Pyromancers; Sorcerers who master the forbidden art of "Soulfire" sacrifice their souls to become truly devastating forces of destruction. Through bizzare and poorly understood rituals in the eyes of mainstream magical study; a Pyromancer joins the "Living flame", giving up their soul to provide fuel for a fire with a life of it's own. They wield this fire as a weapon, but often struggle to reign in the powers that they unleash!
Some succumb to the temptation of the sickly teal fire to protect their village from attackers, some are simply consumed by bettering their peers in the arcane arts, but all burn away their future for the sake of power.
Wielders of the Soulfire are met with fear and derision by those with a lawful disposition. To many, they are the epitome of the dangers of plumbing too deep into the arcane arts, and are usually hunted by mage-slayers, witch hunters, and inquisitors. Pyromancers tend to keep their power a secret, using it furtively and with caution, but when backed into a corner, they unleash their devastating might to full effect, crushing their foes.
Creating a Pyromancer:
The most important factor to consider when creating a pyromancer is how you came about your cursed power and what was your motivation for sacrificing your soul in exchange for power? Perhaps you made a deal with a demon to battle your nemesis and regret your decision after he was slain. Maybe a magical experiment went wrong, and by no fault of your own, you were branded with this power, and are just making the best of the situation. Did you seek it out, through ancient tomes and texts or or were you chosen for this power?
Does this power make you feel entitled and superior to others? Scared in populated areas? Blessed by your chosen deity?
What is your opinion towards the study of magic? Is it a tool to improve your power, or the shackles by which your studies are restricted?
You can make a pyromancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose the Burning Hands, Control Flames, Produce Flame and Dancing Lights cantrips, along with the 1st level spells Inferno and Firework.
As a Pyromancer, you gain the following class features.
Hit Dice: 1D6 per Pyromancer level
Hit Points at 1st Level: 6+your Constitution modifier
Hit Points at Higher Levels: 1D6 (or 4) + your Constitution modifier per Pyromancer level after 1st.
Weapons: Daggers, Darts, Hand axes, Quarterstaffs, Light Crossbows
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Persuasion and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
(a) a Light Crossbow and 20 bolts or (b) any simple weapon.
(a) a Component Pouch or (b) an Arcane focus.
(a) An Explorer's pack or (b) a Scholar's pack.
(a) A Quarterstaff or (b) a Hand axe.
At 1st level, you know four cantrips of your choice from the Pyromancer spell list. You learn additional Pyromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pyromancer table.
The Pyromancer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Pyromancer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
For example, when you are 5th Level, you have 3rd level spell slots. To cast a 1st level spell, you must spend one of those slots, and you would cast it as a 3rd level spell.
Spells Known of 1st Level and higher
You know two 1st level spells of your choice from the Pyromancer spell list.
The Spells Known column of the Pyromancer table shows when you learn more Pyromancer spells of your choice. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th Level for example, you learn a new Pyromancer spell which can be 1st, 2nd or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Pyromancer spells you know and replace it with another spell from the Pyromancer spell list, which also must be of a level for which you have slots.
Charisma is your spellcasting ability for your Pyromancer spells, since the power of your magic relies on a living fire with a will of it's own! You use your Charisma whenever a spell refers to your spellcasting ability for this class. In addition, you use your Charisma modifier when setting the saving throw DC for a Pyromancer spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier
You can use an Arcane Focus (found in Chapter 5 of the Player's handbook) as a spellcasting focus for your Pyromancer spells.
Kinship of Fire:
Choose your relationship to the powers you command. Which describes your Pyromancer better? The Acolyte of the Flame, or The Thrall of the Flame? Both are detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level, and again at 6th, 14th and 18th level.
Host of Embers:
At 2nd Level, the fire that you have summoned has altered you permanently. You have Resistance to fire damage, and your Pyromancer spells ignore that resistance in other characters and creatures. Your spells do not ignore fire immunity.
You must also add one of the following character flaws to the flaws section of your character sheet:
Pyromaniac: This means that your character will have poor impulse control when it comes to setting things on fire, and will find it hard to resist solving all of your problems with destruction.
