Flamewarden
Flamewardens value the natural cycle of life and death, and valiantly oppose those who would attempt to deny it, such as vampires, liches, and other undead.
Flamewarden Magic
At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Flamewarden Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Flamewarden Spells
| Ranger Level | Flamewarden Spells |
|---|---|
| 3rd | hellish rebuke |
| 5th | continual flame |
| 9th | fireball |
| 13th | fire shield |
| 17th | mass cure wounds |
Token of Flame
Also at 3rd level, you can augment a weapon with roiling flame. As a bonus action, you can choose one weapon you are holding. For the next minute, the weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet, or until you use this feature again or dismiss this feature as a bonus action. In addition, while the weapon sheds light this way, the first time you would hit a creature with an attack with the weapon, the damage dealt by the attack becomes fire damage, you deal an extra 1d6 fire damage and the weapon no longer sheds light this way.
Fire Form
Beginning at 7th level, as a bonus action, you can momentarily transform into a body of flame. Until the start of your next turn, you can move through a space as narrow as 1 inch wide without squeezing, cannot be grappled or restrained, and any hostile creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d4 fire damage.
Once you use this feature, you can't use it again until you finish a short or long rest.
In addition, you are resistant to fire damage.
Flames of Renewal
Starting at 11th level, as a bonus action, you can release a burst of cleansing flame. Each creature of your choice within 5 feet of you must make a Dexterity saving throw against your spell save DC, taking 1d6 fire damage on a failed save, and half as much damage on a successful one. You also end one disease, reduce your exhaustion level by one, or cure one condition afflicting you. The condition can be paralyzed, petrified, poisoned or stunned. You can take this bonus action even if you are incapacitated.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Flames of Rebirth
From 15th level onwards, if you are reduced to 0 hit points, you are reduced to 1 hit point instead, and you can have each creature of your choice within 30 feet of you make a Dexterity saving throw against your spell save DC. A creature takes 9d6 fire damage on a failed save, or half as much damage on a successful one. In addition, you and each other creature of your choice within 30 feet of you regains hit points equal to 3d8 + your Wisdom modifier.
Once you use this feature, you can't use it again until you finish a long rest.
Art Credit
"The Phoenix Archer" by Dan Michigan.