Sorcerer
Base Class: Sorcerer

Your innate magic manifests in fire. You are your fire, and your fire is you.

Pyromancer Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Pyromancer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or conjuration spell from the sorcerer, warlock, or wizard spell list.

Pyromancer Spells

Sorcerer Level Spell

1st

Produce Flame, Hellish Rebuke, Searing Smite

3rd

Heat Metal, Flame Blade, Flaming Sphere  

5th

Fireball, Melf's Minute Meteors, Ashardalon's Stride

7th

Elemental Bane, Fire Shield, Summon Elemental

9th

Flame Strike, Immolation, Conjure Elemental

Fireblood

At 1st level, the arcane power of your being infuses you with fire:

  • You are naturally adapted to hot climates and extreme heat
  • You can produce small magical fires from anywhere on your body that produce bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with this fire and hit, it deals 1 fire damage.
  • You gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the edge of a carpet.
  • You gain the ability to control small nonmagical fires, snuffing them out, enlarging them up to a medium size, or controlling them in some other way.

Pyromancy Path

At 1st level, the spark of pyromancy has ignited in your heart, but has much room to grow. You and your magic have additional effect and attributes as part of your path to mastering pyromancy. You can choose one path upon reaching this level and cannot change it, but the path you choose upon reaching 6th, 14th, and 18th level does not have to be the same.

Pyromancer Paths
Elementalist

The arcane magic you command burns with elemental fire. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Additionally, you may choose to change the type of damage you deal with spells and cantrips from any element to fire.

Explosive

When you cast a damaging spell of first level or higher with a single target, you may choose to cause the flame to burst, dealing 1d4 of fire damage to any target within 5 feet of the target.

Heart of Fire

Whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

The range of this ability increases at 6th level (15 feet), 14th level (20 feet), and 18th level (25 feet).

Pyromaniac

Once on your turn, when you cast a spell of 1st level or higher that deals fire damage. You can use your bonus action to cause each creature that failed its saving throw or was hit by a spell attack to catch fire, taking 1d4 fire damage at the start of each of its turns. This effect lasts for 1 minute or until a creature uses its action to douse the flame ending the effect.

This ability has no affect against creatures that have resistance or immunity to fire damage.

The damage of this ability increases when you reach 6th level (1d6), 14th level (1d8), and 18th level (1d10).

Soul of Fire

As a bonus action, your body ignites and is wrapped in searing fire. For 1 minute, you gain the following benefits:

  • On a successful unarmed attack you deal 1d4 additional fire damage. The damage of this ability increases at 6th level (2d4), 11th level (3d4), and 16th level (4d4).
  • Any creature that hits you with a melee attack from within 5 feet of you, touches you, or ends its turn within 5 feet of you takes fire damage equal to your Charisma modifier if it

You can use this feature a number of times a day equal to your Proficiency Bonus (minimum 1).

Firemage

At 6th level, you gain resistance to cold and fire damage. In addition spells, effects, and abilities you cast ignore resistance to fire damage.

Growing Fire

At 6th level, you have fanned the flames of your pyromancy. You and your magic have additional effect and attributes as part of your path to mastering pyromancy. You can choose one path upon reaching this level and cannot change it, but the path you choose upon reaching 14th and 18th level does not have to be the same.

Pyromancer Paths
Elementalist

You gain the ability to control fire in ways that no other can, giving it actual real life. If you have access to fire you may cast the spell Find Familiar, using the fire as your ingredients, without using any spell slots. The fire familiar has the same sort of limitations and stats as most familiars, but sheds bright light at a 20-ft radius and dim light to a 40-ft radius. It can ignite unworn or unattended flammable objects by touching them and can cast the spell Fire Bolt using your spell attack bonus and damage dice.

Explosive

When you cast a spell that deals fire damage, once per short rest, you may choose to double that spells damage dice. You must choose to use this before rolling to hit.

Heart of Fire

When you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The attacker must also make a Constitution saving throw against your spell save DC. On a fail, the attacker ignites, taking damage equal to half your sorcerer level at the start of each of its turns until it takes an action to douse the flames.

