Professional Documents
Culture Documents
Pyromancer (5e Class) - D&D Wiki
Pyromancer (5e Class) - D&D Wiki
5e OGC
3.5e OGC Pyromancer
Pathfinder
OGC “A flash of light! An loud crash! And then an undeniable heat!” — Signs of a Pyromancer
Community
Tavern A pyromancer is a formidable spellcaster whose wide variety of nature’s fuel an assortment of
Chatroom specialisations and powerful abilities. While the name, pyromancer, is typically given to those
Official Discord that specialise and practice fire-based magic. A true pyromancer is one who has ignited the
Server kindling within themselves through an innate talent, dedicated study, unfaltering worship or by
Facebook means of an otherworldly entity. This doesn't mean all can walk the path - the kindling within
User Email oneself, if not large enough or unworthy, will instead ignite the soul of the would-be
pyromancer, reducing them to ash and returning them to the earth from whence they came...
Miscellaneous
Publications
Optional Rule: Planar Attunement
Random Page
Donations
Planar Attunement: Pyromancers, as living embodiments of
Tools their spark, find a natural attunement to certain planes of
What Links
existence. Elemental sparks feel whole within the Plane of Fire.
Here
Related Infernal sparks feel they have a deeper purpose within the Nine
Changes Hells. Phoenix sparks feel a sense of peace and serenity within
Special Pages the Feywilds or the Beastlands. Solar sparks while in the good-
Printable Version
aligned positive planes feel the warmth of the sun fill them. At
Permanent
Link the DM's decretion, while within a plane you're attuned to, you
Like
gain the following benefits:
You are considered a native to that plane for that planes
optional rule such as Shadowfell Despair or Elysium's
Overwhelming Joy.
You do not require sleep and are immune to the exhaustion
condition.
You have advantage on all initiative rolls.
Creating A Pyromancer
The most important question to consider when creating your pyromancer is how your character
is reflected in the nature of your flame and as such, the nature of your spark. As a starting
character, you'll choose a spark that is tied to the influence of the nine hells, the celestial
planes, one of the immortal birds of fire or to the elemental plane of fire, though the exact
source of your flame is up to you to decide.
Is it a birth right, passed down to you from distant ancestors or a close relative? Or did some
extraordinary event ignite your flame, scarring you in the process? How do you feel about the
flame burning within you? Do you embrace it, try to master it, or revel in its otherworldly
nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the
option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you
feel like you've been given this flame for some lofty purpose. Or you might decide that your
flame gives you the power and right to do what you want, to take what you want from those
who lack such power. Perhaps your flame links you to a powerful individual in the world—the
phoenix whose feather you returned, the efreeti that blessed you at birth, the archdevil whom
you made a pact with for power, or the solar deity who chose you to carry their radiance.
Quick Build
You can make a pyromancer quickly by following these suggestions. First, Charisma should be
your highest ability score, followed by either Dexterity or Constitution. Second, choose the
hermit background. Third, choose the control flames, create bonfire, fire bolt, and produce
flame cantrips, along with the 1st-level spells burning hands and hellish rebuke.
Class Features
As a Pyromancer you gain the following class
features.
Hit Points
Hit Dice: 1d6 per Pyromancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) +
Constitution modifier per Pyromancer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs,
light crossbows
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two of the following: Arcana,
Deception, Insight, Intimidation, Persuasion, Nature
and Religion.
Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
(a) a quarterstaff or (b) any martial weapon Magic the Gathering's Chandra Nalaar
Pyromancer Spark
Every pyromancer has a moment when the flame is first ignited within them. A spark that
becomes a flame. Sometimes that spark is naturally ignited by blood or talent, other times in
moments of emotionally strain, searing pain, burning rage or fuming loss and yet again it may
not come from within at all but as a gift from powerful otherworldly being, a noble genie, a great
phoenix, a deity of the sun, or an infernal lord. Regardless of how you were ignited, you have
the following features:
Spellcasting
Your spellcasting revolves around your ability to focus and manifest your inner flame. You
choose cantrips and spells from the pyromancer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from your 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.
Spell Slots
The Pyromancer table shows how many spell slots you have to cast your spells of 1st level and
higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You
regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level
spell slot available, you can cast burning hands using either slot.
Spellcasting Ability
Charisma is your spellcasting ability for your spells, since the power of your magic relies on
your ability to regulate and manifest your inner flame. You use your Charisma whenever a spell
refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the
saving throw DC for a 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
Innate Focus
As a conduit of magical power, you do not require material components to cast pyromancer
spells, provided the component is not consumed by the casting of the spell.
Spark
Choose a spark, it describes the source of your magical power: Elemental, Infernal, Phoenix, or
Solar. Each spark is detailed at the end of the class description and each one outlines the
associations of it. Your choice grants you features when you choose it at 1st level and again at
6th, 14th, and 18th level.
