Fear of Fire. Creatures that start their turn within 10 ft. of the pyro take 2 (1d4) psychic damage.
Class Weapons. The Pyro does not carry all the weapons listed in his actions so he can pick one primary, one secondary, and one melee.
Flamethrower (Primary). Ranged Weapon Attack: +15 to hit, range 10/20 ft., 1 target. Hit: 30 (6d10) fire damage and the at the start of the targets next turn, they take 8 (4d4) fire damage.
Degreaser (Primary). Ranged Weapon Attack: +15 to hit, range 10/20 ft., 1 target. Hit: 20 (4d10) fire damage and the at the start of the targets next turn, they take 6 (3d4) fire damage.
Backburner (Primary). Ranged Weapon Attack: +15 to hit, range 10/20 ft., 1 target. Hit: 20 (4d10) fire damage and the at the start of the targets next turn, they take 8 (4d4) fire damage. If the pyro caught the target by surprise of was behind the target, then the attack becomes a guaranteed critical hit.
Dragons Fury (Primary). Ranged Weapon Attack: +15 to hit, range 10/20 ft., 1 target. Hit: 5 (1d10) fire damage and the at the start of the targets next turn, they take 2 (1d4) fire damage. If the pyro dealt fire damage to the target on his last turn, this attack instead deals 40 (8d10) fire damage.
Phlogistinator (Primary). Ranged Weapon Attack: +15 to hit, range 10/20 ft., 1 target. Hit: 25 (5d10) fire damage and the at the start of the targets next turn, they take 8 (4d4) fire damage. Once the pyro deals 75 damage with this weapon in one minute then the pyro can use a bonus action to gain guaranteed critical hits for until the end of his next turn however critical hits do not charge this ability.
Shotgun (Secondary). Ranged Weapon Attack: +10 to hit, range 15/20 ft., 1 target. Hit: 26 (8d4) piercing damage and this attack deals an additional 1d4 damage for every 5 ft. of closeness the Heavy has to the target.
Panic Attack (Secondary). Ranged Weapon Attack: +10 to hit, range 15/20 ft., 1 target. Hit: 18 (6d4) piercing damage and this attack deals an additional 2d4 damage for every 5 ft. of closeness the Heavy has to the target.
Reserve Shooter (Secondary). Ranged Weapon Attack: +10 to hit, range 25/30 ft., 1 target. Hit: 16 (6d4) piercing damage.
Flare Gun (Secondary). Ranged Weapon Attack: +10 to hit, range 90/120 ft., 1 target. Hit: 10 (2d10) piercing damage and the target begins to burn for one minute. While burning when the creature starts their turn, they take 6 (1d12) fire damage and they will continue to until the duration ends or they receive healing equal to 20 hit points or more.
Scorch Shot(Secondary). Ranged Weapon Attack: +13 to hit, range 90/120 ft., 1 target. Hit: 5 (1d10) piercing damage and the flare explodes and deals 3 (1d6) fire damage to all creatures within 5 ft. of the target and the target and creature affected by the fire damage begins to burn for one minute. While burning when the creature starts their turn, they take 4 (1d8) fire damage and they will continue to until the duration ends or they receive healing equal to 20 hit points or more.
Detonator (Secondary). Ranged Weapon Attack: +10 to hit, range 90/120 ft., 1 target. Hit: 10 (2d10) piercing damage and the target begins to burn for one minute. While burning when the creature starts their turn, they take 6 (1d12) fire damage and they will continue to until the duration ends or they receive healing equal to 20 hit points or more. The pyro can also use his reaction to cause the flare to detonate early on any part of it's arc which causes it to explode and deal 10 (2d10) fire damage and knocks them prone however it inflicts no after burn.
Flare Gun (Secondary). Ranged Weapon Attack: +10 to hit, range 90/120 ft., 1 target. Hit: 10 (2d10) piercing damage and the target begins to burn for one minute. While burning when the creature starts their turn, they take 6 (1d12) fire damage and they will continue to until the duration ends or they receive healing equal to 20 hit points or more.
Man Melter (Secondary). Ranged Weapon Attack: +10 to hit, range 90/120 ft., 1 target. Hit: 10 (2d10) lightning damage and the target begins to burn for one minute. While burning when the creature starts their turn, they take 6 (1d12) lightning damage and they will continue to until the duration ends or they receive healing equal to 20 hit points or more.
Gas Passer (Secondary, Recharge 6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., 1 target. Hit: 1 bludgeoning damage and all creatures within 15 ft. of the target are coated in gasoline for until the end of the pyro's next turn, while covered in gas they have vulnerability to fire damage and taking any damage causes them to receive an additional 2 (1d4) fire damage.
Thermal Thruster (Secondary, Recharge 5-6). The pyro launchers 10 ft. into the air and then up to 120 ft. in one direction. When the pyro lands, he causes all creatures within 10 ft. of where he landed to be launched 30 ft. into the air.
Fire Axe (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (2d10 + 4) slashing damage.
Axetingishuer (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (3d4 + 4) slashing damage but if the target has taken fire damage during the last round, then this attack instead deals 40 (68d10) slashing damage and grants the pyro a 10 ft. speed bonus for one minute however the target is affected by a Greater Restoration spell on hit if you used this property.
Hot Hand (Melee). Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 4) force damage and the pyro can take the dash action as a bonus action without expending one his dashes.
Neon Annihilator (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 4) lightning damage and if the target is wet or doused in gasoline, they take an additional 12 (4d6) lightning damage.
Homewrecker (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 12 (1d10 + 10) bludgeoning damage and if the target is a construct this attack begins a critical hit.
Powerjack (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (2d10 + 4) bludgeoning damage and the pyro gains a 15 ft. speed boost for one minute however he gains vulnerability to all damage for until the start of his next turn.
Back Scratcher (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 22 (4d10 + 4) slashing damage (Yes this is a direct upgrade).
Third Degree (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 10) lightning damage and this also deals 3 (1d6) thunder damage to creatures next to the target.
Sharpened Volcano Fragment (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 8 (1d10 + 4) slashing damage and the creature takes 10 (5d4) fire damage at the start of their next turn.
Flamethrower Airblast (Flamethrower, Dragons Fury). In response to an incoming projectile, the pyro instead reflects it in one direction of his choice.
Backburner Airblast (Backburner, Recharge 6). In response to an incoming projectile, the pyro instead reflects it in one direction of his choice.
Degreaser Airblast (Degreaser). In response to an incoming projectile, the pyro instead reflects it in one direction of his choice and the projectile becomes a critical hit.
Reserve Shooter (Secondary). In response to a creature within range becoming airborne, the soldier makes a critical reserve shooter attack against them.
Description
"Mmph..."
The pyro is an unhinged maniac no one knows anything about except the fact he loves fire. He sees in pyro vision which is literally just rainbows and sunshine.
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Posted Mar 18, 2026