Pyromancer (5e Class)
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- 1 Pyromancer
- 1.1 Optional Rule: Planar Attunement
- 1.2 Creating A Pyromancer
- 1.3 Class Features
- 1.3.1 Table: The Pyromancer
- 1.3.2 Pyromancer Spark
- 1.3.3 Spellcasting
- 1.3.4 Spark
- 1.3.5 Growing Flame
- 1.3.6 Spark's Manifestation
- 1.3.7 Ability Score Increase
- 1.3.8 Immortal Flame
- 1.4 Pyromancer Sparks
- 1.4.1 Spark: Elemental Origins
- 1.4.2 Spark: Infernal Origins
- 1.4.3 Spark: Phoenix Origins
- 1.4.4 Spark: Solar Origins
- 1.5 Multiclassing
- 1.6 References
A flash of light! An loud crash! And then an undeniable heat!— Signs of a Pyromancer
A pyromancer is a general term generally given to those that study or wield fire magic. However, in reality, a true pyromancer is one who has ignited the kindling within themselves through an innate talent, dedicated studies, unfaltering worship or by means of contacting an otherworldly entity. However, this doesn't mean all can become one, the kindling within oneself if not enough or unworthy will instead ignite the soul of the would-be pyromancer reducing them to ash.
Optional Rule: Planar Attunement
Creating A Pyromancer
The most important question to consider when creating your pyromancer is 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 realm, a bird of flame or the elemental plane of fire, but the exact source of your flame is up to you to decide. Is it a birthright, passed down to you from distant ancestors or close relative? Or did some extraordinary event ignite your flame but perhaps scar you as well? 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 elemental that blessed you at birth, the archdevil who 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 Constitution or Dexterity. Second, choose the hermit background. Third, choose the fire bolt, produce flame, create bonfire, and control flames 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
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two daggers or (b) a martial weapon of your choice
- (a) a explorer's pack or (b) a scholar's pack
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- Leather armor, an arcane focus, and a trinket that attests to the nature of your spark such as an 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, coming as a gift from powerful otherworldly beings, a great phoenix, a deity of the sun, or an infernal lord. Regardless of how you ignited this spark you have the following features:
Your spellcasting revolves around your ability to focus and manifest your now ignited flame. You choose cantrips and spells from the sorcerer spell list, as well as any spell or cantrip that deals fire damage or handles flame or heat. These spells are considered pyromancer spells when cast by you.
At first 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.
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
You can use an arcane focus as a spellcasting focus for your pyromancer spells.
Choose a Spark, it describes the source of your magical power: Elemental, Infernal, Phoenix, or Solar, all 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.
- 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 have it prepared, and it doesn't count against the number of spells you can prepare each day. 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 grow your flame, your affinity for fire grants you several benefits as you nurture your flame. Starting at 2nd level, when you would deal fire damage using a pyromancer spell, you can add your Charisma modifier to the damage rolls. Then at 6th level, you gain resistance to fire damage and at 10th level, you gain resistance to cold damage, your body forever warm. Finally, at 16th level, your resistance to fire damage becomes immunity to fire damage.
While the nature of your spark is decided the moment your flame is ignited within you, how you manifest 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 from one of the two sparks.
- Spark of the Forge
Your spark is reminiscent of those created within a forge. When metal is skillfully beaten against metal under an enormous heat. You gain one of the following benefits:
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Spark of the Mind
Your spark cannot be found in the physical world but within the minds of artists and those creative folk who in a moment of brilliance create a masterpiece or define an era. You gain one of the following benefits:
- Sculptor. When you cast a spell that affects other creatures that you can see, you can choose one of them. 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.
- Calligraph. When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Carver. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls. You gain a +2 to spell damage rolls made within 5 feet of the targetted creature.
- Artist. When you roll a 1 on a damage die for an attack you make with a pyromancer spell that targets one creature, you can reroll the die and must use the new roll, even if the new roll is a 1.
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.
Finally, at 20th level, you've begrudgingly listened to the plea of your allies and at the end of a long rest, you can grant allies within 30 feet, that have rested in the light of your eternal flame the entire duration, resistance to fire damage and temporary hit points. The number of temporary hit points you grant and the number of allies you can affect are equal to your level and the effect lasts for 8 hours. In addition, the primal magic that you wield 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 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, coming as a gift from powerful otherworldly beings, a great phoenix, a deity of the sun, or an infernal lord. Regardless of how you attained this spark you have the following features:
Spark: Elemental Origins
Elemental flames represent vibrancy, passion, and change. At their worst, they are cruel and wantonly destructive, as the efreet 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 who have been ignited by the elemental plane of fire, are said to be the truest of pyromancers, their flame not temper or 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 prehaps upon birth or during a great conflagration in an area where the boarder 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 families generations of loyalty. Then again, you may find yourself a descendant of one of the elemental planes natives and unknowingly unleashed a torrent of flame at a young age, to your parents amazement or horror. Regardless of how your elemental flame was brought to life, you gain the following benefits:
- Elemental Spark Spells
|7th||conjure minor elementals|
At 1st level, you've taken on integral aspects of the creatures of the inner plane. You don't require air, food, drink, or sleep. In addition, you can speak, read and write Ignan.
