TEXT: Blood of the North
  The Magmablood
  The Magmablood
  A New Fighter Archetype
  A New Fighter Archetype
  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
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  Publications and published under the Community Content Agreement for
  Dungeon Masters Guild. 
  Credits
  Legal
  Written by Cameron Day
  Cover by Microstocker
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  Layout by Cameron Day
  Published by Daylight Publications 
  
  1
  To some fighters, honor is a code. But to others, the promise of glorious oblivion of
  Ragnarok brings hopes and dreams of a new age filled with destruction and fire. Born
  with fire in their blood, these fighters find their way to Surtr, the Great Fire Demon, and
  from the flak of his smithy, create their own weapons to carry the power of the Bringer
  of the Apocalypse. 
  It deals its weapon damage + 1d6 fire damage. This increases to 2d6 at 7th level, 3d6
  at 10th, 4d6 at 15th, and 5d6 at 18th. 
  It becomes a +1 magic weapon. 
  The blade appears to drip hot magma. 
  At third level, you have made the journey into the smithy of Surtr himself, and begun to
  forge your Shard of Yldshyl, made from the flak of the Sword of A Thousand Embers.
  This may take the form of a weapon you are proficient with, and has the following
  conditions:
  From the Forges of Muspel
  Veins of Fire
  At seventh level, the true fire within you begins to fuel your hatred and your combat.
  When an opponent deals slashing damage equal to over your proficiency bonus x 10 HP
  to you, liquid fire pours from your injuries and deals a number of d10s fire damage
  equal to your proficiency. 
  The Magmablood
  Volcanic Breath
  At tenth level, you are able to belch forth a great gout of lava from your mouth to stave
  off attackers. The lava launches in a 15-foot cone, and deals a number of d10 equal to
  your proficiency modifier plus your Constitution modifier. You may only use this ability
  once per long rest. 
  Magmatic Shell
  At fifteenth level, you are able to make a hardened shell of lava around your body to
  swiftly regenerate health. As an action you may summon the shell, it has an AC of 12 and
  100 HP, and remains for a minute or until destroyed. While within your shell you are able
  to regenerate a number of hit dice equal to your proficiency each round. You cannot use
  this ability again until you have taken a long rest. 
  Spawn of Surtr
  At eighteenth level, Surtr has marked you as one of his heralds to Ragnarok. Once per
  long rest as an action, you may transform into a fire giant for one minute. You retain
  your stats, and your Shard of Yldshyl grows to your size. When you revert at the end of
  your transformation, you must roll a Constitution saving throw. If you fail, you take a level
  of exhaustion, while if you succeed you are stunned for one round.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Subclasses - Daylight Publications/Blood of the North - The Magmablood.pdf