You can tap into the elemental power of fire, and direct it at your will. This power can be used to damage foes directly, as well as set them aflame, making them vulnerable to further damage. The source of this power may be magical, biological, some form of strange or alien technology, or you may not even know how you do it.
Some Fire Blast features require an attack roll. In all such cases, you are making a ranged attack that you are proficient with, and you add your Dexterity Modifier to the roll. You also add your Dexterity Modifier to the damage.
Many of your Fire Blast attacks 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.
Starting at 1st level, you can use your Action to shoot up to three quick flaming bursts at a target that you can see within 80 feet. You can hit one creature with all three darts or divide them how you wish among up to three targets. Each dart deals fire damage equal to 1d4 plus your Dexterity Modifier (roll once and apply to all darts). You may not add Endurance Dice to this damage. You can add a fourth dart at 2nd level, a fifth dart at 4th level, and one additional dart each even-numbered level until 20th. If you strike a single target with at least three darts in a single use of this feature, that target becomes vulnerable to fire damage until the end of its next turn.
Starting at 5th level, you can shoot one Flare using your Bonus Action. You do not need to use your Action to use Flares in the same round.
You can project a blast of blazing plasma that deals fire damage equal to 1d8 plus your Dexterity Modifier at a target you can see within 80 feet. Use your Action to make a ranged attack roll. If this attack roll is a critical hit, your target catches fire unless it resists fire damage. You can use Blaze at 7th level if Fire Blast is your Primary Power Set or at 11th level if it is your Secondary Power Set, and Blazing Bolt at 10th level if Fire Blast is your Primary Power Set or at 14th level if it is your Secondary Power Set.
You can use your action to toss a ball of plasma at a location that you can see within 80 feet. Each creature within 15 feet of that spot must make a Constitution Saving Throw or suffer fire damage equal to 2d8 plus your Dexterity Modifier (roll once and apply to all targets). If a creature fails its Saving Throw, it will catch on fire. If the creature's Saving Throw succeeds, it takes half damage and does not catch fire. You can use Rain of Fire at at 2nd level if Fire Blast is your Primary Power Set or at 4th level if it is your Secondary Power Set, and Inferno at 12th level if Fire Blast is your Primary Power Se, or at 15th level if it is your Secondary Power Set.
At 3rd level if Fire Blast is your Primary Power Set or at 6th level if it is your Secondary Power Set, you can use your Action to unleash a blast of fire in a cone 40 feet long and 20 feet wide. Any creature in that area must make a Constitution Saving Throw or suffer fire damage equal to 3d8 plus your Dexterity Modifier. 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.
At 4th level if Fire Blast is your Primary Power Set or at 8th level if it is your Secondary Power Set, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Fire Blast 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.