Wizard
Base Class: Wizard

Something has always attracted you to fire, whether its the way the flames dance or the smells of things burning, you have always known that you have had a connection to fire. Your growing affinity for magic never changed your connection to fire, it only gave you fiery new avenues to explore. You focus your study on the flames and spend a great deal of time learning new ways to manipulate, control, and harness the oh so alluring blaze of light that is fire. Most Pyromancers are looked down on, or even blamed for harmless accidents that just so happen to burn a village or two down. But some have proven that their, at times dangerous, obsession can benefit society, from the mundaneness of keeping arctic towns and castles warm, to being the first choice to fight trolls, or even being among the few to be able to withstand the might of dragons. Pyromancers can become some of the most powerful of magic users, if they can survive.

Pyromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy any fire based spell (a spell with fire as its damage/effect or that otherwise has to do with fire) into your spellbook is halved.

Blazing Spells

Beginning at 2nd level, when you cast a fire based spell (a spell with fire as its damage/effect or that otherwise has to do with fire) you may add 1d6 fire damage to any damage rolls and increase the spell's range by 5 feet.

Immolation Deflection

Starting at 6th level, you have become so accustomed to flames that you can bend some of them to your will. Whenever you take fire damage you deal half of the taken damage back to who or whatever dealt you the fire damage. Any fire damage you deal to yourself you automatically take half damage.

Friend of the Flames

Beginning at 10th level, you have spent so much time mixing magic and fire that you have created a Fire Elemental companion. The Fire Elemental is friendly to you and your allies, and the two of you share a telepathic bond while you are within 60ft of each other. It will carry out your commands to the best of its abilities, if you are incapacitated or absent it will act on its own prioritizing defending you and itself.

It takes its turn on your initiative, though only acting if you command it to. On your turn you can telepathically or verbally (If you know Ignan) order it to move as a free action. On your turn you can spend a bonus action to order the Fire Elemental to attack or otherwise use its attack action (Such as Dashing, and so on). It takes its reaction as normal without having to be commanded, but can be ordered to specifically take or not take its reaction.

If you are within 5ft of the Fire Elemental you can use your control of fire to spend a bonus action to pull it onto your body, changing its size to the size of a candle's flame and forcing it to hover just above a part of your body such as a finger or your head. You can then spend a bonus action to release it from your body, causing it to revert to its usual size and placing it in a space within 5ft of you.

If the Fire Elemental is killed, you can spend 8 hours in magical meditation to shape a new Fire Elemental into existence. 

(To add the Fire Elemental to your D&D Beyond Character Sheet, go to the Creatures tab, select Manage Creatures, under Add Creatures scroll to the Pet Category and make sure "Filter Using Pet Rules is checked). 

Inferno Infusion

Starting at 14th level, you have become so empowered by magical fire that you can infuse fire damage to any spell you cast that deals damage. You add 1d12 fire damage to the spell based on the spell's level, so that would be 1d12 for 1st level spells, 2d12 for 2nd level spells, 3d12 for 3rd level spells, etc.

If you use this feature again before you finish a long rest you take 2d12 fire damage (+1d12 per use of this feature).

Comments

Posts Quoted:
Reply
Clear All Quotes