Pyromancer (5e Class)

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Scales.png This page is of questionable balance. Reason: A full spellcasting class should not have features when they gain spell slot levels, and when they gain ability score improvements. The class also has several broken or overpowered features such as Smoldering armor, damage improvement at 4th level(Dancing with the Flames), immunity to fire damage at 5th level, With Fire and Sword, and most of the class's other features as well.

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Creating A Pyromancer

Pyromancers draw their power from the first flame, which has been split and kindled by pyromancers since time immemorial. A pyromancer gains the power of fire when another pyromancer gives them the gift of fire by splitting their own flame to kindle another. The power of the first flame is immense, but acts as a sort of deal with the devil. those who cannot control the power of the first flame end up as fuel to it, spreading its destructive power into the world. Many pyromancers spend their days attempting to learn about the first flame and those who took its power as their own, the first pyromancers. Much of the knowledge of the pyromancers has been lost to the sands of time, as there were many who feared the power of the first flame, and took action to destroy the followers of the first flame.

Magic the Gathering's Chandra Nalaar

Quick Build

To quickly build a Pyromancer charisma should be your highest stat as its the one you use for all your spells, your second highest start should be intelligence or dexterity.

Class Features

As a Pyromancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Pyromancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pyromancer level after 1st


Armor: Light
Weapons: Simple weapons, shortswords
Tools: none
Saving Throws: Intelligence, Charisma
Skills: Choose three of the following: Arcana, Deception, Intimidation, Persuasion, Investigation


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 daggers or (b) a shortsword
  • (a) an explorer's pack or (b) a scholar's pack
  • (a) a shortbow and 20 arrows or (b) any simple weapon
  • an arcane focus, studded leather armor

Table: The Pyromancer

Level Proficiency
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Fire affinity 4 2
2nd +2 Fire resistance 4 3
3rd +2 Blazing path, Smoldering Armor 4 4 2
4th +2 Ability Score Improvement, Dancing with the Flames 5 4 3
5th +3 One with fire, Walking Immolation (1/rest) 5 4 3 2
6th +3 Scorched Earth, Path feature 5 4 3 3
7th +3 With Fire and Sword, Extra Attack 5 4 3 3 1
8th +3 Ability Score Improvement, Fiery soul 5 4 3 3 2
9th +4 Sorching Superiority (1/ray) 5 4 3 3 3 1
10th +4 Path feature 6 4 3 3 3 2
11th +4 Walking Immolation (2/rest) 6 4 3 3 3 2 1
12th +4 Ability Score Improvement, Frost Foe 6 4 3 3 3 2 1
13th +5 Sorching Superiority (2/rays) 6 4 3 3 3 2 1 1
14th +5 Path feature, Extra Attack 6 4 3 3 3 2 1 1
15th +5 Restorative Combustion 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 Path feature 6 4 3 3 3 2 1 1 1 1
18th +6 Flame Mastery 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Path feature, Command creatures of fire 6 4 3 3 3 3 2 2 1 1

You are weak to Cold Damage


Your spellcasting revolves around your ability to focus your inner flame. You choose cantrips and spells from the Sorcerer spell list, as well as any spell or cantrip that produces a flame, conjures heat, or deals fire damage which are always prepared, and don't count against your prepared spells.


At first level, you know 4 Cantrips of your choice from the sorcerer spell list. You learn additional sorcerer 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.

Spells Known of 1st Level and Higher

At first level, you know 2 1st-level Spells of your choice from the sorcerers spell list or any spells that creates fire or heat.

Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Spells, since the power of your magic relies on your ability to manipulate 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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your pyromancer Spells.

Ability Score Increase

At Levels 4, 8, 12, 16, and 19, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.

Fire Affinity

The plane of fire wispers in your ear, and you learn how to read, write, and speak Ignan. Additionally, at 1st level, you gain the ability to start fires with a touch. As a bonus action, you can magically ignite a flammable object you touch with your hand, such as a torch, a piece of tinder, the hem of drapes, or something of the like

Burning Passion

At 2nd level, through your embrace and use of fire, you have become attuned to its wrath and power, and gain resistance to fire damage.

Blazing path

At 3rd level, you choose a Path, which grants you features as detailed below. Will you respond to the call of the Nine Hells where wretched souls burn in fiery torment? Perhaps the Sun calls to you to burn creatures of darkness? Or does the Elemental Plane of Fire beckons you to evaporate creatures of water?

Smoldering Armor

At 3rd level, a number of times equal to half your Charisma modifier (rounded down), you may add +2 to your AC as a move action. Your skin burning red hot, you produce a 10-foot radius of bright light and an additional 10 feet of dim light creating a disadvantage on stealth checks.The first time an enemy hits with a melee attack you deal 1d10+Charisma modifier fire damage on a failed dexterity saving throw or half as much on a successful one. This damage increases when you reach 5th level (2d10), 11th level (3d10) and 15th level (4d10)

If cloaked in radian flames it then produces a 20-foot radius of bright light and an additional 20 feet of dim light, necrotic flames produces a 5-foot radius of dim light.

