Summer Knight
Forceful, headstrong, and never quick to give up. These words are often used to describe summer knights as they have a commanding presence to them that many other fighters lack.
Its speculated that the summer knight's ability to channel the fire within themselves was an ability granted to the bloodlines of those who made pacts with fire elementals, though this isn't proven, let alone the only explanation of their existence.
Summer Knight Features
| Fighter Level | Features |
|---|---|
| 3rd | Fiery Conversationalist, Flames of Passion, Form of Summer |
| 7th | Sear the Soul |
| 10th | Unyielding Form |
| 15th | Spark Again |
| 18th | Wildfire |
Fiery Conversationalist
3rd level summer knight feature
You gain proficiency in the Intimidation or Persuasion skill (your choice).
Flames of Passion
3rd level summer knight feature
The fiery essence within bubbles to the surface, burning everything in your path to ash. When you gain this feature, and again whenever you finish a short or long rest, you can choose one weapon you are proficient with to channel your flames. When you attack using your channeled weapon, you can use your Charisma modifier for the weapons attack and damage rolls instead of Strength or Dexterity.
Once per turn, when you hit a creature with your channeled weapon, you can expend fighter hit dice to deal additional fire damage to the target. This additional fire damage is equal to 1d10 for every fighter hit dice expended in this manner, up to your proficiency bonus.
Hit Dice Recovery
Remember that a long rest only recovers half a player character's maximum hit dice. Keeping this rule in mind is important to playing this martial archetype fairly.
Form of Summer
3rd level summer knight feature
You can also channel the fiery passion within your soul in a more captivating fashion. As a bonus action, you can assume the form of summer. You will shed a dim light in a 5 foot radius from yourself, your hair will take on a lighter hue of it's normal color, and your eyes will shift to an alluring, vivid orange. You gain the following benefits:
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You have advantage on Charisma checks and Charisma saving throws.
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You gain resistance to fire damage.
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Once per turn, whenever you score a critical hit on an attack roll, you regain one expended fighter hit dice.
This form will last for 1 minute, unless you end it early as a bonus action, fall unconscious, or die.
You can use this feature twice and will regain any expended uses when you finish a short or long rest. This will increase to three times at 11th level.
Sear the Soul
7th level summer knight feature
Your flames burn away more than just flesh and bone. Fire damage from your flames of passion feature ignores resistance and immunity to fire damage.
Unyielding Form
10th level summer knight feature
Whenever you assume your form of summer, you can choose to assume an improved form which grants you the following benefits, in addition to the benefits granted to you from the normal form:
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At the start of each of your turns, you gain an amount of temporary hit points equal to your Charisma modifier.
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You gain immunity to fire damage.
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You will score a critical hit on an attack roll of 19 or 20.
Once you use this feature, you must finish a long rest before you can use it again.

Spark Again
15th level summer knight feature
Whenever you use your second wind feature, you also regain a number of expended fighter hit dice equal to your Charisma modifier, as you take a moment to reinvigorate yourself and rekindle the fire within.
Once you use this feature, you must finish a long rest before you can use it again.
Credits
Subclass by: u/DiceGarden
Page 1 Art "Fire Prophecy" by: Kieran Yanner
Page 2 Art "Cinderclasm" by: Cambell White
Document Made Using: GMBinder
Wildfire
18th level summer knight feature
Whenever you use your bonus action to assume the form of summer, you can also flare a fiery aura as apart of that same bonus action. This aura extends 30 feet in every direction from you. Whenever you deal fire damage to a target from your flames of passion feature, creatures within this aura will also take the same amount of fire damage.
Whenever you activate this aura, you can designate a number of creatures up to your Charisma modifier (minimum of one creature) to avoid this damage.
This aura will last for 1 minute, until you end it early as a bonus action, or die.
Once you use this feature, you must finish a long rest before you can use it again.
"You might want to step back. Your in the blast zone." Explodes.