Hot Headed: You might be impetuous, hasty, quick tempered or charge into situations without patience or planning.
Emotionally Void: You have burned away your soul in exchange for power. You have not recovered from your sacrifice and you find it hard to feel anything. The only time you feel truly alive is when remembering your past before the fire.
At 3rd level, you gain the ability to channel the living flame to augment your senses.
When you use your Souls Seeker ability, the fire that replaced your soul calls out and hungers for more immortal kindling. The Soul Seeker ability manifests in two possible ways: Aura Burn- You focus on one person, creature etc, within 100 feet. This creature's Alignment and emotional state becomes known to you, as you see a coloured flame which represents the quality of their soul. This effect lasts for 1 hour.
Emblazoned senses- Your inner fire makes all nearby souls known to you as your eyes visibly flicker with jade light. For as long as you concentrate on this ability during it's 10 minute duration, you know if there are any souls within 30 feet of you, as well as were these creatures are located. You can see the embers of their souls (provided that they have them) through all solid objects, but you do not know which creature the soul belongs to.
You may choose how your Soul Seeker ability manifests, allowing you to pick the effect. After using your Soul Seeker ability, you must then finish a short or long rest before you can use it again.
Beginning at 6th level, you may use your Soul Seeker ability twice between rests.
Ability Score improvement:
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Kinship of Fire- The Acolyte of the Flame:
The Acolyte fully realizes their decision to embark on this dangerous path, and embraces the changes that the flame has in store for them. Little by little, the Acolyte descends into the roll of the agent of entropy, content to see the world burn for the sake of their own power, or the power of the living flame. The Acolyte sees their dark gift as the solution to most every problem, and grow in strength the more they give themselves up to the fire.
Starting when you choose this path at 1st level, you are rewarded for your service to the forces of entropy with knowledge and power. You can now speak Infernal, Abyssal, Ignan and Draconic.
You wreathed in a sickly flame when in combat...hard to hide but very helpful for burning up projectiles before they can strike you. You may add your Charisma modifier to your AC, and when grappled, the grappler takes D6 damage per round.
Starting at 1st level, your understanding of the elements of the world allow you to banish those who misuse your power. As an action, you may attempt to turn any elementals in the vicinity. Each elemental that can see or hear you within 30 feet of you must make a wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend it's turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also cant take reactions. For it's action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Starting at 6th Level, when you cast a spell that deals fire damage, you may add your charisma modifier to that spell's damage.
Fire made flesh
At 14th Level, you can transform your body into pure flame to traverse the world unharmed. Once per short rest, you may cast Misty Step.
By using 10 minutes of concentration, you may also summon a Nightmare as a steed. The Nightmare lasts for 24 hours, or until dismissed. You may only summon one Nightmare and it acts on your actions.
One with the spark
At 18th level, you have spent so much time surrounded by fire that you are now immune to fire damage, and become a Pit Fiend upon death.
Kinship of Fire- The Thrall of the Flame:
The Thrall is someone who has taken the easy way out, and has been forced to live with the consequences. They have taken on the ruinous powers of the forbidden fire, and use it's power now to make up for their hasty decision. Knowing that they will be hunted, they often keep their power to themselves...but the fire hungers to be free. When finally unleashed, the Thrall struggles to contain and control the power that they have released. A thrall must be sure that they wish to destroy the focus of their flame, as leaving their power too long without a release could end in disaster!
Starting when you choose this path at 1st level, your spellcasting can unleash untamed fire into the world. Immediately after you cast a Pyromancer spell of 1st level or higher, the DM can have you roll a D20. If you roll a 1, roll on the Insatiable Hunger table to create a random magical effect.
Starting when you choose this path at 1st level, your power will try and make the most of it's opportunities to strike out and do harm. Your spells now critically hit on a roll of 19 or 20 when rolling to hit.
Starting at 6th level, you can express your desire to cause harm and hope that the living flame will answer your call. You may choose to roll on the Insatiable Hunger table, in exchange for Advantage on your next attack. This effect may only occur once per short rest.
