Fiery Aura is a Primary Power Set for Tankers and a Secondary Power Set for Brutes, and Scrappers.
You engulf yourself in protective flames.
Some of your Fiery Aura features may cause your target to catch fire. When a creature catches on fire, it suffers an immediate 1d6 of fire damage on top of any damage dealt by the attack or feature itself. It will take 1d6 fire damage again at the beginning of its next (and every subsequent) turn if the flames haven't been put out. At the end of each of its turns, the creature can use its Action to make a DC 12 Dexterity Check to try to put out the flames.
You have advantage on Saving Throws made to stop yourself from burning.
Some of your Fiery Aura features indicate that they cause Pushback. A creature affected by Pushback is pushed 15 feet away from you. If your Pushback shoves a creature into an obstacle, such as a wall or a Huge or larger creature, it suffers 1d6 bludgeoning damage for every five whole feet it would have otherwise traveled. Divide the remaining distance by five and round down. Certain features may also have additional rules around Pushback.
At 1st level, you can wrap yourself in a flaming corona. You can activate this feature without costing an Action but you must do so on your turn. It will remain active until you deactivate it on your turn, or become unconscious or incapacitated. While your Fire Shield is up, you resist bludgeoning, piercing, slashing, and fire damage. You do not resist cold damage but you are not susceptible to being chilled. You have advantage on any Saving Throw made in opposition to being stunned.
You can use Blazing Aura at 1st level and Plasma Shield at 4th level if you're a Tanker and at 6th level if you're a Brute or a Scrapper.
At 1st level you can use your Action to roll one or more Endurance Dice. You apply the result to yourself as temporary hit points. Whenever you use this feature, you resist necrotic damage until the beginning of your next turn. If you already resist necrotic damage, you become immune to it for that time.
You can use Rise of the Phoenix at 12th level if you're a Tanker and at 15th level if you're a Brute or Scrapper.
At 2nd level if you are a Tanker and at 4th level if you're a Brute or a Scrapper, you gain advantage on any Saving Throw you make in opposition to any effect that restricts your movement, including jumping distances. You are no longer susceptible to catching fire, and your Fiery Aura also now provides cold damage resistance.
At 3rd level if you are a Tanker and at 8th level if you're a Brute or a Scrapper, you can use your Action to release a burst of fire around you. Each creature within 20 feet of you must make a successful Dexterity Saving Throw or take 2d6 fire damage and catch fire. A creature that makes a successful Saving Throw suffers half damage but does not catch fire. For each creature that fails its Saving Throw, you restore 1d4 Endurance Dice, but you cannot exceed your maximum Endurance Dice with this feature.
You can use Burn at 7th level if you are a Tanker and at 11th level if you're a Brute or a Scrapper.
At 10th level if you are a Tanker and at 14th level if you are a Brute or a Scrapper, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add twice the result to every Saving Throw, attack roll, and damage roll you make until the end of your next turn. Using this feature does not cost an Action but you can only do it on your turn.