Spark Spells
Each spark has a list of spells—its spark spells—that you gain at the pyromancer levels noted
in the spark description. Once you gain a spark spell, you always know it, and it doesn't count
against your number of spells known. If you have a spark spell that doesn't appear on the
pyromancer spell list, the spell is nonetheless a pyromancer spell for you.
Growing Flame
As you gain levels in the pyromancer class so does your affinity to fire grow:
Potent Spark. Starting at 2nd level, whenever you roll fire damage on your turn, the roll gains
a bonus equal to your Charisma modifier.
Tempered. At level 6, you gain resistance to fire damage.
Everwarm. At level 10, you gain resistance to cold damage.
One with the Flame. Upon reaching 16th level, you gain immunity to fire damage.
Casting Style
While the nature of your spark is decided the moment the flame is ignited within you, how you
nurture that flame is ultimately up to you. At 3rd level, you've learned to manifest your spark in
one of the following ways. Choose one of the following options:
Artisan. When you make a disadvantaged ranged spell attack, you can use your reaction to
guide your strike, granting you advantage on that attack roll.
Calligrapher. Your ranged spell attack ignore half-cover and three-quarters cover.
Carver. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged
spell attack rolls.
Mason. When you take damage while concentrating on a spell, you can use your reaction to
grant yourself advantage on the Constitution saving throw that you make to maintain your
concentration on the spell.
Sculptor. When you cast a spell that affects you, you can automatically succeed on the first
saving throw against that spell and take no damage if you would normally take half damage on
a successful save.
Immortal Flame
At 20th level, you may share the warmth of your flame with those around you. When a creature
ends their turn within 30 feet of you, you may grant them resistance to cold and fire damage
(no action required). They retain this benefit while within 30 feet of you.
In addition, the primal magic that burns within you causes you to age more slowly. For every 10
years that pass, your body ages only 1 year.
Pyromancer Sparks
Every pyromancer has a moment when the fire is first ignited within them. A spark that
becomes a flame. Sometimes that spark is naturally ignited by blood or talent, other times in
moments of emotionally strain, searing pain, burning rage or fuming loss and still it may not
come from within at all, coming as a gift from powerful otherworldly beings, a great phoenix, a
deity of the sun, or an infernal lord.
Elemental Nature
Beginning at 1st level, you've taken on integral aspects of the creatures of the inner plane. You
don't require air, drink, food, or sleep. In addition, you can speak, read and write Ignan.
Blazing Combustion
At 1st level, your flame burns with a focused intensity that no other flame can match. When you
reduce a creature to 0 hit points with fire damage, you may detonate the target causing them to
explode, dealing fire damage equal to your Charisma modifier to all adjacent creatures and
igniting flammable objects if they aren't being worn or carried.
Purity of Flame
Starting at 6th level, your flame's pureness protects you from harm. You are resistant to poison
damage. At the start of your turn, you can burn away one of the following impurities to end one
effect on yourself that is causing you to be blinded, deafened, diseased, paralyzed, petrified or
poisoned. Once you use this feature, you can't use it again until you finish a short or long rest.
All Consuming
Starting at 14th level, when you deal fire damage to a creature other than yourself, you ignore
fire resistance and treat fire immunity as if it were fire resistance.
Great Conflagration
At 18th level, when you cast a pyromancer spell of 1st through 5th level that deals fire damage,
you can deal the maximum amount of damage instead of rolling.
The first time you do so, you suffer no adverse effect. Each time you use this feature again
before you finish a long rest, you take a level of exhaustion, immediately after you cast it.
Infernal Proficiency
Upon choosing this spark at 1st level, you gain proficiency with four simple or martial weapons
of your choice and can speak, read and write Infernal.
Hell Knight
Also at 1st level, you understand that those whose spark has been ignited by the Nine Hells
are expected to serve in the Blood War. As a bonus action, while unarmored, you can cause
flames to flare up around you and form a full set of crimson armor for 1 hour. When you do so
your Armor Class is equal to 13 + your Charisma modifier and all your weapon attacks and
damage rolls can use your Charisma modifier, instead of your Strength or Dexterity modifiers.
This armor vanishes early if you are incapacitated, die or doff it. Once you use this feature, you
can't use it again until you finish a short or long rest.
Burning Strike
Starting at 6th level, you gain the ability to infuse your weapon strikes with infernal energy.
Once on each of your turns, when you hit a creature with a melee weapon attack, you can
cause the attack to deal an extra 1d8 fire damage to the target. When you reach 12th level, the
extra damage increases to 2d8.
