Firedance
When you take this archetype at 3rd level, you gain the ability
to set your weapons aflame as a bonus action, without
damaging them or yourself. The flames last for 1 minute or
until you drop or sheathe your weapons. Lit weapons shed
bright light for 20 feet and dim light for another 20 feet. When
you make an attack with a lit weapon, it or the ammunition
fired from it deals extra fire damage equal to 1/3 your fighter
level. You can use this ability thrice per short rest.
Flame Breath
Also at 3rd level, you can use an action to take the flames from
your ignited weapons into yourself and then exhale them in
15-foot cone, 10-foot radius centered on yourself, or a 30-foot
line. Each creature within the area must succeed on a
Dexterity saving throw (DC = 8 + your proficiency bonus +
your Constitution modifier). A creature takes 3d6 fire damage
on a failed save, or half as much on a success. Once you use
this feature, you cannot reignite your weapons until the end of
your next turn, but doing so does not expend an additional use
of Firedance. Flame Breath deals an additional 1d6 fire
damage at 5th, 7th, 9th, and 11th levels.
Thanks to your skill and careful practice with controlling your
fires, this and any other fire attacks you use do not ignite
objects being worn or carried.
Master to Student
Learning the art of firebreathing is an intimate affair, with
knowledge and techniques passed down from masters to
singular apprentices. Whoever your master may have been,
their knowledge and personal flair will live in you long after
their death. At 7th level you gain proficiency in either
Performance or Religion, and have resistance to fire damage.
Into the Hand
Starting at 10th level you can pull fire to yourself. You can use
a reaction to remove the fire damage from any attack or effect
that targets you or a friendly creature within 10 feet. You can
then add the fire damage dice the next time you hit with a
weapon attack.
If the effect used 4 or more damage dice, you can regain
one use of Firedance instead of adding extra damage.
You can also use this feature as a bonus action on large or
smaller nonmagical fires at any time. Such flames grant you
an extra 1d6 fire damage, and are extinguished after you
target them.
Coal Road
Beginning at 15th level you can use a bonus action to leave a
path of burning coals behind you as you move. This path is
difficult terrain to any creatures not resistant or immune to
fire damage, and deals fire damage equal to your level to any
creature that touches it. It lasts until the start of your next
turn.
You can use this feature once per short rest, but if a fire
attack absorbed by Into the Hand uses at least 6 damage dice,
you can choose to regain a use of this feature instead of
gaining extra damage on your next attack.
Dancing Flames
Beginning at 17th level, you can use an action summon a fire
elemental that shadows your form and movements, moving in
perfectly synchronicity with you.
This creature has 13 AC, 100 hit points, resists
bludgeoning, piercing, and slashing damage from nonmagical
attacks, and is immune to fire and poison damage. It cannot
be exhausted, grappled, paralyzed, petrified, poisoned, prone,
restrained, or unconscious. It has ability scores, proficiency
bonus, and number of attacks equal to your own, and is under
your control. When you create it, it appears next to you and
moves based on your subconscious commands. It acts during
your turn, moving at the same time you do and taking the
same actions immediately after you take them.
After summoning a Dancing Flame, you cannot do so until
the next dawn or until you absorb 10 or more damage dice
with Into the Hand.
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