The old Pheonix Unearthed Arcana for Sorcerer seemed so cool. I hope it comes back one day because it was the only time I was inspired to play any kind of pyro type mage.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
So the basic, Raw legal fire-mage builds are Evoker Wizard with too many fire spells, and red/gold dragon sorcerer with too many fire spells.
Of the two, I prefer sorc because it actually cares about fire damage.
For any fire mage build I recommend picking up elemental adept ASAP.
Now on to more complicated builds.
Fire "Mage": Wildfire druid and light domain cleric multiclass, focused on area control and healing. Definitely, a more unique fire-focused caster.
Pyromancer. A good ol sorcerer build, though using the pyromancer subclass from plane shift/UA
Firebound. A sorc/warlock multiclass with the sorc subclass being dragon/pyromancer and the warlock subclass being either fiendish or genie(Efreet). This one is more complicated to play because pact magic multiclassing is weird.
Easy option would be to see if you could use the pyromancer sorcerer option from Planeshift: Kaladesh (link to pdf here: https://mtg.fandom.com/wiki/Plane_Shift, they pyromancer info is on page 9 of the kaladesh pdf).
The tldr of the pyromancer origin is: it grants some bonus damage when you cast spells of 1st level or higher, grants resistance to fire, deal fire damage as a reaction and eventually lets you overcome others resistance and immunity to fire.
Also need to see if you can also persuade your dm to allow you to construct a bonus spell list of spells (such as flame blade, flaming sphere, hellish rebuke etc).
Otherwise my idea would be this one I posted ot teh three sentence backstory thread:
"I remember swimming through lakes of fire and rivers of magma and bathing in the searing heat of the volcanoes of the Plane of Fire. I became part of a warband led by an Efreet and earned it's ire and as punishment was stripped of my firey nature and left on the material plane with only a spear and a crystal that imprisons my essence. Most denizens of the material plane flee from me but some have conversed with me and talked of fear and revenge, these things and more intrigue me and I will explore what this world has to hold."
**So Starting off the idea is a Salamander has had its fire based abilities stripped and left for dead by the Efreet. For Race use the Naga from Planeshift: Amonkhet for abilties although you look like a non-fire version of the standard Salamander, for background use Far Traveller and for Class use Sorcerer taking the Pyromancer origin from Planeshift: Kaladesh to represent getting back in touch with your firey nature. For equipment only take a Spear and a Crystal to use as an Arcane Focus.
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* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
Teifling Evoker with the Flames of Phlegethos (alternatively a Fire Genasi if the GM allows you to take that feat) and Elemental Adept (Fire) feats.
You can reroll damage results of 1 and even if they come up as 1 again they deal 2 damage and you ignore fire resistance. And you can set yourself on fire.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I’m playing an alchemist scribe wizard, alchemical savant +5 to fire damage, oil flask is 1sp and also adds +5 fire. Scribe wizard can turn magic missile to fire damage and since magic missile is all one roll so oil and savant add 10 to each missile, if you want to add a single level in hexblade you can and it would add significant damage but would be more of a single target build, so possibly a +17 to each missile so at first level if you roll a 4 which isn’t far fetched at all, that is 63 damage. That’s not even upcasted. Granted it is fire damage so I’ll probably take elemental adept eventually, and yes I know that I have to use alchemist supplies, which is why I took artificer initiate to use them for any int based caster. For the sake of me loving numbers,
2nd level-84
3rd-105
4th-126
5th-147
6th-168
7th-189
8th-210
9th-231
granted I’ll only get up to 6-7th level slots. That’s still a ton of damage, I’ve been thinking about a dip in grave cleric as well for double the damage just to be a dick.
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And how would you build it?
The old Pheonix Unearthed Arcana for Sorcerer seemed so cool. I hope it comes back one day because it was the only time I was inspired to play any kind of pyro type mage.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
So the basic, Raw legal fire-mage builds are Evoker Wizard with too many fire spells, and red/gold dragon sorcerer with too many fire spells.
Of the two, I prefer sorc because it actually cares about fire damage.
For any fire mage build I recommend picking up elemental adept ASAP.
Now on to more complicated builds.
Fire "Mage": Wildfire druid and light domain cleric multiclass, focused on area control and healing. Definitely, a more unique fire-focused caster.
Pyromancer. A good ol sorcerer build, though using the pyromancer subclass from plane shift/UA
Firebound. A sorc/warlock multiclass with the sorc subclass being dragon/pyromancer and the warlock subclass being either fiendish or genie(Efreet). This one is more complicated to play because pact magic multiclassing is weird.
Out of these, Fire "Mage" is by far my favorite.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
Easy option would be to see if you could use the pyromancer sorcerer option from Planeshift: Kaladesh (link to pdf here: https://mtg.fandom.com/wiki/Plane_Shift, they pyromancer info is on page 9 of the kaladesh pdf).
The tldr of the pyromancer origin is: it grants some bonus damage when you cast spells of 1st level or higher, grants resistance to fire, deal fire damage as a reaction and eventually lets you overcome others resistance and immunity to fire.
Also need to see if you can also persuade your dm to allow you to construct a bonus spell list of spells (such as flame blade, flaming sphere, hellish rebuke etc).
Otherwise my idea would be this one I posted ot teh three sentence backstory thread:
"I remember swimming through lakes of fire and rivers of magma and bathing in the searing heat of the volcanoes of the Plane of Fire. I became part of a warband led by an Efreet and earned it's ire and as punishment was stripped of my firey nature and left on the material plane with only a spear and a crystal that imprisons my essence. Most denizens of the material plane flee from me but some have conversed with me and talked of fear and revenge, these things and more intrigue me and I will explore what this world has to hold."
**So Starting off the idea is a Salamander has had its fire based abilities stripped and left for dead by the Efreet. For Race use the Naga from Planeshift: Amonkhet for abilties although you look like a non-fire version of the standard Salamander, for background use Far Traveller and for Class use Sorcerer taking the Pyromancer origin from Planeshift: Kaladesh to represent getting back in touch with your firey nature. For equipment only take a Spear and a Crystal to use as an Arcane Focus.
Teifling Evoker with the Flames of Phlegethos (alternatively a Fire Genasi if the GM allows you to take that feat) and Elemental Adept (Fire) feats.
You can reroll damage results of 1 and even if they come up as 1 again they deal 2 damage and you ignore fire resistance. And you can set yourself on fire.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Tortle Bladesinger 4/Monk 2.
Main spells/cantrips: Longstrider, Expeditious Retreat, Fire Bolt, Ray of Frost.
Best magic item: Boots of Speed.
Strategy: I'm 500 meters from your dungeon, and rapidly approaching.
I’m playing an alchemist scribe wizard, alchemical savant +5 to fire damage, oil flask is 1sp and also adds +5 fire. Scribe wizard can turn magic missile to fire damage and since magic missile is all one roll so oil and savant add 10 to each missile, if you want to add a single level in hexblade you can and it would add significant damage but would be more of a single target build, so possibly a +17 to each missile so at first level if you roll a 4 which isn’t far fetched at all, that is 63 damage. That’s not even upcasted. Granted it is fire damage so I’ll probably take elemental adept eventually, and yes I know that I have to use alchemist supplies, which is why I took artificer initiate to use them for any int based caster. For the sake of me loving numbers,
2nd level-84
3rd-105
4th-126
5th-147
6th-168
7th-189
8th-210
9th-231
granted I’ll only get up to 6-7th level slots. That’s still a ton of damage, I’ve been thinking about a dip in grave cleric as well for double the damage just to be a dick.