Fiery Melee is a Primary Power Set for Brutes and Stalkers, and a Secondary Power Set for Tankers.
You attack with fire and conjure up flaming melee weapons. Fiery Melee powers may set foes ablaze.
Some of your Fiery Melee 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.
Starting at 1st level, you can wrap your hands in flames, enhancing your melee strikes. You can activate this feature on your turn without costing an Action, and maintain Scorch for as long as you choose. If you become incapacitated or unconscious, the effect ends. Your punching and kicking damage becomes bludgeoning damage equal to 1d4 plus your Strength or Dexterity Modifier (your choice), plus fire damage equal to 1d4 plus any Endurance Dice you add. A kick or a punch uses a melee attack roll.
You can use Fire Sword at 1st level, and Cremate at 1st level if you are a Brute or Scrapper. You can use Incinerate at 3rd level if you are a Brute, at 10th level if you are a Scrapper, and at 14th level if you are a Tanker. You can use Fire Sword Circle at 7th level if you are a Scrapper, at 10th level if you are a Brute, and at 11th level if you are a Tanker. You can use Greater Fire Sword at 12th level if you are a Brute or a Scrapper, and at 15th level if you are a Tanker.
At 2nd level if you are a Brute, 3rd level if you are a Stalker, or 8th level if you are a Tanker, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Fiery Melee attack 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.
At 3rd level if you are a Scrapper, 6th level if you are a Tanker, or 7th level if you are a Brute, you can use your Action to release a blast of fire breath in a cone 15 feet long and 8 feet wide. Each creature in that area must make a successful Constitution Saving Throw or suffer 4d4 fire damage. If a creature fails its Saving Throw, it will catch fire. If the creature's Saving Throw succeeds, it takes half damage and does not catch fire.