Wizard
Base Class: Wizard

You could wield any element, but the alluring nature of flame has led you to join the Cult of Pyromancy. The more unstable rejects from the school of Evocation find refuge within this cabal. Some are battle mages who simply wish to specialize in a particular element, while others have an unhealthy fascination with watching the world burn. While the Cult is unstructured, there is an unspoken hierarchy, and many members spend years vying for a way to move up the ranks. One thing is for sure: when it comes to destructive power, they get results.

Fire Afinity

Beginning at the 2nd level when you join the Cult, you are taught to no longer fear the flame. In fact, after some training, you are quite fond of it! You gain the following features:

  • You gain immunity to fire damage.
  • You can cast flame-related cantrips as a Bonus Action.
  • Many Pyromancers find that their flames begin to burn a unique hue after extensive training. Some wield blue flame, others green or violet. Feel free to choose one.

Solar Flames

Beginning at the 2nd level, the Cult teaches you how to summon unique, solar flames for your fire spells. Since most creatures have never encountered mage-fire like yours, they are not readily able to withstand it. Enemies with fire immunity still receive half damage from your fire spells and flames made by them. Enemies with fire resistance take full damage from your fire spells and flames made by them.

Blazing Afterburn

Upon reaching the 6th level, flames caused by your fire spells are almost impossible to snuff out. Enemies can only hope that they survive the flames as they run their course. For a number of turns equal to your proficiency bonus, creatures who take damage from your fire spells or flames created by your fire spells suffer from the Afterburn status. Creatures suffering from Afterburn take 2d4 damage at the start of their turn. If an enemy is currently suffering from Afterburn, hitting them with more fire damage from your spells does not prolong the status or cause it to stack. This status can be lifted with Lesser or Greater Restoration.

Sudden Ignition

Beginning at 10th level, you have discovered a lesser known trick to cause spontaneous combustion. As a bonus action, you can cause a number of enemies you can see equal to your Intelligence modifier (minimum of 1) within 60 feet to suddenly burst into flames. Targeted enemies immediately take Afterburn damage and your Afterburn status is applied to them. This ability can be used once per long rest.

Cultist's Inferno

By the 14th level, everything you can see is merely kindling waiting for a spark. Your Afterburn status now deals 3d4 damage. Your Sudden Ignition now has a range of 90 feet, and it can target a number of enemies equal to two times your Intelligence modifier (minimum of 1).

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