Path of Embers

by Thudnfer

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Path of Embers

Path of Embers

Fire is a force of nature. Despite what many attempt throughout their lives, whether through bargains with unknowable creatures or magic, fire is very hard to tame. By its very nature, fire is chaotic, dangerous and unpredictable. Lighting a fire on the battlefield is just as likely to wipe you and your troops out as it is to harm your enemies.

By following the Path of Embers, you have come to realize that fire is not meant to be restricted or captured to be used properly. It must be simply directed towards the enemy and left to do what it does best; destroy.

Now, though, you have the same capability for destruction. Let the raging inferno inside you cause untold destruction, and revel in the pyre you have built for all.

Cruel Flare

Starting at 3rd level when you choose this subclass, your strikes begin to burst into a glorious display of flame.

Whenever you it a creature with a weapon attack on your turn, it takes an additional 1d6 fire damage.

The damage increases to 2d6 at 6th level, 3d6 at 10th level and 4d6 at 14th level.

In addition, you become resistant to fire damage while raging.

Pyre Starter

Starting at 3rd level, you can use your action to touch a flammable object that isn't being worn or carried (such as a pile of wood or a bale of hay) and cause it to ignite.

Armour of Ignition

At 6th level, you can channel your fury into a protective force, scorching all who approach you.

While raging, you can use a bonus action to channel your internal flames. If you do so, your AC increases by 2 and hostile creatures take fire damage equal to your Constitution modifier if they end or start their turn within 10 feet of you. This ability lasts until your rage ends.

Once your rage ends, you must make a Constitution saving throw (DC = 8 + the number of rounds your rage lasted), taking 1 level of exhaustion on a failed save.

Eternal Sun

Starting at 10th level, you become immune to fire damage while raging.

In addition, you shed bright light for 10 feet and dim light for another 10 feet. The light increases to 20 feet while you're raging, and you become immune to the effects of extreme heat.

Inferno Path

Starting at 14th level, your flames are powerful enough to burn the very ground you tread on.

While raging, you can choose to leave trail of fire at the start of your turn. Mark the spaces you move through. If a hostile creature steps into a space or starts its turn in a space that is set aflame from this ability, it must make a Dexterity saving throw (DC= 8 + Proficiency bonus + Strength modifier), taking 2d12 fire damage on a failed save. The flames die down at the start of your next turn.

You can use this ability a number of times equal to your Constitution modifier (a minimum of once). You regain all uses upon finishing a long rest.

In addition, Whenever you deal fire damage to a creature while raging, you ignore resistance to that fire damage and treat immunity as resistance to that damage.

Art Credit

Flame Warriors by Conor Burke