Seamless Combatant
Beginning at 14th level, you have perfectly balanced your magical and martial ability. When you
use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Infernal Surge
Starting at 18th level, you can draw power directly from the Nine Hells into yourself, giving your
flame a temporary flair in intensity and ferocity. You gain the following additional benefits when
you use your Hell Knight feature:
You gain resistance to bludgeoning, piercing and slashing damage unless it is from a good
aligned creature.
As part of your movement, you can move an additional distance equal to twice your
movement speed toward an enemy of your choice that you can see or hear. You must end
this move closer to the enemy than you started.
You gain advantage on saving throws that creatures with the demon tag impose against you.
Midas Touch
Upon choosing this spark at 1st level, whenever you would deal fire damage to a creature with
a pyromancer spell, you can instead deal no damage, and cause them to recover hit points
equal to half the number of fire damage you rolled for your spells damage.
You can use this feature a number of times equal to your Charisma modifier (a minimum of
once). You regain all expended uses when you finish a long rest.
This feature has no effect on constructs and undead.
Tempered Flame
Also at 1st level, your flame burns with a composure and serenity that few can attain. When
you cast a pyromancer spell that deals fire damage and affects a creature that you can see,
you can choose a number of affected creatures equal to 1 + your Charisma modifier. The
chosen creatures automatically succeed on their saving throws against the spell, and they take
no damage if they would normally take half damage on a successful save.
Measured Burst
Starting at 6th level, you have gained insight into not only the warmth of the phoenix but its
wrath. When you roll to determine the amount of fire damage dealt or hit points a creature
recovers from a pyromancer spell, you can treat all dice rolls lower than your Charisma
modifier as being equal to your Charisma modifier. Once you use this feature, you can't use it
again until you finish a short or long rest.
Bird of Fire
At 14th level, you gain the ability to manifest a pair of flaming wings from your back as a bonus
action, gaining a flying speed equal to your current speed. The wings last until you're
incapacitated, you die, or you dismiss them as a bonus action.
Phoenix
Starting at 18th level, as an action or when you are reduced to 0 hit points, you can explode in
a torrent of fire as you are overwhelmed by your once tempered flames. The area in a 30-foot
radius from you is engulfed in flame and a high-pitched screech is audible out to a mile. All
creatures in the affected area must make a Dexterity saving throw or take fire damage equal to
12d6 + your pyromancer level and be pushed to the edge of the 30-foot area. On a successful
save, affected creatures only take half as much damage and are pushed 10 feet away from
you.
This seemingly alive fire spreads around corners and if this damage reduces a creature to 0 hit
points, it is disintegrated as per the disintegrate spell. This feature also automatically
disintegrates a Large or smaller nonmagical object or a creation of magical force within the
area. A magic item is unaffected by this feature.
At the start of your next turn, you reconstitute and return to life with all your hit points and one
level of exhaustion. Once you use this feature, you can't use it again until you finish a long rest.
Radiant Spirit
Upon choosing this spark at 1st level, the divinity that ignited your flame has enhanced your
mind, body, and spellcasting:
You can speak, read and write Celestial.
You can see normally in dim light and darkness, both magical and non-magical to a distance
of 120 feet.
When you would deal fire damage you can instead deal radiant damage.
Solar Flare
Starting at 6th level, when you call upon your pyromancies your flame ejects powerful bursts
from your fledging corona, illuminating and guiding the path of any strike.
When you cast a spell that deals radiant damage, any creature that takes damage from the
spell is illuminated and sheds dim light in a 10 foot radius until the end of your next turn. The
next attack roll against a creature illuminated by this light has advantage if the attacker can see
it, and the affected creature can’t benefit from being invisible.
Corona
The crown or corona is an aura of plasma that surrounds the sun and as an extension of the
sun, your flame has cultivated a similar property. So much so, that if a creature with truesight
were to gaze upon you, they would see a crown of light that surrounds you, much like a halo.
At 14th level, creatures of your choice that end their turn within 30 feet of you take radiant
damage equal to your Charisma modifier.
Nova
From a spark, to a flame, to a blinding sun, your pyromancies have reached an apex, as have
your mastery over fire.
Starting at 18th level, as an action, you can begin a Nova, becoming a humanoid manifestation
of the sun as your body gives off a powerful radiance. For the next minute, a bright light shines
from you in a 60-foot radius, and dim light shines for an additional 60 feet beyond that,
dispelling magical darkness and causing creatures that rely on sight to have disadvantage on
all attack rolls against you. This light is considered sunlight. In addition, your Corona expands
with it, affected any creature within 60 feet of you and dealing twice as much damage.
Once you use this feature, you can't use it again until you finish a short or long rest.
Multiclassing
Prerequisite. To qualify for multiclassing into the pyromancer class, you must meet these
prerequisites:
Charisma 13.