Pyromaniac

When you cast a spell that inflicts fire damage, add your Charisma modifier to the damage.

Soul of Fire

You spark the dying embers of sorcery as magic flows through your body. When you cast a spell of 2nd-level or higher, you regain expended sorcery points equal to one-half the spell’s slot level.

Roaring Flame

At 14th level, the flames of your pyromancy have become a mighty inferno, but they still have much room to grow. You and your magic have additional effect and attributes as part of your path to mastering pyromancy. You can choose one path upon reaching this level and cannot change it, but the path you choose upon reaching 18th level does not have to be the same.

Pyromancer Paths
Elementalist

Once per long rest you can cast the spell Conjure Elemental without using any spell slots and without having to use concentration. You can only conjure Elementals of fire, such as Fire Elementals, Salamanders, and Magmin, and you cannot lose control of Elementals you conjure.

Explosive

Whenever you cast a spell of 1st level or higher that deals fire damage, you can choose to cause fiery magic to erupt from one target that took damage from the spell. Each creature of your choice within 10 feet of the target takes fire damage equal to your sorcerer level.

Heart of Fire

When concentrating on a fire spell, if something would attempt to break you of said concentration, it now takes a DC 8 Concentration Check to maintain concentration on that spell.

Pyromaniac

When you deal fire damage to a creature, it must make a Constitution saving throw against your spell save DC. On a success, healing effects are halved for that creature until the end of its next turn. On a failure, it is unable to heal until the end of its next turn.

Soul of Fire

If an attack that deals only fire damage does not deal damage to you or you succeed a saving throw on a spell that deals only fire damage, you may use your reaction to change the target of that attack to any target within the attack's range. If the attack has an area of effect, you can only redirect the damage that you would have taken to a target within the attack's range.

Pyromaster

At 18th level, you have mastered your form of pyromancy. You and your magic have additional effect and attributes as part of your mastery of pyromancy.

Pyromancer Paths
Elementalist

You gain the ability to transform into a Fire Elemental. You have the ability to cast any of your spells that deal Fire damage while in this form. You can stay in this form for a number of hours equal to half your sorcerer level (rounded down). You can revert to your normal form earlier by using a bonus action on your turn, and automatically revert if you fall unconscious, drop to 0 hit points, or die. When you transform, you assume the Fire Elemental’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. Once you use this feature, you can’t use it again until you finish a long rest.

Explosive

As an action, you can expend any number of spell slots to create a ball of raw elemental energy and fire it at an opponent within 120 feet of you. On contact, it explodes and deals 1d6 fire damage for each level of spell slot consumed to the target. If the attack roll does not succeed, it explodes on contact with a nearby object of the DM's choice. The explosion is a sphere with a radius equal to the number of spell slots consumed times 5. Each creature other than the target within the radius makes a dexterity saving throw against your spell save DC. On a success, it takes a quarter of the damage the original target took, and on a failure, they take half the damage of the original target. Once you use this feature, you can’t use it again until you finish a long rest.

Heart of Fire

You may cast an additional spell that deals Fire damage as part of your action on each of your turns. Additionally, creatures that die as a result of your flames are consumed, disintegrating into a pile of ash and restoring 1 Sorcery point (up to your maximum).

Pyromaniac

As an action, you may expend any number of spell slots to deal 1d6 fire damage for each level of spell slot consumed in a 90 foot cone. Add your charisma bonus to each respective dice rolled. Each creature in the area makes a dexterity saving throw against your spell save DC. On a success, it takes half as much damage. Once you use this feature, you can’t use it again until you finish a long rest. This effect is not counted as a spell, but can be affected by metamagic. Once you use this feature, you can’t use it again until you finish a long rest.

Soul of Fire

You gain immunity to cold and fire damage. In addition, whenever you roll fire damage, you may double your charisma modifier, and spells you cast of 1st–level or higher treats immunity to fire damage as resistance.

Previous Versions

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