Primal Path: Path of the Wildfire

by Anthony Vallozzi

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Primal Path

Path of the Wildfire

The Path of the Wildfire is one doused in anger and passion, waiting to be set ablaze at any moment. Barbarians of this path burn with such rage that their fiery spirit can manifest, wreathing them in a roaring flame. Because of this, there are those that believe the hearts of these barbarians are directly linked with the planes of fire.

Flame Tongue

For reasons unknown, when you choose this path at 3rd level, you become able to speak (and understand) the Primordial language in the Ignan dialect.

Heating Up

Also at 3rd level, you learn the control flames and produce flame cantrips. Constitution is your spellcasting ability for your Path of the Wildfire spells.

Ignition

To conclude 3rd level, when you enter your rage, you can ignite, making flames race across your body for its duration. If you do, you shed bright light in a 30-foot-radius, dim light for an additional 30 feet, and you lose hit points equal to half your character level at the start of each of your turns. You also gain the following benefits for the duration:

  • You can use your bonus action on each of your turns to summon a fiery weapon in a free hand and immediately make a special melee weapon attack using it against a creature within 60 feet. You are proficient with this attack, and it adds your Strength modifier to its attack rolls, but not its damage rolls. On a hit, it deals 1d8 fire damage. After making this attack, the fiery weapon fizzles out.
  • Whenever your turn ends while you are grappling, or are grappled by a creature, the creature takes fire damage equal to your rage damage bonus.
  • Whenever a creature hits you with an unarmed strike or melee attack with a natural weapon, they take fire damage equal to your rage damage bonus.
  • You have resistance to fire and cold damage.

Cauterize

Beginning at 6th level, you can use your action to raise the temperature of your blood to its boiling point, and burn shut your wounds with your flames. When you do so, you can end the effects of either 1 poison or disease effecting you, and spend a hit die to restore hit points. Once you use this feature, you can’t use it again until you finish a short or long rest.

Kindling

Also at 6th level, your body begins to radiate heat at all times. Creatures within a 5-foot-radius of you automatically succeed on saving throws to avoid the effects of exposure to the cold, as they are bathed in warmth as if beside a campfire.

Fan the Flames

At 10th level, your temper in battle flares, and with it your flames begin to burn violently. While raging, you gain the following additional benefits.

  • When you take the Attack action, you can spend one use of your Rage feature to cast the burning hands spell in place of one of your attacks. You can spend additional uses of your Rage feature to cast burning hands as a higher level spell. Each additional Rage you spend increases the spell's level by 1. The maximum number of Rage (1 plus any additional uses) that you can spend on the spell equals 1/4 your barbarian level (rounded down).
  • Your flames spread to your weapons, causing your successful melee attacks to deal 1d4 additional fire damage.
  • You can ignore the usual restrictions imposed on spellcasting while raging for the purpose of casting spells that deal fire damage, and you can add you rage damage bonus to their damage dealt.

Ardent Flare

At 14th level, when you ignite, creatures within 10 feet of you must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) as you erupt into a white-hot inferno. On a failed save, a creature is blinded until the start of your next turn.

Additionally, the radius of the light shed by your Ignition feature is doubled.

Final Flash

Also at 14th level, you become capable of pouring your entire being into one catastrophic blast. As an action while you're raging and you have no more than half your hit points left, you can reduce your hit points to 1 and end your rage. An intense flare forming a line 100 feet long and 15 feet wide, erupts from you in a direction you choose. Each creature in the line must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier). A creature takes fire damage equal to the amount of hit points you lost on a failed save, or half as much damage on a successful one.

Once you use this feature, you can’t use it again for 7 days.

Credits

Created by Anthony Vallozzi, you can contact me on reddit as /u/ch33ri000z. You can find my work and follow me for updates at gmbinder.com.

Special thanks to everyone in the Discord of Many Things, especially @Caim who reimagined the Final Flash feature and @Izzy for helping refine everything as always.

Art in Order of Appearance

"ONE PIECE - D vs D" by InHyuk Lee

Anthony Vallozzi - Patreon.com/AnnalsOfAdventure

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