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To live life on the sidelines, bored and discontent, is to not really live life at all. Disciples of the Coursing Ember discipline are fiery individuals who follow their whims and passions to the ends of the earth. Coursing Ember techniques involve spreading radiant flames and gliding through the battlefield. | To live life on the sidelines, bored and discontent, is to not really live life at all. Disciples of the Coursing Ember discipline are fiery individuals who follow their whims and passions to the ends of the earth. Coursing Ember techniques involve spreading radiant flames and gliding through the battlefield. | ||
:'''Ideal: Passion.''' Your heart must burn like the desert sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your eyes to guide you into the future. | :'''Ideal: Passion.''' Your heart must burn like the desert sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your eyes to guide you into the future. | ||
:'''Signature Art: Salamander Charge.''' As an action, you move up to your speed without provoking opportunity attacks, leaving behind a wall of fire that is 10 feet high and 1 foot thick along your path, lasting for 1 minute or until you lose your concentration (as if you were concentrating on a spell). You can move through a creature's spaces for this movement, but you can't end your turn there. The wall lightly obscures vision. Any creature in the wall when it first appears, and whenever a creature enters the wall for the first time on a turn or ends its turn there must succeed on a Dexterity saving throw or take 1d8 fire damage. This damage increases | :'''Signature Art: Salamander Charge.''' As an action, you move up to your speed without provoking opportunity attacks, leaving behind a wall of fire that is 10 feet high and 1 foot thick along your path, lasting for 1 minute or until you lose your concentration (as if you were concentrating on a spell). You can move through a creature's spaces for this movement, but you can't end your turn there. The wall lightly obscures vision. Any creature in the wall when it first appears, and whenever a creature enters the wall for the first time on a turn or ends its turn there must succeed on a Dexterity saving throw or take 1d8 fire damage. This damage increases by 1d8 at 5th level (2d8), and again at 11th, (3d8) and 17th levels (4d8). | ||
:'''Searing Lashes (2nd Level).''' You coat your weapons in searing flames. When you take the Attack action, you can spend 1 tempo to increase your reach by 10 feet until the end of your turn. Your attacks deal fire damage instead of their normal damage type for the duration, and deal an additional 1d4 damage. | :'''Searing Lashes (2nd Level).''' You coat your weapons in searing flames. When you take the Attack action, you can spend 1 tempo to increase your reach by 10 feet until the end of your turn. Your attacks deal fire damage instead of their normal damage type for the duration, and deal an additional 1d4 damage. | ||
:'''Leaping Flame (5th Level).''' Whenever you are damaged by a hostile creature within 60 feet of you that you can see, you can use your reaction and spend 2 tempo to briefly turn into a wisp of flame and fly to an unoccupied space within 5 feet of them without provoking opportunity attacks. | :'''Leaping Flame (5th Level).''' Whenever you are damaged by a hostile creature within 60 feet of you that you can see, you can use your reaction and spend 2 tempo to briefly turn into a wisp of flame and fly to an unoccupied space within 5 feet of them without provoking opportunity attacks. |