Path of Embers

by Thudnfer

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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 anarchy, 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.

While raging, you gain resistance to fire damage, and when you hit a creature with a melee weapon attack, it takes an additional 1d4 fire damage.

Additionally, when you hit a creature with an attack you had advantage on, you deal extra fire damage equal to your Rage Damage bonus.

Pyre Starter

Starting at 3rd level, you can use your action to touch a flammable object that fits within a 5 foot cube or smaller that isn't being worn or carried (such as a pile of wood or a bale of hay) and cause it to ignite. At 10th level, you can ignite objects that fit within a 10 foot cube.

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 make your flames mould to your skin. You gain a +2 bonus to your AC, and the first time a creature comes within 5 feet of you on a round or starts its turn there, it takes fire damage equal to your Constitution modifier (a minimum of 1). This ability lasts until your rage ends.

When your rage ends, make a Constitution saving throw, gaining 1 level of exhaustion on a failed save. The DC of this saving throw is equal to 12 + the number of rounds your rage lasted.

Eternal Sun

Starting at 10th level, you gain the following effects:

  • If you are within 5 feet of a fire that is the same size as you or larger and there is another fire within 30 feet of you, you can use a bonus action and spend 5 feet of movement to teleport to a space within 5 feet of either fire.
  • You become immune to the effects of extreme heat, as described in the Dungeon Master's Guide.
  • You become immune to fire damage while raging.

Inferno Plume

Starting at 14th level, your flames can raze the paths you tread.

When you start your turn, you can choose to gain a flying speed equal to your walking speed plus 10 feet until the end of your turn. If you fly across the ground while in this state, you set the spaces you enter on fire. A creature that enters a space set aflame in this way must make a Dexterity saving throw (DC = 8 + Proficiency bonus + Constitution modifier), taking 3d10 fire damage on a failed save and half that on a successful save. The fire dies down at the end of your next turn.

You can use this ability a number of times equal to your Constitution modifier (a minimum of once), regaining all expended 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

"Burnt To The Ground" by Dominik Mayer