Elemental Fighter - The Inferno
Just an idea I've had kicking around for a while now, a series of elemental themed subclasses. Originally, I was tempted to create fighter subclasses for the elements of air, earth, fire, water, and storm but now after looking at earlier editions and other systems for ideas, I'm thinking of splitting them up between different classes so I may create a rogue subclass based on air and a monk subclass based on water. Normally I would give out cantrips that suit the theme as well, I decided not to in this case and instead sped up the gain of spells to be at the same rate as a half-caster. I did play around with giving them the selected spells and then warlock casting with 2 slots/short rest but ultimately decided to go with innate casting on a long rest.
THE INFERNO
A fighter subclass that draws upon the elemental energy of fire to enhance his attacks
Firesoul Aura. At 3rd level, you are surrounded by a haze of heat due to your new connection to the element of fire. You gain resistance to fire and when you use your action surge, you deal fire damage equal to your fighter level to each creature within 5 feet of you.
Innate Spellcasting. At 3rd level, you are able to cast a limited selection of spells. Your spellcasting ability is Charisma (spell save DC 8 + proficiency bonus + Charisma modifier). You learn to innately cast the following spells at the listed levels, requiring no material components.
[TABLE="class: outer_border, width: 500, align: left"]
[TR]
[TD="align: center"]Fighter Level
[/TD]
[TD="align: center"]Uses/long rest of each spell
[/TD]
[TD]Spells
[/TD]
[/TR]
[TR]
[TD="align: center"]3rd
[/TD]
[TD="align: center"]2/day[/TD]
[TD]burning hands, hellish rebuke as 2nd level spells[/TD]
[/TR]
[TR]
[TD="align: center"]5th[/TD]
[TD="align: center"]2/day[/TD]
[TD]pyrotechnics, scorching ray[/TD]
[/TR]
[TR]
[TD="align: center"]9th[/TD]
[TD="align: center"]1/day[/TD]
[TD]fireball[/TD]
[/TR]
[TR]
[TD="align: center"]13th
[/TD]
[TD="align: center"]1/day[/TD]
[TD]wall of fire[/TD]
[/TR]
[/TABLE]
Fiery Weapon. At 7th level, any melee weapon you wield bursts into flame. When you make a melee weapon attack, you deal an additional 1d6 fire damage. If your weapon leaves your hand the flames flicker out. The weapon is not harmed by these flames.
Improved Firesoul Aura. At 10th level, after you use your Action Surge, you are surrounded by a blaze of fire. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. This effect lasts for 1 minute.
Control the Flames. At 15th level, any allies within 30 feet of you have fire resistance. If you are subjected to a fire attack you can use it to revitalise yourself and spend a single hit die to heal yourself.
Immunity to Flame. At 18th level, you become Invulnerable to fire.