Flamewielder (5e Subclass)
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As a Flamewielder, you have attuned yourself to fire. You understand that while fire can be destructive, you can harness it and bend it to your will to make it a powerful weapon.
- Flamewielder spells
You now have a connection with fire. This connection grants you additional spells, as shown on the Flamewielder Spells table. A spell on this list doesn't count against the number of spells you know. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
- Internal Flames
Also at 3rd level, you learn to harness the fire burning inside you. Once per turn, on a weapon/unarmed attack hit, you can harness this fire and do one of the following:
You deal an extra 1d6 fire damage.
You can attempt to push the target back. They must make a strength saving throw, against your spell save DC. On a fail, they are pushed back 15ft.
You can harness your flames and move yourself 5ft into an unoccupied space you can see.
- Flaming Jets
Beginning at 7th level, you can use your bonus action to grant yourself a flying speed of 10ft, with 5ft of hover. This effect lasts for 1 minute, or until you are incapacitated. You can do this a number of times equal to your proficiency bonus.
- White Hot Flames
At 11th level, your Internal Flames feature is improved. You gain the following improvements:
The fire damage you deal with this feature is increased to 1d8.
When you knock a target back, you may also knock them prone.
When you use this feature to move yourself 5ft, you gain half cover until the beginning of your next turn.
- Fiery Escape
Starting at 15th level, you can harness your flames to take defensive maneuvers. When take any damage, you can use your reaction to give yourself resistance to that type of damage until the end turn. In addition, you may also teleport 30ft into an unoccupied space that you can see. You can use this feature a number of times equal to your proficiency bonus.