General Feat (Prerequisite: Level 12+, Charisma 15 or higher, must have survived an intense fire or been born under a fire sign – DM discretion)
You possess the ability to freely control and conjure flames within your vicinity. Your pyrokinesis manifests in seven distinct aspects, plus four specialized fire spells you can cast with supernatural speed – no materials, incantations, or symbols required. Your flames can burn even spiritual bodies, making you a terror to creatures of a soul‑like nature.
Ability Score Increase. Increase your Charisma or Constitution score by 1, to a maximum of 20.
Fire Resistance. Your body has remarkable resistance to flames. You have resistance to fire damage. Additionally, when you are subjected to a non‑magical fire (e.g., a torch, bonfire, or being doused in oil and lit), you take only 1 fire damage per minute of exposure. Concussive force from explosions still harms you normally, but the fire component does not.
Pyrokinetic Control. You can manipulate flames within 60 feet as a bonus action, even if you did not create them. You can shape, move, or extinguish a fire source up to the size of a campfire. This control is constant and requires no resource.
The Seven Aspects of Pyrokinesis
You gain the following seven abilities. All saving throws against your pyrokinesis use DC = 8 + your proficiency bonus + your Charisma modifier. Any fire damage you deal ignores resistance to fire damage (but not immunity).
- Compression
No cost – part of attack action
You can compress flames before releasing them, gathering more power the longer you delay. As an action, you can begin compressing flames into a Fireball. On each subsequent round, you use your bonus action to continue compressing (maximum 3 rounds). When you release (as an action at any point), you create a Fireball that deals fire damage equal to 4d6 per round compressed (e.g., 1 round = 4d6, 2 rounds = 8d6, 3 rounds = 12d6) in a 20‑foot radius sphere within 120 feet. Dexterity save for half. While compressing, you cannot take other actions except movement and bonus actions, and the glowing ball in your hand sheds bright light 10 feet.
- Fire Armour
Bonus Action – lasts 1 minute, no concentration
You ignite a layer of flame armour over your body. For the duration, you gain:
- Resistance to cold damage.
- Immunity to poison damage and the poisoned condition (gases are burned away).
- Advantage on saving throws against effects that would freeze or petrify you.
- Any creature that hits you with a melee attack takes 1d6 fire damage.
The armour does not harm you or your equipment, and you can still breathe normally.
- Conjure Flames
Action – creates a temporary fire weapon for 1 minute
You conjure a weapon made of flames (choose any melee weapon shape – sword, axe, whip, etc.). It lacks a tangible form, so it cannot be used to block or parry (no bonus to AC, and you cannot use it with the Defensive Duelist feat). However, it deals 2d8 fire damage on a hit (plus your Charisma modifier). The weapon scores a critical hit on a roll of 19–20, and its damage ignores resistance to fire. You can dismiss it as a free action.
- Area of Effect
Part of any flame attack – no additional cost
When you use any fire attack that affects an area, you can precisely control its shape instead of a simple sphere. Choose one of the following forms:
- Line:60 feet long, 5 feet wide.
- Cone:30 feet.
- Cube:15 feet on a side.
- Wall:30 feet long, 10 feet high.
- Multiple small bursts:Up to three 10‑foot radius spheres within range (each deals half damage).
You decide the shape when you launch the attack; the damage dice remain the same.
- Delay Explosions
When you cast a fire spell or use Compression – no extra cost
You can delay the detonation of any fire explosion you create. Choose a delay of up to 10 minutes. At the end of that time, or when you use a bonus action to trigger it early, the explosion occurs as originally intended. While delayed, the fire bomb is inert and cannot be detected by normal means (but can be found by a successful Intelligence (Investigation) check DC 20).
- Fire Enchant
Bonus Action – lasts 1 hour
You enchant a melee weapon or a bundle of up to 20 pieces of ammunition (arrows, bolts, bullets) with fire. For the duration, the weapon or ammunition deals an additional 1d6 fire damage. Furthermore, the fire can burn a spirit body – against creatures that are incorporeal (ghosts, specters, wraiths) or have a soul‑like nature (DM discretion), the fire damage is doubled. You may have only one weapon enchanted at a time.