This effect lasts for minute,or until submerged on water or deprived of oxygen etc...

Dancing with the Flames

At 4th level, you have spent many long nights learning how to court the mistress of destruction, and now those efforts bear fruit. Starting at level 4, you add your Charisma modifier to any fire damage you do. (this does not include burning damage from fires you caused)

One With Fire

At 5th level, through your study of the First Flame and use of its destructive power, you have become a conduit of the flame. Your body and soul are now extensions of the first flame. This merging with the fire has granted you a brief respite from its power, but your flaming limbs are more difficult to control.

You gain immunity to fire damage and disadvantage on sleight of hand checks.

Walking Immolation

At 5th level, your focus has become the only thing keeping the torrent of fire that is your soul from destroying everything around it. When your health is brought down to zero, instead of making 3 death saves, on your first success you are brought to 1 hit point and in a torrent of flame a fireball spell cast at 3rd level surrounds you not dealing damage to you or your allies, this ability is only usable once per 1d6 weeks. If your Focus is not on your person, you lose this ability.

Scorched Earth

At 6th level, you can take a dash action as a bonus action. Doing so will set all ground that you walk on during your dash action on fire in a 5-foot-wide line. Any creature that is in or moves onto a square affected must make a Dexterity saving throw or be set on fire (1d8 fire damage per round for 1d10 rounds), on a failed save, or take 1d4 fire damage, on a successful save. Any creature must remake the saving throw for every square it moves on that has been affected by Scorched Earth.

Any creature that is already on fire and moves through a square affected by scorched earth takes 1d6 fire damage per square.

You can use this once for each rest, and one additional time per 5th level of pyromancer.

With Fire and Sword

At 7th level, you can cast the Flame Blade spell as a 4th level spell without using a spell slot. You may use this ability a number of times equal to your Charisma modifier. Your extra attack applies to this blade as well.

You need to finish a long rest before you can use this feature again.

Fiery Soul

At 8th level, you become so attuned to the element of Fire that you have learned that every creature, no matter how grand, can be destroyed by its warm embrace.

As an action, you have learned how to temporarily remove a creature's natural fire resistance or immunity and bestow it upon a companion for 1 minute. If you do not have a companion to transfer the resistance/immunity to, the resistance/immunity is removed for 1 minute. This effect does not effect fire resistance/immunity that is the result of a spell or magical item.

As a bonus action, you can also make creatures vulnerable to fire for 1 minute, unless the creature has fire resistance/immunity.

This ability can only effect creatures that have challenge rating equal to your pyromancer level

You may use this ability 3 times per long rest,you need to finish a long rest before you can use this feature again.

Scorching Superiority

At 9th level you can cast the Scorching Ray spell without using a spell slot and when you cast it you fire off an additional ray and at 13th level you fire off one more to a total of 2 additional rays.

You need to finish a short/long rest before you can use this feature again.

Frost Foe

At 12th level, for an action all frost enchantments are suppressed as if under the effects of an anti-magic field.

This extends to a 15 foot radius.

Restorative Combustion

At 15th level, your relationship with fire has bore fruit, only at the dismay of others. Whenever you reduce an enemy to 0 HP with fire damage, you heal for half the damage of the killing blow.

Fire Mastery

At 18th level you can choose one 1st and one 2nd level spell that you can cast without spell slots as long as they deal fire damage. These spells can only be cast without use of a spell slot if used as a first or second level spell respectively.

Command Creatures of Fire

At 20th level, fire elementals and lesser devils within 90 feet of you obey you as if affected by the dominate monster spell. They may make a Wisdom saving throw against your spell save DC once per day to break free. If a creature succeeds the saving throw, they cannot be affected by this feature for 10 days.

Creatures that have been affected by this feature or the Dominate Monster spell will not be hostile to you or your companions, but they will be if there is another reason to be hostile.

Blazing Path

Agent of the Nine Hells

Agent initiate

You can speak Infernal and gain an imp familiar. Also, you can choose to make your fire-based spells deal necrotic damage

Occupational benefits

Starting at 6th level you can cast Hellish Rebuke without expending a spell slot, a number of times equal to your Charisma modifier. This number refreshes after you finish a long rest.

Executive Agent

At 10th level, you become Lawful Evil and you polymorph into a Barbed devil at 1/4 health upon Walking Immolation being used.

Chief Executive Agent

At 14th level, you can attempt to dominate lesser devils as an action. They can make a Wisdom saving throw against your spell save DC. You also gain immunity to necrotic damage and you polymorph into an bone devil at 1/2 health upon Walking Immolation being used.

Assistant Director

At 17th level, you can attempt to dominate greater devils and you polymorph into an Erinyes at 3/4 health upon Walking Immolation being used.

Chief of Staff

At level 20, you polymorph into a pit fiend with full health upon Walking Immolation being used, and you can summon an Erinyes 2 times a day for 10 minutes.


