Wizard
Base Class: Wizard

 These elite fighting wizards focus on fire spells, and differ from the other subclasses in a few ways. They are less focused on research and more on impulsive decisions, and their spells are cast from their Hearts Fire. 

 

This subclass was inspired by Chandra from MTG.

Blazing Fury

Starting at when you select this school at second level, you may change any damage you deal from spells into fire damage.

Center of the Fireball

Beginning at 2nd level when you take this subclass, you have complete immunity from any damage done by the fireball spell cast from anywhere and have resistance to fire damage.

Hearts Fire

Starting at 6rd level, you master the power of your will and you get a point system, simular to the monks ki system. You have Hearts Fire points equal to your Wizard level. You can use these points in many different ways. Some of these ways are Blazing Barrage, Flame Sheild, and Staying Power, among other features you unlock later. 

When you spend a hearts fire point, it is unavailable to you until you finish a short or long rest, at the end of which you draw all of your expended heartsw fire energy back into yourself. During the time you inscibe spells into your spellbook during a rest, you regain all expended heaarts fire points.

Bombard with Fire

Begining at 6th level, you gain mastery over your anger. Whenever you cast a spell that deals fire damage, you may channel your anger against the target(s) and spend any amount of hearts fire points. If you do, increase the damage dealt by that much. When a target dealt damage this way dies, you regain hearts fire points equal to the amount spent divided by the amount of targets, rounded down. (If there is only one target, you regain all hearts fire spent.) When the last enemy dealt damage with this feature is defeated, you regain any remaining hearts fire points that were removed by rounding.

Flaming Shield

Begining at level 6 when you get the hearts fire feature, as a reaction to being attacked, you may expend up to two hearts fire points. If you do, the attacker takes 1 fire damage and your armor class increases by 1 for the duration of the attack for each point expended.

Staying Power

Starting at 8th level, whenever you cast a spell, you may expend an amount of Hearts Fire points equal to that spells level you cast it at. If you do, at the start of your next turn, that spell is automatically cast again in the same space at the same level with the same targets, changing if they moved. You must have a spell slot available of that level, and it is consumed. Reroll dice. (example: You cast sleep at first level targeting a group of three goblins with 7 health each. You roll really bad and only make two of them fall asleep, but you expend a hearts fire point with this feature. At the start of your next turn, you cast sleep without requirering an action or any somatic or verbal components, and its material components are automaticly comsumed. The sleep is cast again and you can only make the third goblin fall asleep, but you still have a free action.)

Blazing Pyrohelix

As a bonus action at 10th level on your turn after casting a fire spell, you may burst aflame and your size increases by 1 as the flame is one size larger then you. Until you dismiss this fire as a bonus action or you are submerged in more then a galllon of water or it is extinguished in any way, any creature who aproaches you or begins its turn within your fires space takes 1d6+3 fire damage. Whenever you cast a spell that deals fire damage, you may redirect some fire from your aura to increase the damage dealt by 1d6+3. These damages increase to 2d6+3 at 13th level and 3d6+3 at 16th level.

Everythings a Fireball

Starting at 14th level, you master every pyromancer's favorite spell, Fireball. Whenever you cast any spell, you may expend three hearts fire points to turn that spell into a fireball. Its range becomes 60ft and it has a radius of 25 ft. Any creatures other then you that end up inside the fireball succumb to the spells effects. (Example 1: A pyromancer casts sleep on a target expending 5 Hearts Fire points. A puff of blue smokey fire explodes from the target and all creatures within 40 feet of the target make a dex save for 8d6 damage, and succomb to sleeps effects, still requirering total hitpoints. Example 2: A pyromancer casts magic missile at second level expanding three hearts fire points. Instead of choosing three targets, they choose one and a giant magic missile hits the target and explodes into a fireball. Any creature within the 20 ft must suceed on a dex save or take 4d6 damage or half as much on a sucessful save and four magic missiles erupt from the target with a range of 20 ft and each deal 1d4+1 damage to the targets of your choice.)

Pyromancer Image

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