Strong anger is often referred to as “burning rage,” but Magma Ragers take this out of the figurative and into the literal. These terrifying berserkers transform into terrifying juggernauts filled with scorching lava, and the most powerful ones can obscure the area around them with choking clouds of smoke and hurl crushing volcanic bombs at their foes.
Beginning at 3rd level when you choose this archetype, you can infuse a melee weapon with lava-like heat. When you rage, for the duration of your rage, as long as you are holding it the weapon deals an extra 1d6 fire damage. The damage increases to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. Only one weapon can be infused at a time, though you can use a bonus action to transfer the effect to a different weapon.
In addition, you gain resistance to fire damage.
Beginning at level 6, your skin takes on a lavalike crust while you are raging. While you have rage hit points, damage you take is reduced by an amount equal to half your proficiency bonus before any resistances or immunities you have are applied. This can only apply once per source of damage, no matter how many types of damage it does.
Beginning at level 10, your supernatural transformation takes on an even more powerful aspect. Your very flesh transforms into lava while you rage, making you even more durable. You are immune to fire damage, and while you are raging, treat critical hits that you suffer as normal hits.
Additionally, while you are raging, any creature that grapples you, that you grapple, or that begins its turn grappling or grappled by you takes 1d6 fire damage as the searing heat of your molten insides burns it.
Finally, while you are raging, you may ignite flammable materials with a touch as a bonus action.
At level 14, your volcanic transformation reaches its apex. While you are raging, you can spend an action to fill an area extending 10 feet from you with a cloud of dense smoke (see sidebar). You treat an area affected by your own smoke as lightly obscured rather than heavily obscured. Any given area of smoke persists for an 10 minutes or until dispersed by a strong breeze.
You can also generate and throw a volcanic bomb at a target within as an action. A volcanic bomb counts as a ranged weapon attack with a range of 30/60 feet. On a hit, the target takes 2d6 fire and 2d6 bludgeoning damage.
DENSE SMOKE
Creatures and objects in an area of dense smoke are heavily obscured. When a creature that needs to breathe starts its turn in an area of dense smoke, if it is not holding its breath it makes a Constitution saving throw (DC 10 + 1 per round previous turn in the dense smoke, maximum DC 20) or it begins to suffocate.A creature that covers its mouth and nose with a damp cloth has advantage on this save. Finally, smell-based checks to perceive or track creatures that have spent more than 1 round in an area of dense smoke have advantage until the creature finishes a long rest or takes at least 10 minutes to clean the smoke from itself.