this path were once long ago taught the fury and power of the flame by some powerful fire elemental or deity.
Seen as heralds of destruction to some and mighty champions to others, their power over their fury and the flame that their fury commands is feared and respected by many. Highly destructive and terrifying these warriors of the powerful primal flame often burn out in a blaze of everlasting glory forever told by their fellow tribesmen.
Burning Fury
At 3rd level, you’ve become so intune with your rage and fury that you’ve learned to harness it into a roaring flame. While raging, all melee weapon attacks made by you deal an additional 1d4 fire damage. This damage increases as you gain levels in Barbarian, 1d6 at 6th, 1d8 at 9th, 1d10 at 12th, 2d6 at 15th, 3d6 at 18th.
Shroud of the Firesoul
At 3rd level, while you are raging, as a Bonus Action you can wreathe yourself in a cloak of flame giving you the appearance of being on fire yourself. This fire does not damage you. As long as you remain raging you gain the following benefits:
- You shed bright light in a 30-ft radius and dim light for an additional 30ft.
- When you are struck in melee combat and the attacking creature is within 5ft of you, they take fire damage equal to your Constitution modifier.
- Starting at 3rd level, whenever an opponent ends its turn or passes within 5-ft of you, they take 1d4 fire damage. The damage and radius Increase as you gain Barbarian levels. 1d6 at 6th, 1d8 at 9th, 10ft at 10th, 1d10 at 12th, 2d6 at 15th, 2d8 at 18th, and 15ft at 20th.
If you stop raging, go unconscious or die, you cannot use this feature again until you finish a long rest.
Inner Flame Adept
At 6th level, you gain resistance to fire damage and cannot suffer the effects of extreme heat. Additionally, all fire damage you deal, ignores resistance of the same type. However you also gain vulnerability to Water based Cold Damage and effects.
Burning Blood
At 11th level, while raging, when you are dealt damage, you can spend your reaction to use your spilled blood to summon forth a powerful fire elemental, emblazon your allies weapons with fire and a few other effects as listed in the table below. Upon spending your reaction, roll a d6 the result of the roll will decide the effect that your burning blood creates.
- All allies weapon attacks within 30ft of you deal extra fire damage equal to your current Burning Fury level. This remains in effect until either your rage ends, you become unconscious or die.
- The Blood pouring from your open wounds begins to boil at the surface of your body slowly cauterizing the wounds granting you Temporary hit points equal to half your missing health. Multiple applications of this effect do not stack as long as the temporary hit points gained from this ability remain. This effect does not stack with other abilities that grant temporary hit points.
- Blood begins to pool inside of your mouth causing you to spit it out in a chosen direction. The blood expelled from your body ignites upon contact with the air shooting forth a 15ft cone of flame. Those within the area of effect take 6d6 fire damage (Dex/save for half) leaving those who fail the save covered in burning blood. Those effected by the burning blood receive your current burning fury damage for 1d6 rounds or until the blood is removed or the fire extinguished.
- Your spilled blood begins to boil on the surface of your skin emanating a more potent heat effect. Including the opponent that has triggered this effect, every time you are stuck by weapon attacks the opponent's weapon becomes under the effects of Heat Metal. This effect lasts until your rage either ends, you go unconscious, die or the blood is removed from the affected object.
- Your Burning Blood burns with rage equal to your own, you cast Hellish Rebuke at a level equal to your Half your Barbarian level Rounded Down (Maximum of 10d10).
- Your blood burns hot and bright enough to pull a Fire Elemental Myrmidon from the plane of fire to fight alongside you and your allies. The Fire Elemental Myrmidon prioritizes the enemy that had spilled the blood summoning it. If the opponent has been slain The Fire Elemental Myrmidon acts on its own while still being of aid to you and your allies, The Fire Elemental Myrmidon remains on the battlefield for as long as you are raging. If your rage ends, you become unconscious or die The Fire Elemental Myrmidon returns to the plane of fire from whence it came.
The spell save DC for the effects listed above is equal to 8 + your proficiency bonus + your Constitution modifier. Burning Blood has a limited number of uses equal to your Constitution Modifier. Once these uses are spent you must finish a Long rest before you can use this feature again.
Cataclysm
At 14th Level, your Inner Flame seeks to preserve its vessel for no fire goes out willingly. If you are reduced to 0 hit points, you can spend your reaction to detonate your Inner Flame. Upon doing this, each creature within 15 ft of you must make a Dex Save vs 8 + your proficiency bonus + your Constitution modifier or take 5d10 fire damage, on a Successful save they take half as much damage. As your Inner Flame finishes its act of defiance the fire from the explosion is drawn back into you healing you for 1/4th the total damage dealt.
However if Shroud of the Firesoul is active when you activate this feature, the damage is increased to 10d10 fire damage and you receive healing equal to 1/3rd the total damage dealt.
Once you use this feature, you cannot rage, or use this feature again until you finish a long rest.