Pyromancer (5e Class)
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A flash of light! An loud crash! And then an undeniable heat!— Signs of a Pyromancer
A pyromancer is a formidable spellcaster whose wide variety of nature’s fuel an assortment of specialisations and powerful abilities. While the name, pyromancer, is typically given to those that specialise and practice fire-based magic. A true pyromancer is one who has ignited the kindling within themselves through an innate talent, dedicated study, unfaltering worship or by means of an otherworldly entity. This doesn't mean all can walk the path - the kindling within 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...
Optional Rule: Planar Attunement
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.
|Magic the Gathering's Chandra Nalaar|
As a Pyromancer you gain the following class features.
- Hit Points
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Dexterity, Charisma
Skills: Choose two of the following: Arcana, Deception, Insight, Intimidation, Persuasion, Nature and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) any martial weapon
- (a) a light crossbow and 20 bolts or (b) two daggers
- (a) a dungeoneer's pack or (b) a explorer's pack
- A trinket that attests to the nature of your spark such as a piece of brimstone, an ever-glowing coal, a phoenix feather or a shard of hard light
- If you are using starting wealth, you have 4d4x10gp in funds.
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Spark Feature||4||2||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||5||5||4||3||—||—||—||—||—||—||—|
|6th||+3||Spark Feature, Growing Flame||5||7||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||5||9||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||6||12||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement, Growing Flame||6||14||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||6||15||4||3||3||3||3||2||1||1||1|
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:
Your spellcasting revolves around your ability to focus and manifest your inner flame. You choose cantrips and spells from the pyromancer spell list.
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.
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.
Spells Known of 1st Level and Higher
At first level, 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. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
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.
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 attack modifier = your proficiency bonus + your Charisma modifier
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.
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.
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.
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.
Ability Score Increase
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, ar 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.
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.
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.
Spark: Elemental Origins
Elemental flames represent vibrancy, passion, and change. At their worst, they are cruel and wantonly destructive, as the efreeti often are, but at its best, this flame reflects the light of inspiration, the warmth of compassion, and the flame of desire. Of all the forms a pyromancers spark can take, those aligned with the elemental plane of fire are said to be the truest of pyromancers, their flame not tempered with, or, as some would say corrupted by the light of the divine, the darkness of the hells, or the mystic of the fey. Detractors of this spark say it is the most fierce and cruel of flames to bare, pushing its wielder to turn the material world to ash and unleash capricious devastation wherever they go.
Those who possess within them an elemental flame may have had their spark ignited by the plane itself perhaps upon birth or during a great conflagration in an area where the border between the material and the inner plane is thin. Maybe it was done by a powerful efreeti as a gift for completing a quest or for your family’s generations of loyalty. Then again, you may find yourself a descendant of one of the natives of the elemental plane and unknowingly unleashed a torrent of flame at a young age, to your parent's amazement or horror. Regardless of how your elemental flame was awakened, you gain the following benefits:
- Elemental Spark Spells
|5th||elemental weapon (fire only)|
|7th||conjure minor elementals (fire only)|
|9th||conjure elemental (fire only)|
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.
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.
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.
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.
Spark: Infernal Origins
|Dark Souls III, Soul of Cinder|
Those whose flame has been ignited by an Infernal spark naturally manifest an Infernal flame that consumes life and drives one towards evil. Yet, this drive is accompanied by a respect and adherence to the principles of law, and no law holds truer to these pyromancers than the laws of the Nine Hells. These pyromancers, often called hell knights, combine the devastating strength of fire with cruel martial prowess in a brutal combination to be used in the great war the fiends of the Nine Hells wage against the demons of the Abyss; The Blood War.
While these pyromancers often aim to conceal their true nature and goals on the Material Plane, those familiar with their kind may find the sinister nature of their flames and their unmerciful attacks a dead giveaway. Hell knights sent to the Material Plane seek to destroy demons they come across and further the goals of devils there while generally maintaining a non-fiendish profile. Regardless of their goals, given or otherwise, a hell knight's spark is often ignited when a mortal with martial prowess makes a pact with a devilish entity or a talented mortal with infernal blood ignites their own spark. However, your Infernal flame was ignited, you gain the following benefits:
- Infernal Spark Spells
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.
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.
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.
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.
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.
