Wildfire Warden (5e Subclass)

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Wildfire Warden[edit]

Fighter Subclass

In the heart of the wild, where fire dances on the horizon and rebirth follows destruction, the Wildfire Warden forges their path. These warriors stand as guardians of the natural order, wielding the raw, untamed power of fire not as mere destruction but as a tool for growth, renewal, and protection. Clad in embers and armed with the intensity of a blazing inferno, they navigate the battlefield with the grace of a wildfire—unpredictable, fierce, and awe-inspiring. To friend and foe alike, they are a reminder that from ashes, new life springs forth, and that fire, though fearsome, is also a vital force of change and regeneration in the natural world.

Emberheart Bond

Starting at 3rd level, your connection with the elemental force of fire deepens, allowing you to summon and manipulate flames to aid you in battle. You gain the following benefits :

  • Fiery Arsenal : As a bonus action, you can wreath one of your weapons in flames that last for 1 minute. This flaming weapon deals an extra 1d4 fire damage to any target it hits. The flames vanish if you let go of the weapon. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  • Flame's Caress : You gain resistance to fire damage, reflecting your bond with the elemental nature of fire and your ability to withstand its embrace.
Blaze Stride

At 3rd level, you harness the unpredictable and swift-moving nature of wildfire to enhance your mobility on the battlefield. You gain the following abilities :

  • Fiery Rush : When you take the Dash action on your turn, you can move through spaces occupied by enemies without provoking opportunity attacks. Each enemy whose space you enter during this move takes fire damage equal to 2 + your Constitution modifier. This damage can only be dealt to a given enemy once per turn.
  • Ashen Trail : For a brief moment after you Dash, the ground where you stepped is covered in a thin layer of ash, making it difficult terrain for your enemies until the end of your next turn.
Cinder Cloak

By 7th level, your mastery of fire allows you to cloak yourself in a protective mantle of flames. As a bonus action, you can activate this cloak, which lasts for 1 minute or until you dismiss it as a free action. While your Cinder Cloak is active, you gain the following benefits :

  • Fiery Retaliation : Any creature that hits you with a melee attack while within 5 feet of you takes fire damage equal to your Constitution modifier.
  • Smoke Veil : You gain advantage on Dexterity (Stealth) checks made to hide, as the smoke and heat distortions help obscure your presence.
  • Ember Shift : Once on each of your turns, when you are hit by an attack, you can use your reaction to reduce the incoming damage by 1d10 + your fighter level. The flames then teleport you up to 10 feet to an unoccupied space you can see, leaving a burst of embers at your previous location. This teleportation doesn't provoke opportunity attacks.
Pyre Pulse

Starting at 10th level, your connection with wildfire allows you to unleash a wave of searing energy. As an action, you can emit a pulse of flame from your body. All creatures of your choice within 20 feet of you must make a Dexterity saving throw (the DC equals 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes fire damage equal to 2d8 + your fighter level, and it is pushed up to 10 feet away from you. On a successful save, a creature takes half as much damage and isn't pushed.

In addition to the damage, the intense heat can ignite flammable objects in the area that aren't being worn or carried.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Inferno Mastery

At 15th level, your command over fire reaches its zenith, granting you unparalleled control and potency when wielding flames. You gain the following abilities:

  • Searing Burst : When you activate your Cinder Cloak, you can choose to release a burst of intense flames in a 15-foot radius centered on yourself. Each creature in the area must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier), taking fire damage equal to 2d10 + your fighter level on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a short or long rest.
  • Blazing Weapon : Your Fiery Arsenal feature now adds an additional 1d6 fire damage to the attacks of your weapon, instead of 1d4.
  • Infernal Resilience : You gain immunity to fire damage, reflecting your mastery over the flames and your ability to withstand even the most intense infernos.
Everburning Conflagration

Upon reaching 18th level, your connection to fire becomes unbreakable, allowing you to become a living embodiment of the eternal flame. Choose one of the following aspects of fire to manifest :

Aspect of Purifying Flame

Your flames cleanse and purify, burning away impurities and bringing about renewal. You gain the following abilities:

  • Purifying Blaze : Once on each of your turns when you deal fire damage to a creature with a spell or feature, you can choose to remove any ongoing negative effects affecting that creature. Additionally, creatures of your choice within 10 feet of you gain temporary hit points equal to your fighter level at the start of their turn as long as they remain within the area.
  • Renewing Inferno : When you activate your Cinder Cloak, you can choose to restore hit points to yourself and any friendly creatures within 10 feet of you equal to 1d10 + your Constitution modifier at the start of each of your turns for the duration of the cloak.
  • Eternal Flame : You no longer need to eat, drink, or sleep, and you age at a much slower rate. Additionally, you can cast the fireball spell once without expending a spell slot. You regain the ability to do so after finishing a long rest.
Aspect of Consuming Flame

Your flames consume and devour, leaving nothing but ash in their wake. You gain the following abilities:

  • Consuming Blaze : Once on each of your turns when you deal fire damage to a creature with a spell or feature, you can choose to deal additional fire damage equal to your Constitution modifier to that creature.
  • Devouring Inferno: When you activate your Cinder Cloak, you can choose to increase the area of effect to a 30-foot radius centered on yourself. Additionally, creatures that start their turn within the area of effect take fire damage equal to your fighter level.
  • Eternal Flame : You no longer need to eat, drink, or sleep, and you age at a much slower rate. Additionally, you can cast the wall of fire spell once without expending a spell slot. You regain the ability to do so after finishing a long rest.
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