- Fire Infusion
When you hit a creature with a melee attack (no action required)
Through forceful close combat, you can inject flames into the target’s body. After hitting with a melee attack (including with a conjured fire weapon), you can expend one use of this ability (you have a number of uses equal to your proficiency bonus, regained after a long rest). The target must make a Constitution saving throw. On a failure, flames are lodged inside. At any time within the next minute, you can use a bonus action to detonate those flames, dealing 6d6 fire damage to the target (no save). A detect magic spell reveals the internal flames, and dispel magic (level 3 or higher) can extinguish them harmlessly.
The Four Fire Spells (Cast Quickly)
You can cast each of the following spells once per long rest without material, verbal, or somatic components. Your spellcasting ability is Charisma. These spells do not require concentration unless noted, and they are cast as if using a spell slot of the level indicated. You can also cast them using your own spell slots if you have them, but the quick‑cast feature allows one free casting per rest.
- Fire Ravens
2nd‑level spell equivalent
Casting Time: 1 action
Range: 90 feet
Duration: 1 minute (concentration)
You summon three flaming ravens made of fire. Each raven is a Tiny object with AC 12, 1 hit point, and a fly speed of 60 feet. As a bonus action on each of your turns, you can direct one or more ravens to fly toward targets you can see. Each raven makes a ranged spell attack (+ your spell attack bonus) against a creature within 10 feet of its path. On a hit, the target takes 2d6 fire damage, and the raven detonates. Alternatively, you can detonate a raven as a bonus action without an attack roll, causing a 5‑foot radius burst (1d6 fire damage, Dexterity save half). The ravens can lock onto multiple targets and can change direction mid‑flight, making them difficult to avoid.
- Wall of Fire (Serpent Barrier)
4th‑level spell equivalent – casts as wall of fire but with the following alteration
You summon two flaming serpents that slither toward a point you choose within 120 feet. They use the ground as a conduit and draw upon the earth’s essence to maintain themselves without your concentration. The effect is a ring or straight wall of fire (as the wall of fire spell) that lasts for 1 minute. Unlike the normal spell, this wall does not require concentration and can be shaped as a ring (up to 40 feet diameter) or a straight line (up to 60 feet long, 20 feet high). Creatures that start their turn within 10 feet of the wall without passing through it also take 2d6 fire damage (no save).
- Blazing Spear
5th‑level spell equivalent
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
You create a blazing‑white spear of fire and hurl it at a creature. Make a ranged spell attack. On a hit, the target takes 8d8 fire damage. If the target is a creature of Medium or smaller size, it is pinned to the ground (or a surface behind it) – its speed becomes 0, and it takes an additional 4d8 fire damage at the start of each of its turns, burning from the inside out. The pinned creature or an adjacent ally can use an action to make a Strength check (DC = your spell save DC) to pull out the spear, ending the ongoing damage. This spell has a smaller area of effect (only a single target) but deals significantly more damage than a standard fireball.
- Giant Fireball
6th‑level spell equivalent
Casting Time: 1 action
Range: 200 feet
Area: 40‑foot radius sphere
You compress numerous crimson fireballs into a single giant fireball. Make a ranged spell attack against a target point. On a hit (or miss, determine as per fireball), the explosion deals 12d6 fire damage to all creatures in the area (Dexterity save for half). The damage ignores resistance to fire and affects incorporeal creatures normally (no half damage from being ethereal). The blast is so powerful that it creates a shockwave – creatures that fail the save are pushed 10 feet away from the center and knocked prone. Additionally, any flammable objects not being worn or carried in the area are instantly disintegrated.
Additional Passive Benefit
Influence over Combustible Substances. You can exert minute influence over flammable materials within 30 feet. As a bonus action, you can cause a small quantity (up to 1 pound) of oil, alcohol, or similar combustible liquid to ignite without a spark, or you can evaporate up to a gallon of water per round. This ability has no combat application but can be used for environmental manipulation
Comments