You flame burns with a focused intensity that no other flame can match. Whenever you reduce an enemy 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, reducing their bodies to ash and igniting flammable objects within range if they aren't being worn or carried.
Purity of Flame
Starting at 6th level, your flames pureness protects you from harm. At the start of your turn, you can burn away impurities to end one effect on yourself that is causing you to be blinded, defended, diseased, paralyzed, petrified or poisoned. You regain use of this feature when you complete a short or long rest. In addition, you are resistant to poison damage.
The Element of Fire
At 14th level, you build up heat as you continually deal fire damage to creatures, losing all built up heat points if you don't deal fire damage to a creature each round. Eventually, you can become an avatar of the plane of fire transforming into the flame you've nurtured within yourself. You can gain a maximum of 1 heat points each round and by spending them you can manifest a number of powerful effects.
|1||Rebuke.||As a reaction, whenever a creature within 5 feet of you hits you with a melee attack, you can erupt with flame. The attacker takes 2d8 fire damage. You can increase this amount by 1d8 for every heat point you spend beyond the initial one.|
|2||Meteorite.||On your turn, you can shoot through the air to a point you can see with 60 feet on a trail of fire. You don't provoke opportunity attacks when you move this way. You can spend additional heat points to increase this distance by 30 feet for every heat point you spend beyond the initial two.|
|3||Superheated.||When you cast a spell that deals fire damage and forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.|
|4||Extreme Heat.||As an action, you produce the effects of Extreme Heat, as described in chapter 5 of the Dungeon Master's Guide, within a 30-foot radius, raising the temperature above 100 degrees Fahrenheit until the end of your next turn. A creature that ends its turn while exposed to the heat must succeed on a Constitution saving throw at the end of each of your turns or gain one level of exhaustion. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. You can continue to manifest this effect by using a bonus action each round, without paying the heat point cost.|
|5||Elemental Transformation.|| As a reaction to reaching 5 heat points or greater, you transform into something similar to a fire elemental. When you do so flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute, doing no harm to you and granting you the following benefits:
All Consuming Flame
Starting at 18th level, you can add twice your Charisma modifier to all damage rolls that deal fire damage. In addition, when you deal fire damage you ignore fire resistance and treat fire immunity as fire resistance.
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 snuffs out 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 aim to conceal their true nature and goals while in the Material Plane, those familiar with their kind may find the sinister nature of their flame and their unmerciful combat practice a dead giveaway. Hell knights sent to the Material Plane seek to destroy any demons they come across and further the goals of devils there while 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 talent makes a pact with a devilish entity or a talented mortal with infernal blood within them ignites their spark. However your Infernal flame was ignited, you gain the following benefits:
- Infernal Spark Spells
|3rd||ray of enfeeblement|
|5th||summon lesser demons|
|7th||summon greater demon|
Those whose spark has been ignited by those of the Nine Hell's are expected to serve in the Blood War, the eternal war between the Hells and the Abyss. As a bonus action, while unarmored, you can cause flames to flare up around you and form a set of crimson plate armor. When you do this your Armor Class is equal to 13 + your Charisma modifier and all weapon attack and damage rolls can use your Charisma modifier, instead of your Strength or Dexterity modifier. In addition, when you would deal fire damage you can instead deal necrotic damage.
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 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.
At 14th level, 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. For 1 minute you gain the following benefits:
- You become resistant to bludgeoning, piercing and slashing damage.
- 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.
- Your Burning Strike feature deals twice as much damage.
After you use your Infernal Surge feature, you can’t use it again until you complete a long rest.
Spark: Phoenix Origins
Your affinity with fire originates from a connection with one of the rare and mysterous immortal birds of fire, a phoenix. Its generosity and knowledge have allowed you to learn how to channel your fire to burn but also heal those around you. As these beings are so rare, they only ignite a flame and form a bond with a mortal through often exceptional circumstances. Regardless of the how they ignited your flame, you gain the following benefits:
- Phoenix Spark Spells
|5th||beacon of hope|
If a Phoenix spark pyromancer made a burger patty it would be cooked perfectly, Infernal sparks would be burnt to a crisp, while a Solar sparks would be practically raw and finally Elemental sparks if you can get them to focus a little would a little overcooked. Which is why you always capture a Phoenix spark pyromancer if you can help it. A good meatomancer for the next few years with a bit of training.— Xanathar, Xanathar's Guide to Cookoffs
When you choose this spark at 1st level, you've learned of the warmth of the phoenix. Whenever you make a roll to determine the amount of fire damage dealt or hit points recovered from a pyromancer spell, you can treat a dice roll lower than your Charisma modifier as being equal to your Charisma modifier. For example, if you have a Charisma score of 18, and you cast the spell cure wounds on an ally but you roll a 1, you can treat that 1 as a 4, healing them for 8 hit points instead of 5. In addition, you can also, speak, read and write, Sylvan.
