Cleanser (Fighter)

Originally intended for domestic conflict, the notorious Flameguard Cleansers emerged as the disciplinary arm of the Flameguard Temple, embodying mercilessness and unwavering resolve. Tasked with sanctifying the land from heresy, they purge those accused of blasphemy by scouring them in holy fire, instilling fear even among the devout. Employing pyrotactics, they deliver the Protectorate’s Fury with deadly precision, horrifying outsiders who witness their use.

Though initially focused on internal purification, the expansion of hostilities with the crusades has led to the deployment of Cleansers beyond the Protectorate’s garrison. With zealotry matching their sacred duties, they prove themselves formidable soldiers on foreign fields, capable of clearing swathes through enemies of the True Law. Draped in the ashes of their heathen foes, they cleanse away iniquities with sheets of purifying flame, upholding the reputation of the theocracy as a force to be feared.


Tool Proficiency

When you adopt this martial archetype at 3rd level, you gain proficiency with the Purifier. You also gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

The Purifier

Beginning at 3rd level, you’ve learned how to create a portable flamethrower, known as a Purifier. Using tinker’s tools or smith’s tools, you can perform a 1 hour long ritual to create your Purifier in an unoccupied space on a horizontal surface within 5 feet of you. Once you create a purifier, you can’t do so again until you finish a long rest. You can have only one purifier at a time and can’t create another while your current one is present.

The purifier is a magical object, functioning as a ranged weapon. During the process of creation, you determine its appearance and which type it is, choosing from the options on the Purifier table.

It breaks down and becomes unusable if you are reduced to 0 hit points. You can also choose to dismantle it in a ritual which takes 1 hour to perform. If the purifier is lost or taken too far from you, you can then dismiss it as an action; thus enabling you to create a new one.

From 5th level onwards, you have the ability to deconstruct magical weapons and integrate them into your purifier. Whenever you encounter a non-wooden magical weapon, you may spend 1 hour modifying your current purifier to grant it the properties of the deconstructed weapon. Doing so destroys the original item. You can only integrate the benefits of one magical weapon at a time, but they are retained even if the purifier is reconstructed. Performing this process with a new magical weapon will replace the previous properties.

Purifier of Law

At 7th level, you learn to modify your purifier’s internal structure, making it more advanced and reliable:

  • Your attacks ignore resistance to fire damage.
  • When you reduce a creature to 0 hit points with damage caused by your Purifier, you can use your bonus action to regain one Action Surge. You can’t regain Action Surges above your maximum, and once you use this feature, you can’t use it again until you finish a long rest.

Charged Blaze

At 10th level, you’ve learned new ways to use your purifier in battle, charging it with extra power to better and further incinerate your foes. You gain a number of charges equal to half your proficiency bonus (rounded up). As an action, you can expend one charge to perform one of the following maneuvers:

  • Roaring Burst (Heavy Duty only): You spray everything in a 20 feet long, 10 feet wide line in front of you. Each creature in that area must make a Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much damage on a successful one. The area remains conflagrated for a number of rounds equal to your proficiency bonus, and any creature who enters or starts its turn in the area takes 1d8 fire damage.
  • Ring Torrent: You activate your purifier in a spinning motion, catching all those around you. Creatures within 10 feet of you must make a Dexterity saving throw, taking 5d6 fire damage on a failed save or half as much damage on a successful one.
  • Explosive Blast (Spitter only): You release a concentrated shot onto a single creature you can see within 30 feet of you. Make a ranged attack against the target. On a hit, the target takes 8d6 fire damage. You have advantage on this attack if the targeted creature is currently on fire.

A charge can be expended only once per turn. You regain all expended charges when you finish a long rest.

Master of Ignition

At 15th level, no living creature can escape from your flames:

  • All instances of fire damage now can cause the targets to catch on fire.
  • Your attacks, and abilities ignore resistance to fire damage, and treat immunity as resistance.
  • The fire exhaled from Heavy Duty now ignites any flammable objects in the area, including those that are being worn or carried. This includes the Roaring Burst and Ring Torrent features.

Supreme Cleansing

At 18th level, when you hit a creature with your purifier, you can choose to manifest the True Law in your immolation. This grants you the following benefits, for 1 minute:

  • When you activate this feature, and once per turn on a hit with your purifier, you cause additional 2d8 fire damage.
  • Your purifier gains an additional 15 feet of reach.
  • You can use your bonus action in each turn to cast a fire magic cantrip.

Once you activate this feature, you can’t use it again until you finish a long rest.

Kalemus, The Burning Truth

CLEANSER FEATURES

Fighter LevelFeature
3rdTool Proficiency, Purifier
7thPurifier of Law
10thCharged Blaze
15thMaster of Ignition
18thSupreme Cleansing

THE PURIFIER

PurifierProperties
SpitterFirearm, Range 30/90. When rolling for attack and damage, use your spellcasting ability modifier instead of your dexterity. On a hit, the target takes fire damage equal to 1d10 + your ability modifier and proficiency bonus.
Heavy DutyFirearm, Special, Two-Handed. When attacking, it exhales fire in a 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC; taking fire damage equal to 2d6 + your ability modifier on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. You can use this attack a number of times per long rest equal to double your proficiency bonus.