Fire Manipulation is a Secondary Power Set for Blasters.
You can tap into the elemental power of fire. 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 of your Fire Manipulation 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.
At 1st level, you can use your Action to select a creature that you can see within 50 feet. That creature is wrapped in a flaming energy field, and must make a Constitution Saving Throw or take 2d6 fire damage and be restrained until the end of its next turn. If the creature's Saving Throw is successful, it takes half damage and is not restrained.
Starting at 1st level, you can extend a flaming blade of plasma from one hand or forearm. This blade enhances your melee strikes. You can activate this feature on your turn without costing an Action, and maintain your Fire Sword for as long as you choose. If you become incapacitated or unconscious, the effect ends. Your punching damage becomes bludgeoning damage equal to 1d4 plus your Strength Modifier, plus fire damage equal to 1d4 plus any Endurance Dice you add. If your Fire Sword attack roll is a critical hit, you may make another Fire Sword attack against any creature in range as part of the same Action. If the second is also a critical hit, you may make a third, and there is no limit to the number you may make until you fail to roll a critical hit. You must have at least one hand free to use this feature.
You can use Fire Sword Circle at 4th level.
At 1st level, you can emit a blast of flame outward from your body. Each creature within 15 feet of you must make a Constitution Saving Throw or take 1d8 fire damage and catch fire. If a creature's Saving Throw is successful, it takes half damage and does not catch fire.
You can use Consume at 11th level and Burn at 14th level.
Starting at 6th level, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Fire Manipulation 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 8th level, you can use your Action to envelop yourself in a flaming aura. While it is active, you resist fire damage, and any creature that touches you must make a Dexterity Saving Throw or take 1d4 fire damage, and will take that damage on any subsequent turn that ends with it touching you. If a creature strikes you with a melee attack, it makes no Saving Throw and suffers that damage automatically. In addition, on the turn you activate this feature, you gain 1d4 temporary hit points per point of your Proficiency Bonus, which will disappear if the aura is deactivated. You must set aside one Endurance Die to keep your aura active.
You can use Hot Feet at 15th level.