The Blazing Battalion
Blazing Bow
Rarity: Rare
Price: 2,399 gp
This +1 longbow is carved from the petrified wood of a tree struck by fire elementals. On a successful hit, the arrow bursts into flame, dealing an additional 1d6 fire damage. Furthermore, you can use a bonus action to ignite the bowstring, causing all arrows shot from the bow to leave a trail of flame behind them, lighting up the area they pass through for 1 minute.
Cinder Chain
Rarity: Very Rare
Price: 1,999 gp
This +1 flail always emits a soft warmth. When swung, it ignites, dealing an additional 1d6 fire damage on a hit. Furthermore, as a bonus action, you can cause the flail to explode in a 10-foot-radius fireball centered on a point you choose within 60 feet (Dexterity saving throw, 2d6 fire damage on a failed save, half as much on a successful one). Once used, this property can't be used again until the next dawn.
Dragon's Breath Dagger
Rarity: Rare
Price: 900 gp
A +1 dagger that emits a small flame at its tip. On a successful hit, it deals an additional 1d4 fire damage. Additionally, you can use an action to blow on the dagger, causing it to spew forth a 15-foot cone of fire (Dexterity saving throw, 2d6 fire damage on a failed save, half as much on a successful one). Once used, this property can't be used again until the next dawn.
Ember Axe
Rarity: Rare
Price: 3,599 gp
A +1 dagger that emits a small flame at its tip. On a successful hit, it deals an additional 1d4 fire damage. Additionally, you can use an action to blow on the dagger, causing it to spew forth a 15-foot cone of fire (Dexterity saving throw, 2d6 fire damage on a failed save, half as much on a successful one). Once used, this property can't be used again until the next dawn.
Inferno Longsword
Rarity: Rare
Price: 8,999 gp
A +1 longsword that glows with an inner flame. When you hit a creature with this magic weapon, the target takes an extra 1d12 fire damage.
Pheonix Pike
Rarity: Very Rare
Price: 14,999 gp
This +2 pike smolders like a dying ember. On a successful hit, it deals an additional 1d8 fire damage, and the target must make a Constitution saving throw or be set ablaze, taking 1d4 fire damage at the start of each of its turns until it uses an action to put out the flames.