You flame burns with a tempered wisdom and control that others can't seem to resemble. When you cast a spell that deals fire damage and affects other creatures that you can see, you can choose a number of them equal to 1 + you 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. If you took the spark of minds, sculptor feature this increases to 2 + your Charisma modifier.
Starting at 6th level, when you deal fire damage to a creature you can instead deal no damage, and heal them for half the damage you would have dealt. You can do this a number of times equal to your Charisma modifier before you must complete a long rest.
Bird of Fire
At 14th level, you gain the ability to manifest a pair of flaming wings from your back, gaining a flying speed equal to twice your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
Starting at 18th level, as an action or when you are reduced to 0 hit points, you can explode into a torrent of fire as you're 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 300 feet. All creatures in the affected area must make a Dexterity saving throw or take 12d6 fire damage + your pyromancer level and be pushed to the edge of the 30-foot area. On a successful save, affected creatures only take half damage and are pushed up to 15 feet away from you.
The fire spreads around corners. If this damage reduces a creature to 0 hit points, it is disintegrated as per the disintegrate spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. This feature disintegrates a 15-foot-cube portion of Huge or larger objects or creations of force. A magic item is unaffected by this feature.
At the start of your next turn, you reconstitute and are restored to life with a quarter of your hit points and one level of exhaustion. Once used, you can’t use this feature again until you complete 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 Belenus, the Fair Shining One, Apollo, son of Zeus, and so on. Comparatively a sun god generally possesses large influence in their home pantheons and all represent, the light and hope 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, charges 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 diety through the would-be solars preyers. It is a destined solars faith, strength of will and unique soul that grants them their righteous flame, meaning that while a god may ignite the flame within a solar it is that solars faith that sustains it and without it, they are without power and must beg the deity of the sun to ignite the bonfire within them once more. Regardless of your higher calling and who the divine being of the sun that ignited your spark is, you gain the following benefits:
- Solar Spark Spells
|1st||shield of faith|
|7th||find greater steed|
You can speak, read and write Celestial. When you would deal fire damage you can instead deal radiant damage. In addition, your eyes take on a golden shimmer, allowing you to see in normally in darkness, both magical and non-magical to a distance of 120 feet.
When you strike your flame ejects powerful bursts of light from your still fledging corona, empowering your strikes. Starting at 6th level, whenever you deal either fire or radiant damage, any light produced by the effect is considered sunlight and the affected creature or area is illuminated in bright sunlight until the end of your next turn. The affected area is no smaller than a 5-foot cube. In addition, as a bonus action, you can cause the next attack roll against one of the affected creatures to have advantage until the end of your next turn.
The crown or corona is an aura of plasma that surrounds the sun and as an extension of the sun, your flame has a similar property. If a creature with truesight was 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 fire damage equal to your Charisma modifier.
From a spark, to a flame, to a blinding sun, your flame has grown in strength, as has your ability to master it. Starting at 18th level, as an action, you can begin a Nova, becoming a humanoid manifestation of the sun as your flame gives off a powerful radiance. For 1 minute, bright sunlight shines from you in a 60-foot radius, and dim sunlight shines for an additional 60 feet beyond that, dispelling magical darkness. Your Corona expands with it, affected any creature within 60 feet of you and dealing twice as much damage. In addition, for the duration, creatures that rely on sight have disadvantage on all attack rolls against you. Once you use this feature, you can't use it again until you finish a long rest.
Prerequisites. To qualify for multiclassing into the pyromancer class, you must meet these prerequisites: Charisma 13.
- Elemental Evil Players Companion p.16
- Elemental Evil Players Companion p.16
- Xanathar's Guide to Everything p.151
- Players Handbook p.237
- Mordenkainen's Tome of Foes p.6
- Xanathar's Guide to Everything p.151
- Xanathar's Guide to Everything p.167
- Xanathar's Guide to Everything p.166
- Xanathar's Guide to Everything p.158
- Mordenkainen's Tome of Foes p.6
- Players Handbook p.230
- Xanathar's Guide to Everything p.156
- Xanathar's Guide to Everything p.153