Spark: Phoenix Origins
Your affinity for fire originates from a fey connection with one of the immortal birds of fire, the phoenix. A creature known for its ancient wisdom and benevolence has graced you with the aptitude to channel your inner fire to burn and heal both friend and foe. While phoenixes rarely dwell near enough to humanoid settlements to be encountered, it is said that a phoenix instils gifts of ancient knowledge and talent to those who possess great virtues.
When compared to other pyromancers, those of the phoenix possess gifts of wisdom, flight and the profound ability to cheat death. Their fighting style is as otherworldly and exotic as the fey touched eladrin, moving as though they were a dancer in the flame. Many of these pyromancers choose to extend the warmth that was granted to them - benevolently spreading warmth and knowledge where they go. Regardless of the circumstances of your connection, you gain the following benefits:
- Phoenix Spark Spells
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.
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.
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.
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.
Spark: Solar Origins
Since the dawn of the concept of a higher power, the worship of the sun as a divine object is prevalent among cultures all over the Material Plane. Yet the name they call this celestial object will often differ, to some he is Lathander the Morninglord, to others, he is Pelor the Sun Father, Belenus the Fair Shining One, Apollo son of Zeus and so continues a multitude of names and symbols. A god of the sun often possesses large influence in their native pantheon, and most represent the light and hope that the sun brings to the hearts of mortals. Pyromancers of the sun, often called solars or sun lords, are enlightened souls infused with its radiance and the power of their god's discerning vision, charged with chasing away deceptions and burning away the darkness. Unlike clerics, who receive power directly from their gods, solars are not conduits for that power but are instead born with ample kindling for manifesting their miraculous flame which is then ignited by the deity through the would-be solar's prayers. It is a destined solar's faith, strength of will and unique soul that powers their righteous flame, meaning that while a god may ignite the flame within a solar it is that solar's faith that sustains it and without faith, they are powerless. Regardless of your higher calling, and the name or disposition of the sun god that ignited your flame, you gain the following benefits:
- Solar Spark Spells
|1st||shield of faith|
|3rd||zone of truth|
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.
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.
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.
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.
Prerequisite. To qualify for multiclassing into the pyromancer class, you must meet these prerequisites:
Pyromancer Spell List
Here's the list of spells you consult when you learn a pyromancer spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. These spells are from the Player's Handbook and Sword's Coast Adventurer's Guide. If a spell's name is followed by an asterisk, the spell is instead from Xanathar's Guide to Everything.
- Cantrips (0 Level)
Blade ward, booming blade, control flames, create bonfire, fire bolt, friends, green-flame blade, lightning lure, minor illusion, prestidigitation, poison spray, produce flame, sacred flame, shocking grasp, spare the dying, thaumaturgy, thunderclap
- 1st Level
Burning hands, chaos bolt*, charm person, chromatic orb, color spray, detect magic, expeditious retreat, faerie fire, feather fall, hellish rebuke, jump, mage armor, ray of sickness, silent image, sleep, witch bolt
- 2nd Level
Aganazzar's scorcher, blur, cloud of daggers, continual flame, crown of madness, dragon's breath*, enhance ability, flame blade, flaming sphere, heat metal, hold person, levitate, lesser restoration, mirror image, misty step, phantasmal force, pyrotechnics, scorching ray, see invisibility, shatter, suggestion
- 3rd Level
Blink, catnap*, counterspell, dispel magic, elemental weapon (fire only), erupting earth, fear, fireball, flame arrows, fly, haste, hypnotic pattern, lightning bolt, major image, melf’s minute meteors, protection from energy, slow, stinking cloud, thunder step*
- 4th Level
Banishment, blight, charm monster*, confusion, conjure minor elementals (fire only), confusion, dimension door, dominate beast, elemental bane (fire only), fire shield, freedom of movement, phantasmal killer, polymorph, storm sphere, wall of fire
- 5th Level
Awaken, cloudkill, conjure elemental (fire only), dream, dominate person, far step*, flame strike, greater restoration, immolation, seeming, storm sphere, skill empowerment*, teleportation circle, wall of light*
- 6th Level
Chain lightning, disintegrate, find the path, heal, investiture of flame, mass suggestion, primordial ward*, scatter*, sunbeam, true seeing
- 7th Level
Crown of stars*, delayed blast fireball, etherealness, fire storm, plane shift, prismatic spray, regenerate, reverse gravity, teleport
- 8th Level
Control weather, dominate monster, earthquake, incendiary cloud, sunburst
- 9th Level
Astral projection, mass polymorph*, meteor swarm, prismatic wall, storm of vengeance, true polymorph