Master of the Flame
At 14th Level, you gain a modicum of control over the surges of your flame's destructive will. Whenever you roll on the Insatiable Hunger table, you can roll twice and use either number.
Pent up wrath
Beginning at 18th level, the destructive power that you control tries to lash out when you use it. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature only once per turn.
Insatiable Hunger table:
Pyromancer Spell List:
Magma Splash- (1 action, range 60 feet, VS components) You hurl a bubble of super heated liquid rock. Choose a creature within range, or two creatures within 5 feet of each-other. A target must succeed on a Dex saving throw or take 1D6 Fire damage. This attack melts mundane metal or rock objects and sets flammable objects on fire.
This spell increases by 1D6 when you reach 5th level, 11th Level and 17th Level.
Firework- (1 action, 120 foot range, V,S components, lasts 1 round) A flash of teal light streaks towards a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4D6 fire damage, and the next attack roll made against the target has advantage, thanks to the explosion of sparks that glitter around your target until then.
At higher levels: When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1D6 for each spell slot above 1st.
Inferno- (1 action, 30 foot range, V, S, M, (A coal) components, duration; concentration 1 minute) Writhing and flickering teal flames erupt from your hands, lancing towards a creature within range, forming a sustained flamethrower between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1D12 fire damage, and on each of your turns for the duration, you can use your action to deal 1D12 fire damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or has total cover from you.
At higher levels: when you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1D12 for each slot level above first.
Burning Armour- (1 action, Touch range, V, S, M (a fistful of ash) components, concentration 1 hour) You touch a willing creature. Until the spell ends, the target is enveloped in jade flame which burns up projectiles and other attacks before they can reach the creature. The target's AC can't be less than 16 regardless of the armour they are wearing for the duration.
Ember Storm- (1 action, 60 ft range, V, S, M, (a match or a splash of oil) components, concentration up to 1 minute) You fill the air with a spinning orbit of small flames in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4D4 fire damage when it enters the spell's area of effect or if it starts it's turn there.
At higher levels: When you cast this spell with a spell slot of 3rd level or higher, the damage increases by 2D4 for each slot above 2nd.
Combustion Ray- (1 action, Range Self (100 foot line), V, S, M, (A torch) components) You super-heat the air in front of you in a 100 foot line and five feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8D6 fire damageon a failed save as the air around them explodes in a plume of fire, or half as much on a pass.
All flammable objects in the area that aren't being worn or carried, combust.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1D6 for each slot level above 3rd.
Elemental Weapon- (Fire Exclusively)
Glyph of Warding
Meld Into Stone
Melf's Minute Meteors
Speak with Dead
Conjure Minor Elementals
Wall of Fire
Flame Strike- (Fire Damage rather than Radiant)
Pyroclastic flow- (1 action, Range Self (60 foot cone), V, S, M (a shard of Jet) components) A blast of twirling flame and burning air erupts from your hands. Each creature in a 60 foot cone must make a Dex saving throw. A creature 8D8 fire damage on a failed save or half as much on a pass. A creature killed by this spell becomes a burned stone statue.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1D8 for each slot above 5th.
Circle of Death
Controlled Fireball- (1 action, 300 feet, V, S, M, (a cyrstal ball) Components) A globe of spinning flame streaks from your fingertips to a point of your choice within range, where it explodes in a 60 foot radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10D6 fire damage. On a pass, they take half as much damage.
If the globe strikes a body of water or liquid that is mostly water, the liquid evaporates. Creatures that were swimming in that water, drop to the ground, taking falling damage.
If the globe strikes a flammable surface all objects in 30 feet square combust, and this flame spreads by 10 feet per round for D10 rounds. All creatures in the combustible area take 2D10 fire damage for every turn that they start or end their turn in the fire.
You can refrain from firing the globe after completing the spell if you wish. A small pumice stone which glows with an eerie green light, the size of a sling stone appears in your hand. It is cool to the touch. You or a creature you give the stone to can throw the stone, hurl it with a sling or fire it out of a blunderbuss etc. It shatters on impact with the same effect as the normal casting of the spell.
Drawmij's Instant Summons
Flesh to Stone
Investiture of Flames