Pyrotechnician (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Broom Icon.svg.png This page needs grammatical help. Reason: Grammar and syntax need much improvement.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Pyrotechnician[edit]

Starcraft class pyrotechnician, the man inside the suit~

Behind the mask[edit]

Most Pyrotechnicians are pretty cool, besides in the universe of Starcraft where most are criminals having fun with fire, fire, and more fire with a slight bit of explosions, only to join the army to be the Pyrotechnician they are.

Creating a pyrotechnician[edit]

Within the Starcraft universe, most people that were apart of the main army were from prison and were offered to be in the army as a specialization, depending on what they were in prison for. Most pyrotechnicians, as you can tell by the name, are from arson cases. Think of a character that has an obsession with fire, then expand on that idea to form their personality. Nobles wouldn't really be a pyro, but they could in some cases.

Quick Build

You can make a Pyrotechnician quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Criminal background. Third, choose Dungeoneer's pack.

Class Features

As a Pyrotechnician you gain the following class features.

Hit Points

Hit Dice: 1d10 per Pyrotechnician level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Pyrotechnician level after 1st

Proficiencies

Armor: Heavy, Light
Weapons: Martial melee weapons
Tools: Alchemist's kit, one Artisan's tools of your choice
Saving Throws: Intelligence and Constitution
Skills: choose 2 from Investigation, Acrobatics, Survival, History, Stealth, or Arcana

Equipment

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

  • (a) two-handed flame thrower (2d6 fire damage in a 15ft cone, creatures in target area must make a Dexterity save of DC 12 or take full damage, on a success they take half) or (b) 2 one handed flame throwers (4d4 fire damage in a 10ft cone, creatures in target area must make a Dexterity save of DC 12 or take full damage, on a success they take half)
  • (a) Chain mail or (b) Scale Mail
  • (a) 2 simple weapons or (b) 1 martial weapon
  • If you are using starting wealth, you have 3d4 x 10 gold in funds.

Table: The Pyrotechnician

Level Proficiency
Bonus
Features
1st +2 Alchemic bonus/save, Alchemic bag, Fiery Contemplation
2nd +2 Fire pots
3rd +2 Subclass
4th +2 Ability Score Improvement
5th +3 Weapon Crafting
6th +3 Subclass Feature
7th +3 Transcending Flames
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4 Subclass Feature
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6 Subclass Feature
18th +6
19th +6 Ability Score Improvement
20th +6

Alchemy save DC equals 8 + intelligence modifier + proficiency bonus Alchemic Bonus equals Intelligence modifier + Proficiency bonus

Alchemical Bag[edit]

Beginning at 1st level, you have a alchemical bag that is able to produce enough ingredients to supply for 10 potions, you can only create up to three potions and have them on you at all times meaning you cannot mass produce potions you create, you cannot create more until at least one of the pre-created potions is used, to refill the bag you must be at a general store, or any merchant with herbs and spend 50gp (atleast 25gp with persuasion checks)

Fiery Contemplation[edit]

Beginning at 1st level, You have an affinity for fire and are able to deal an additional 1d6 worth of damage when using anything fire related, this increases by 1d6 at levels 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th

Fire pots[edit]

By the time you reach 2nd level, you gain the ability to make potions and ammunition for your weapons

  • Molotov cocktail - You create a potion using ingredients from your alchemical bag to create a basic Molotov cocktail, it has a range of 30ft and spreads 5ft from the target, all creatures within radius must make a Dexterity save, on fail they take 2d6 + Alchemic Bonus fire damage, and become set on fire if not immune to fire for 1d4 turns taking 1d6 damage everytime they start their turn while on fire, on success they take halve as much damage and are not set on fire. This increases by 1d6 and 5ft at levels 6th, 10th, 14th, and 18th levels.
  • Fiery Soul - You create a potion using ingredients from your alchemical bag to create a basic Fiery Soul potion, it is a drinkable potion and only works on digestion, that once drunken you gain the ability to spontaneously com-bust, whenever you make a melee attack or attack with a fire type weapon, you deal an additional 1d4 + Alchemic Bonus fire damage. This increases by 1d4 at levels 6th, 10th, 14th, and 18th levels.
  • Napalm - You create the ammunition napalm for your flamethrowers, this ammo does an additional 3d4 + Alchemic Bonus fire damage when used in addition to the flamethrower damage die, This increases by 1d4 at levels 6th, 10th, 14th, and 18th levels.

