Base Class: Wizard
The College of Embers specializes in all magic of the fiery variety. Though many other wizards shy away from the destructive tendencies of fire, you embrace it. Though your papers and academic notes might end up on the charred side, you more than make up for it in "practical" application.
As a wizard of the College of Embers, you wield immense power and magic that could burn down cities, you command meteors that fall from the heavens, and control the fire that cooks your lunch. Pyromancers are known to be volatile but with practice and many burns, the dancing flames are yours to command.
Fire with Fire
At 2nd level, you have learned to weave your fire to increase their temperatures far beyond normal levels. Targets with Fire Resistance can no longer resist your fire damage. Furthermore, targets with Fire Immunity now take half damage from your fire damage. Additionally you have resistance to fire damage.
Student of Embers
Starting at 2nd level, your aptitude with fire based magic has led you to master simple fire control. You know the Control Flames and Fire bolt cantrips, and they do not count towards your cantrips known. Additionally the time and gold cost to record naturally fire based spells into your spell book is halved.
Fiery Rage
Beginning at 6th level you can enter a fiery rage as a bonus action.
While Raging you have the following benefits:
- Your spells deal additional fire damage equal to half your Wizard level, rounded down.
- Enemies have disadvantage on saving throws against your fire spells.
- You are immune to fire damage.
- Any creature within 5 feet of you must make a dexterity saving throw against your spell save DC. On a failed save, it takes 1d4 fire damage, On a successful save, it takes half as much damage.
- All flammable objects within 5 feet of you are ignited.
You are unable to concentrate on spells while you are raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious, or have not casted a fire based spells or taken damage for one turn. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your wizard level in the Rages column of the Fiery Rage table, you must finish a long rest before you can rage again.
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Everything Burns
Beginning at 10th level, your master of fire magic allows you to permanently convert the damage type of any spell to fire damage when you record it into your spellbook. Optionally you can convert the damage type of all previous known spells to fire damage.
Blazing Inferno
Beginning at 14th level as an action while you are raging, you can become the epicenter of a blazing inferno for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a dexterity saving throw against your spell save DC. On a failed save, it takes 4d10 fire damage, On a successful save, it takes half as much damage.
All flammable objects within 30 feet of you are set ablaze.
Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 5th level or higher on it.
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