Base Class: Wizard
Pyromancy Wizards are those who have an interest, some say obsession, with fire and heat. These wizards harness fire to increase their power and create beautiful, yet devastatingly powerful fiery effects. Pyromancers have a deep connection to fire and are often hot tempered and passionate.
Pyromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell that does fire damage or a fire/heat-based effect into your spellbook is halved.
Pyromantic Adaptation
Starting at 2nd level, you gain resistance to fire damage. Furthermore, you are able to manipulate the properties of spells. When you cast a spell that deals damage, you are able to change the damage type to fire.
When you reach 14th level, you become an almost living embodiment of fire, gaining immunity to fire damage.
Fiery Manipulations
Starting at 2nd level, once per long rest, as an action, you can conjure an extremely hot flame in a 5-foot area within 30 feet of yourself. The flame will remain for one minute or until your concentration ends (as if you were concentrating on a spell). You can manipulate the flame as a bonus action to mold its shape into the form of creatures, objects or structures. The flame can be used as a melee or range attack and can be moved as a bonus action up to 30 feet from you and causes 1d6 fire damage on a successful hit
At 6th and 12th level you gain an additional use of this feature, and the area of the flame increases by an additional 10 feet.
At 6th level the damage increases to 2D6.
At 6th level the damage increases to 3D6.
You can also manipulate the heat in the surrounding area causing nonmagical objects to combust and catch fire. The number of objects that can be affected is equal to half of your wizard level rounded up.
Fiery Ward
Starting at 6th level, when a creature that you can see within 30 feet of you tries to cause you to take damage, as a reaction, you can magically encase yourself within a large flame that adds +2 to your AC and has 1d10 plus your wizard level of temporary HP. If this damage reduces the fiery ward to 0 hit points, then you take any remaining damage. The ward lasts for 1 minute and can be used a number of times equal to your proficiency bonus. The ward causes no damage to you and all within 5 feet take 2D6 fire damage and may make a Dexterity save for half damage
Pyromancy Damage Increase
At 6th level all D4s for any fire damage you do become D6s. At 10th level all D6s for any fire damage become D8s.
Aura of Heat
Starting a 10th level, you have an aura of extreme heat that causes all allies (including yourself) within 15 foot cube centered on you to have their tempers flare. All allies (including yourself) gain a +2 bonus to all attack rolls Your Aura of Heat can be suppressed as a bonus action.
The area of your Aura of Heat increases to 25 feet at 15th level.
Controlled Burn
Starting at 14th level, you can create a 15 foot radius sphere of extreme heat as large flames appear all around you. All creatures of your choice that, start their turn or enter this area, must make a constitution save against your Spell Save DC or take 6d8 fire damage. On a successful save, the damage is reduced by half. This ability can be used once per long rest.
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11/4/2024 5:12:37 AM
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