When you take the path of the Sunwalker, you choose to dedicate yourself to the deity of the sun, following in their glowing teachings.

Sun's Radiance

You gain the ability speak Celestial, in order to get closer to the god of sunlight.

You may choose for any Fire damage dealt by your character to be Radiant damage instead.

Shielded by the Sun

You give your faith to the sun, and have faith that it will protect you from harm. However, the sun does not always position itself to stop attackers, and so a more direct method must be used from time to time.

At 6th level, you gain the ability to cast Warding Flare as a reaction.

Warding Flare (1st Level): You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker. An attacker that can't be blinded is immune to this feature.

You can cast Warding Flare a number of times equal to your Charisma modifier(a minimum of once). You need to finish a short/long rest before you can use this feature again.

Early Riser

You have learned though your long travels that the sun is often most magnificent when it first banishes the darkness of the night. As a result of this, you gain a new found appreciation of the dawn and the light of the sun.

At level 10, you have learned how to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you conjure the light of dawn, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw against your spell save DC. A creature takes 5d10 + your Charisma modifier, or half as much on a successful saving throw. A creature that has total cover from you is not affected.

You may use this feature 2 times per day at level 10, 4 times at level 15, and 8 times at level 20. All charges are recovered at dawn.

Improved Flare

At 14th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Wrath of the Sun

At level 17, you learn the Flame Strike spell if you haven't already.

You also gain the ability to cast Flame Strike (as with a 5th level spell slot) without having to expend a spell slot 2 times. Any uses are regained at every dawn.

Corona of Light

At 20th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Fire Planar Walker

Friend of the Efreeti

You have spent sometime with the Efreeti of the Plane of Fire, and they have granted you citizenship in the City of Brass. Once per day you can summon a portal that leads into the City of Brass. You can also use this feature to return to the Material Plane.

Commander of the Elementals

At 6th level, you can cast Conjure Elemental to summon a fire elemental up to 3 times. You need to finish a short/long rest before you can use this feature again.

A debt to be repaid

At 10th level, the Efreeti have gifted you with a magic item you and/or your DM decide if the item is something you aren't proficient with you automatically become proficient with that one item. However, You now owe them a debt. Consult your Dungeon Master on the details of the debt

Tongue of Fire

At 14th level you as your action you gain a breath weapon that is a 25ft cone of flame that your enemies must make a Dexterity saving throw equal to your spell save DC and deals 5D10 fire damage, after you use this on the beginning of your turn roll a D6 on a 6 you regain your breath weapon

Volcanic heat

At 17th level, you become immune to cold damage and lose the need to drink water.

Supreme flames

At 20th level you can roll maximum damage on a fire-based spell when you cast it. This functions in the same way an evocation wizard uses Overchannel. As well as when Walking Immolation is activated you polymorph into an Efreeti at full health for 1 hour

Path of the Phoenix

You have formed a bond with one of the immortal fire birds. Its knowledge has allowed you to learn how to use your fire to aid you in new and unique ways.

Healing Flame

Starting when you chose this path at 3rd level, you may touch an open, nonmagical flame. It doesn’t harm you and for every 10 minutes you spend touching the flame you regain 1d4+1 HP.

Charred Skin

At 6th level, you are no longer weak damage and can cover yourself in an armor of flames. You may expend 1 spell slot of first to fifth level. You gain a plus 1 to your AC with a 1st level spell slot and an extra plus 1 to your AC for each slot level above 1st. The effect of this ability lasts for 12 hours and you gain resistance to cold damage while this spell is active.

Controlled Explosion

At 10th level, when you cast a fire spell that damages multiple creatures, you can prevent that damage to those you consider an ally.

Ashen Death/Soul of Cinders

At 14th level, you have learned to keep the fire inside you under control so it no longer threatens those around you. If you are reduced to 0 HP, after failing death saves, roll d20, on above a 5 your body bursts into flame. Creatures within 10 feet take 7d6 fire damage. Within 1d6 rounds, you emerge from the ashes with 1/4 of your maximum HP. You may only do this once every 2d6 months and each time you do this the DC increases by 4.

Blazing Wings

At 17th level, you have learned to use fire to help transport you where you need to go. When you activate Charred Skin, a pair of flaming wings sprouts from your back. Your clothing and equipment are unharmed by these wings. Your flying speed is equal to 2.5x your walking speed. You also gain the ability to use these wings in a melee attack. Creatures take 3d6 fire damage and 1d6 bludgeoning damage when hit with these wings.

Ultimate Blaze

At 20th level, when you use the Charred Skin ability, you get a plus 1 to your attack rolls (And save dc's) for fire-based spells for every second spell slot level used after first, and the spell slot that you expend to activate Charred Skin can be higher than fifth level and if you wish you may use multiple slots. Additionally, you may use the Healing Flames ability on other creatures.


Prerequisites. To qualify for multiclassing into the Pyromancer class, you must meet these prerequisites:14 Charisma.

Proficiencies. When you multiclass into the Pyromancer class, you gain the following proficiencies: Arcana, Intimidation

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