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Flameheart

Flameheart

You are not a spellcaster, nor a sorcerer of arcane fire. The flames you wield do not flicker in response to magic, but rather in rhythm with your heartbeat, your resolve, your will to fight. Through unrelenting discipline, meditative breath, and a soul that blazes like a forge, you channel heat, light, and destruction into every movement.   A Flameheart is a warrior of spectacle and conviction. Every swing ignites the air, every breath kindles the battlefield, and in your final moments, you will shine so brightly your enemies will remember your fire—long after your ashes fade.  

Flame Resonance

At 2nd level, your body begins to channel and express internal flame.
  • Whenever you hit a creature with a weapon attack, you may deal bonus fire damage equal to your proficiency bonus once per turn.
  • When you take damage from a creature within 5 feet, you may use your reaction to release a heat pulse: deal 1d4 fire damage to that creature, increasing to 1d6 at level 10 and 1d8 at level 18.
  • You become resistant to environmental fire and can tolerate intense heat without issue.
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    Flamecraft Techniques

    At 2nd level, you gain access to Flamecraft Techniques, your subclass’s unique Vitality-based Battle Techniques.   These techniques represent burst movement, heated momentum, flame-infused strikes, and breathing-based flame channeling. You learn two at this level and gain more as you level up.  

    Burning Momentum

    At 7th level, your fire drives you forward.
  • When you move at least 10 feet toward a creature before hitting them with a melee weapon attack, you deal extra fire damage equal to your Warrior level.
  • Once per turn when you Dash, you may make a single melee weapon attack as part of that movement.
  • You gain resistance to fire damage.
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    Immolation Stance

    At 10th level, you learn to enter a stance where flame wreathes your body.   As a bonus action, you may activate Immolation Stance for 1 minute. While in this stance:
  • You shed bright light in a 20-foot radius, dim light for another 20 feet.
  • Creatures that hit you in melee take 2d6 fire damage.
  • Your melee attacks ignore fire resistance.
  • Once per turn when you miss with a weapon attack, the target still takes fire damage equal to your Strength or Dexterity modifier.
  •   You may use this stance once per long rest, or again by spending 3 Vitality Points.  

    Flame Surge

    At 15th level, your inner fire bursts forth when you're wounded.
  • When you fall below half HP for the first time in an encounter, you may immediately use a Flamecraft Technique without spending Vitality Points.
  • If you are reduced to 0 HP but not killed outright, you may instead drop to 1 HP and explode in a fireburst:
  • All creatures within 10 feet must make a Dex save or take 4d10 fire damage, or half on a success.
  • You are then stunned until the start of your next turn as you recover.
  •   You can use this second effect once per long rest.  

    Scorching Soul

    At 18th level, your flame becomes immortal in battle.
  • When you hit with a melee weapon attack, you may ignite your weapon until the end of your next turn. While ignited, the weapon deals extra 1d10 fire damage and scores a critical on a roll of 18–20.
  • When you reduce a creature to 0 HP, you may immediately use your Signature Move without spending Vitality Points or action economy.
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    Signature Move: Blazing Arc

    At 3rd level, you gain the Signature Move Blazing Arc.   As an action, you make a sweeping slash that unleashes an arc of flame.
  • Each creature in a 15-foot cone must make a Dexterity saving throw.
  • On a failure, they take 4d6 fire damage and are ignited (they take 1d6 fire damage at the start of their turn for 1 minute or until they spend an action to extinguish it).
  • On a success, they take half damage and are not ignited.
  •   This damage increases to 5d6 at level 10 and 6d6 at level 18.   You may use this once per short rest, or by spending 3 Vitality Points.  

    Blazing Arc Upgrade I

    At 10th level, creatures ignited by this move also suffer disadvantage on concentration checks and have their healing halved for the duration of the burn.  

    Blazing Arc Upgrade II

    At 18th level, Blazing Arc becomes a full ring of fire.
  • Replace the 15-foot cone with a 30-foot radius circle centered on you.
  • Any creature that fails the save is also pushed 10 feet away and blinded until the end of their next turn.
  • You may immediately Dash after using it as part of the same action.
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    Mastery Combo: Final Flame

    Trigger: Two Combo Finishers used and 6 combo steps accumulated in one combat.   As an action, you ignite your life force and become a burning avatar of destruction.   For 1 minute:
  • You gain temporary HP equal to twice your Warrior level
  • Your melee weapon attacks deal an additional 2d10 fire damage
  • Your speed doubles and you may Dash as a bonus action each turn
  • All enemies within 10 feet of you at the end of each of your turns take 2d6 fire damage
  •   At the end of the minute (or if you drop to 0 HP), you fall unconscious and begin making death saves.   You may only use this ability once per long rest.  

    Battle Techniques

    Flame Dash

  • Cost: 1 Vitality Point
  • Dash up to 30 feet in a straight line. All enemies within 5 feet of your path must make a Dex save or take 1d6 fire damage and be knocked prone.
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    Rising Ember

  • Cost: 1 Vitality Point
  • Make a melee weapon attack. On hit, the target takes normal weapon damage + 1d8 fire damage, and you may immediately leap 10 feet into the air without provoking attacks.
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    Flamewheel Cut

  • Cost: 2 Vitality Points
  • Spin with fiery momentum. All enemies adjacent to you must make a Dex save or take 2d10 fire damage and be pushed 5 feet away. If at least one enemy fails, you may Dash up to 15 feet as part of this technique.
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    Heartflame Guard

  • Cost: 1 Vitality Point
  • Use your reaction when hit by a melee attack. Reduce the damage by 1d10 + Warrior level, and the attacker takes fire damage equal to your Strength or Dexterity modifier.
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    Scorch Brand

  • Cost: 2 Vitality Points
  •   Strike a foe with branding flame. On hit, deal normal damage and the target is marked for 1 minute. While marked:
  • The creature sheds light in a 10-foot radius
  • They take 1d6 fire damage each time they hit you or an ally
  • They cannot become invisible
  •   Only one creature can be marked this way at a time.  

    Combos

    Blazing Pursuit

  • Trigger: Use Dash or Flame Dash and hit the same enemy with an attack that turn
  • Effect: Gain 1 Vitality Point and your next attack deals extra 1d6 fire damage
  • Fire from Below

  • Trigger: Use Rising Ember, then land and make a successful attack
  • Effect: The attack automatically ignites the target and deals an extra weapon die
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    Living Flame

  • Trigger: Begin your turn below half HP and use any Flamecraft Technique
  • Effect: You gain temporary HP equal to your Warrior level, and attacks against you have disadvantage until the start of your next turn
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    Combo Finishers

    Eruption Step

  • Trigger: After Blazing Pursuit and one other combo
  • Effect: You make a leaping strike. Choose a point within 30 feet and leap to it, making an attack at the end. All creatures within 5 feet of your landing spot take 3d6 fire damage and must succeed a Strength save or fall prone.
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    Blazing Guillotine

  • Trigger: After Fire from Below and one other combo
  • Effect: You make a high-speed overhead strike. On hit, the creature takes maximum weapon damage + 3d6 fire, and is blinded until the start of its next turn.

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