Path of Furious Flames
Barbarian Subclass
Some of the volcanic sacrificers, deranged pyromaniacs, and nihilistic cultists who worship Fyro, the Elemental Fire Tyrant, are favored with fiery blessings and a rage that is difficult to douse. Some become so connected to Elemental Fire, they light up like a living torch, their touch burns, and waves of heat waft off of them. However, while certainly intense and furious in their anger, such devotees of the Burning One are also capable of great artistic expression, moving oratory, or impassioned bravery.
Burning Blessings
Starting when you choose this path at 3rd level, your body undergoes magical changes. Your metabolism is accelerated, making you twitchy and feverish.
Your Rage feature is altered: while raging you have advantage on Dexterity checks and Dexterity saving throws (instead of Strength checks and saving throws), you apply your Rage Damage when you make a melee weapon attack using Dexterity (instead of Strength), and you gain resistance to cold, fire, and slashing damage (instead of bludgeoning, piercing, and slashing damage).
Your Unarmored Defense feature is altered: while you are not encumbered and not wearing any armor or using a shield, your armor class equals 12 + your Charisma modifier + your Dexterity modifier.
Additionally, the burning passion of elemental fire suffuses and animates you. You have proficiency with your choice of Charisma or Dexterity saving throws, and you gain proficiency with your choice of Intimidation, Performance, or Persuasion.
Burning Rage
Beginning at 6th level, the extra damage from your rage is fire damage. Additionally, if your rage would end early because you haven't attacked a hostile creature or taken damage since your last turn, you may attempt to continue raging by succeeding at a DC 10 Charisma saving throw. Finally, if you become unconscious while raging, when you return to consciousness you may attempt to make a DC 10 Charisma saving throw. If you succeed, you resume raging for up to however many rounds remained when you were knocked unconscious.
Burning Critical
Starting at 10th level, when you use your Brutal Critical feature you may choose to have the additional weapon damage dice deal fire damage; if you do so you may also add your Charisma bonus (minimum 1) to the damage modifer for the attack. Additionally, your attacks against a water elemental of any kind score a critical hit on a roll of 18-20.
Burning Aura
Starting at 14th level, as an action you can manifest a burning aura around yourself with an effect identical to the Armor of Agathys spell except that it deals fire damage instead of cold damage, as if cast with a 5th-level spell slot, using Charisma as your casting ability. You can use this feature a number of times equal to your proficiency bonus per long rest. While you benefit from this effect, you radiate intense heat instead of being covered with a spectral frost.
Elemental Transmogrification
Starting at 20th level, you are immune to fire damage. However, you are considered to be an elemental creature in addition to your own normal creature type, and can be targeted by spells and abilities that affect elemental fire creatures. Your native plane remains the plane you were born on.
Alternate Class Feature
Some who follow this path become enflamed from within. When you gain your 10th level in this class you can choose to gain the Burning Soul feature described below instead of the Burning Critical feature. If you do so, when you gain your 14th level in this class you do not gain the Burning Aura feature.
Burning Soul
Starting at 10th level, your connection to the Elemental Plane of Fire warms you from within. You gain resistance to fire and cold damage all the time instead of only while raging.
Additionally, while you are not incapacitated, you are surrounded by a flickering aura of intense flame as if you were the wick of a candle. This aura is harmless to you and anything you are wearing or carrying and conveys the following effects:
- You glow fiery red and yellow from within, your head hair (if any) appears to be on fire, and your eyes are literally aflame.
- You shed bright light in a 30-foot radius and dim light for another 30-feet beyond that.
- The temperature stage in a 10-foot radius centered on you is stepped down (from Arctic Cold to Cold, Cold to Cool, Cool to Warm, Warm to Hot, or Hot to Unbearable Heat).
- You are entirely comfortable in and do not suffer exhaustion from exposure to Warm or hotter environments.
Starting at 14th level, you gain the following additional benefits while your aura is active:
- Your walking speed increases by 10 feet.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
- You can project jets of flame to jump three times the normal distance, but not farther than your remaining movement allows.
- You burn supernaturally hot. When you touch, grapple, or hit with a melee attack targeting a creature or an unattended object you deal 1d10 fire damage to that target, and when a creature touches, grapples, or hits you with a melee attack while within 5 feet they take 1d10 fire damage. Unattended objects that come into contact with you also take 1d10 fire damage and catch fire if they are flammable.
You can suppress this aura temporarily, but it requires your concentration to do so.