Flame Warden

by Jadeor

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Flame Warden

Flame Warden

The pines were roaring on the height

The winds were moaning in the night

The fire was red it flaming spread

The trees like torches blazed with light.

A Ranger Conclave

You have a mystical connection to fire that allows you to control flames, both igniting them and extinguishing them as the situation demands. You know both how dangerous and how useful fire can be.

Incendiary Strike

Starting when you choose this subclass at 3rd level, you learn to light your enemies on fire. Once per turn when you hit a creature with a weapon attack, you can cause the target to become engulfed in flames for 1 minute, or until the flames are extinguished or you use this feature again. A creature engulfed in flames this way sheds bright light in a 15 foot radius and takes 1d6 fire damage at the start of each of its turns. A creature can use its action to put out the flames, ending all effects. If the target is immersed in or doused with water, the flames are extinguished as well.

Fire Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fire Bringer's Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fire Bringer's Spells
Ranger's Level Cloaked Wayfinder's Spell
3rd burning hands
5th scorching ray
9th fireball
13th fire shield
17th flame strike

Ignite and Extinguish

Also at 3rd level, you can light and put out fires from a distance. As a bonus action on your turn, you can do one of the following:

  • Have a small or tiny flammable object that you can see within 30 feet of you that isn’t being worn or carried catch fire.
  • Snuff out a small flame that you can see within 30 feet of you, such as a candle, a torch or a small campfire.

Fireproof

Starting at 7th level, you have become accustomed to dealing with fire. You gain resistance to fire damage. Additionally, whenever you are subjected to an effect that allows you to make a saving throw to take only half damage, if the damage type it deals is fire damage you take no damage if you succeed, and only half damage if you fail.

Art created using Midjourney AI

Flamewalker

At 11th level, you fire mastery has increased in the following ways:

  • You add your Wisdom modifier one damage roll of any spell you cast that deals fire damage.
  • Your Incendiary strike feature deals 1d10 fire damage instead of 1d6. Additionally, you can have up to two creature engulfed in flames at the same time using this feature. If you then attempt to do so a third time, the first creature’s flames are extinguished.
  • The range at which you can use your Ignite and Extinguish feature increases to 60 feet.

Inferno's Defence

At 15th level, you can use your fire powers to defend yourself and distract your attackers. As a reaction whenever a creature you can see within 120 feet of you hits you with an attack, you can hurl a ray of fire at your attacker. The target must succeed on a Dexterity saving throw against your spell save DC or take 2d8 fire damage and be forced to reroll the attack, it must then use the lower roll.

 

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