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Ember Knight

Gifted Pyromancer

At 3rd level, you learn the control flames cantrip. Your spellcasting ability for this cantrip is Constitution, and you can choose to cast it as a bonus action, rather than an action.

Flame Wielder

Also at 3rd level, the pyromantic magic within you lets you imbue flames into your weaponry. This feature has 3 uses when you gain it, and the number of uses increases as you gain levels in this class. The feature has 4 uses at 7th level, 5 at 10th level, 6 at 15th level, and 7 at 18th level. You regain all expended uses when you finish a short or long rest. You can spend these uses in the following ways:   Burning Blade. As a bonus action, you can spend a use of this feature to ignite a weapon you’re holding for 10 minutes. While the weapon is ignited, it deals an additional 1d4 fire damage on a hit, and emits bright light in a 10-foot radius and dim light 10 feet beyond that.   Bursting Blade. When you take the Attack action, you can choose to forgo one or more of your attacks. For each attack you forgo, you must spend a use of this feature to summon a fiery blade and send it streaking towards a point that you can see within 60 feet of you. The blade explodes upon reaching its destination, destroying the blade, igniting unattended flammable objects within the area, and forcing each creature within 5 feet of the blade to make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, a creature takes 2d8 fire damage. If a creature is in the area of multiple explosions, that creature makes separate saving throws for each explosion.

Explosive Impacts

Starting at 7th level, the blades you summon with your Flame Wielder feature become more powerful. The radius of a blade’s explosion increases from 5 feet to 10 feet, and a creature that succeeds on their save takes half damage, rather than none. Beginning at 15th level, the explosion radius is further increased to 15 feet.

Flameborn

By 10th level, your body has become used to working with and wielding fire. You gain resistance to fire damage, and any fire damage you deal ignores fire resistance.   Also, you can use your bonus action to regain all expended uses of your Flame Wielder feature. Once you do so, you can’t do so again until you finish a long rest.

Fiery Surge

Beginning at 15th level, your Action Surge becomes imbued with fire magic. When you use your Action Surge, your speed increases by 10 feet until the end of the turn. While this speed increase lasts, your movement doesn’t provoke opportunity attacks, and you can choose to leave behind a trail of fire where you step. The trail is 5 feet wide, follows your movement, and lasts until the start of your next turn. A creature other than you that enters the trail for the first time on a turn or ends its turn there takes fire damage equal to your fighter level.

Master Pyromancer

Starting at 18th level, you have become one with the fiery powers you control, allowing you to harness some of them at-will. You gain the following benefits while you are conscious.
  • You gain immunity to fire damage.
  • At the end of each of your turns, you can choose to release a wave of fire that deals 1d8 fire damage to each creature of your choice within 5 feet of you.
  • The Burning Blade feature of Flame Wielder can be activated without expending a use, and its damage die is 1d6.

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