Subclass[edit]

When you reach 3rd level in pyrotechnician, you get to choose between fire bat, or alchemist for a subclass, you then gain additional features at levels 6th, 11th, and 17th.

Ability Score Increase[edit]

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.

Weapon Crafting[edit]

Beginning at 5th level, you gain the ability to craft your own intricate flamethrowers, all created flamethrowers are two handed, you must make a skill check involving the alchemy tools, if you roll below an 10 it is unusable, on a critical increase all the stats by 1 extra die, 5ft for the cone effect, and rectangle effect width before length, also your created weapons can add your Alchemic Bonus to attack and damage rolls (example = Hellfire flamethrower is 4x15 it would become 4x20) in addition, your DM will determine the downtime amount needed to create any flamethrower, this might be determined by a d20 for days and a d8 for hours, or whatever the DM decides

Martial Ranged Weapon Firestorm Flamethrower 4d6 Fire Creation cost - 30 lbs metal, atleast as dense as iron, and 200gp weight 23 lbs properties Light, finesse, Ranged (15/25) Reloading, 1 turn Cone - you deal 4d6 damage in a 15ft cone infront of yourself, all creatures must make dexterity saves of 15 or take full damage, creatures that fail have their items set of fire if anything is flammable

Sweep - You do a sweep attack in 4x10 rectangle in front of yourself instead of a cone

Ammunition - Napalm, 5 uses before reloading


Martial Ranged Weapon

Hellfire Flamethrower

6d6 Fire

Creation cost - 40 lbs metal, atleast as dense as iron, and 250gp

weight 23 lbs

properties Light, finesse, Ranged (20/30) Reloading, 1 turn

you deal 6d6 damage in a 20ft cone infront of yourself, all creatures must make dexterity saves of 16 or take full damage, creatures that fail have their items set of fire if anything is flammable

Sweep - You do a sweep attack in 4x15 rectangle in front of yourself instead of a cone

Creatures hit with this, if they are not immune they catch on fire for 1d4 turns and take 1d6 extra fire damage on each time they take their turn while on fire

Ammunition - Napalm, 5 uses before reloading


Martial Ranged Weapon

infernal flamethrower

8d6 Fire

Creation cost - 50 lbs metal, atleast as dense as iron, and 300gp

weight 23 lbs

properties Light, finesse, Ranged (25/35) Reloading, 1 turn

you deal 8d6 damage in a 20ft cone infront of yourself, all creatures must make dexterity saves of 17 or take full damage, creatures that fail have their items set of fire if anything is flammable

Sweep - You do a sweep attack in 5x15 rectangle in front of yourself instead of a cone

Creatures hit with this, if they are not immune they catch on fire for 2d4 turns and take 2d6 extra fire damage on each time they take their turn while on fire

Ammunition - Napalm, 5 uses before reloading


Martial Ranged Weapon

Perdition flamethrower

10d6 Fire

Creation cost - 75 lbs metal, atleast as dense as iron, and 400gp

weight 45 lbs

properties Light, finesse, Ranged (30/40) Reloading, 1 turn

you deal 10d6 damage in a 25ft cone infront of yourself, all creatures must make dexterity saves of 18 or take full damage, creatures that fail have their items set of fire if anything is flammable

Sweep - You do a sweep attack in 5x20 rectangle in front of yourself instead of a cone

Creatures hit with this, if they are not immune they catch on fire for 2d4 turns and take 2d6 extra fire damage on each time they take their turn while on fire

If creatures that are hit with this is wearing medium armor, light armor, or no armor they take an additional 4d8 fire damage, and if caught on fire the damage is increased by 2d6

Ammunition - Napalm, 5 uses before reloading


Transcending flames[edit]

At 7th level, your flames become so intense that whenever you deal fire damage you can go past immunities, resistances and cannot be absorbed by spells, abilities, or eaten, if a creature is immune to fire damage they now take halve damage rounded up from you, and if they have resistance from fire, they now take full fire damage on whatever you rolled


Fire bat[edit]

You gain the fire bat suit that has upgrades and in depth area of effect damage control, you are the pyro

Fire bat Suit

At 3rd level, You are able to craft a fire bat suit that levels up with you, its starting health is 36 + Intelligence modifier x3, its hit die is 1d12 (add your intelligence modifier whenever it gains a level), it can only be used if you are inside of it, the fire bat suit acts like full plate changing whatever your ac is to 18, spells such as shield that give bonus' to AC does not effect it, all flamethrowers can be implemented into the fire bat, once it is on the fire bat you cannot take it out without dismantling the fire bat suit, the suit also increases your constitution and strength scores by 10, but you do not add this bonus to your health if you level up while inside of it, if a gas enters the suit you also do not add the bonus to any constitution saves because of the gas, to create the suit you need 200gp and 100lbs of iron and 40ft of copper wire or some kind of conducting metal and 5 days of 8 hours downtime to create this.

Double Trouble

At 6th level, you are able to implement a second set of flamethrower's onto your fire bat arms, if you do you can make two attacks with your flamethrower's per arm (maximum 4)

Deep Ammunition issues resolved

At 11th level, your flamethrowers while inside of the fire bat clip sizes increase to 30 for each use per flamethrower, also you may now add your constitution modifier to your attack and damage rolls.

Jet Pack

At 17th level, your fire bat suit gains a flying speed of 30ft, this increases if you invest time and money implementing higher powers into the suit (Ask DM for stats, time, and money amount)

Alchemist[edit]

You love fire, now that you tossed the fire bat suit aside, you focus on things that burn more, whenever you toss a potion you may add your Alchemic Bonus to the attack roll instead of dexterity.

Burning passion

At 3rd level, starting when you choose alchemist, your potions gain more soul to them, whenever you create a potion or ammunition, the created thing deals an extra one die of its type, the die amount continues to increase by an additional one at levels 7, 11, 15, and 20th levels.

Make those Pots!

At 6th level, you are able to create the following potions

  • Fiery potion of health - you create a potion using ingredients from your alchemical bag to create a Fiery Potion of Health, When it is poured onto a person (can be thrown up to 30ft), they regain hitpoints equal to 3d4 + Alchemic Bonus, this increases by 2d4 at levels 10, 14, and 18th levels
  • Fire Resistance potion - You create a potion using ingredients from your alchemical bag to create a fire resistance potion, when drunken, you gain resistance to fire damage, this can be interchanged by using a snowbell for cold, any poisonous plant for poison, a decayed object for necrotic, and a piece of copper for electricity for 4 hours.
  • fire Breathing potion - You create a potion using ingredients from your alchemical bag to create a fire breathing potion mainly consisting of jalapenos and create a drinkable bright bubbly red potion that gives the drinker a breath weapon attack of 15ft dex save = alchemic save, and deals 4d8 fire damage on pass takes halve the damage, on fail they are set on fire for 1d4 turns and take an additional 2d6 fire damage for as long as they are on fire, the drinker of the potion has this attack until 10 minutes go by.
  • Gas bomb - You create a small gas bomb out of the ingredients from your alchemical bag, this bomb can be used to be a pre-igniter, meaning, its methane, it can fill a 20ft cube within 1 turn, any turn after that it increases by 5ft until the entire room is filled, if it is outside it stays in a 20ft cube, any creature within it must make a constitution save or suffer 2d8 suffocation damage, if the gas is lit from any source of fire any creature in the area instantly fails including allies but not you, and they take 6d8 fire damage, this increases by 2d8 at levels 14th, and 18th.
Alchemic bag overload

At 11th level, your alchemic bag size increases, you can now create up to 20 potions because you are able to find the correct synthesis between mixing your potions to use the minimal amount doubling the amount of potions you can create, you can also have up to 5 potions pre-created at once

Alchemic moment decider

At 17th level, you can have all created potions, ammunition, and bombs deal the max die damage they can deal and you can add double your alchemic bonus to all attack and damage rolls to them for the next 10 minutes once per long rest.


Prerequisites. To qualify for multiclassing into the Pyrotechnician class, you must meet these prerequisites: 13 intelligence, 13 constitution

Proficiencies. When you multiclass into the Pyrotechnician class, you gain the following proficiencies: History, Survival



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors