Wizard
Base Class: Wizard

The school of pyromancy abandons any pretense of investigating the subtler forms of magic and instead devotes themselves to the burning element of fire.  The pyromancers study the fire as part of their rituals to defeat the entropy that threatens to consume all of life.  They see their path as the one truly important cause.  Whatever their intentions may be, the volatile nature of their subject produces an aggressive and uncontrollable quality in its students.  Many pyromancers become war mages or find themselves lost in the flames that consume their thoughts.  More than a few become hermits or made mages, swallowed by the all consuming burn that so enchanted them.

Prodigy of Fire

When you choose this school at 2nd level, you learn the Produce Flame cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

Your specialization in the element of fire grants you greater control over the flames you conjure.  When you cast produce flame, the fire sheds bright light in a radius over your choice up to 30 feet and dim light up to an additional 30 feet.  The flame and the light it sheds can be any one colour of your choice.  As an object interaction during your turn, you can change the radius of both the bright and dim light, or change the colour,   You can end dismiss the flame at any time (no action required), as though you were concentrating on the spell.

Focus on Flames

When you cast a spell that does fire damage with an instantaneous duration or make an attack roll with produce flame, you can choose to concentrate on keeping the flame burning in the same 5 ft square as the target, or in a number of squares within the area of effect equal to 1 + your wizard level. Flames continue to burn in those spaces for one minute or until you stop concentrating. A creature who moves into the space for the first time on a turn or ends its turn there must make a dexterity saving throw or take 1d8 fire damage. As a bonus action, you can extend the flames into a 5 ft square adjacent to any of your ongoing flames, or dismiss one square of flame and create another flame in a square adjacent to any square occupied by your flames. You can only have a number of squares burning equal to 1 + your Wizard level.

You can use this feature a number of times equal to your proficiency bonus, and regain all uses after a long rest.

Smouldering Soul

As a bonus action, you can create a plume of magical smoke that exhudes from your body until the end of your turn. While this smoke exists, the space you occupy is heavily obscured for all creatures other than yourself, and creatures without blindsight or truesight cannot see you. After you use this feature, you cannot use it again until you finish a long rest.

Hardened by the Heat

Beginning at 10th level, you have resistance to fire damage, and when you are subjected to an effect which causes fire damage that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Temperature Control

Starting at 14th level, as an action, you can magically increase or decrease the temperature around you in a 30 ft radius sphere for up to one minute or until your concentration ends (as if you were concentrating on a spell).  The temperature in the area becomes any temperature you choose between the range of extreme heat and extreme cold, and you can choose which creatures are affected by the changes.  If you choose to increases or decrease the temperature to extreme conditions for the duration, whenever a creature hostile to you starts its turn in the area or moves within that area for the first time on a turn, it must make a constitution saving throw. On a failed save, the monster takes 2d12 fire or cold damage, depending on whether the area is extreme heat or extreme cold, and it takes one level of exhaustion, or half as much damage and no exhaustion on a successful save. A creature can only gain up to two levels of exhaustion in this way at a time. Creatures who are resistant or immune to fire damage in extreme heat or cold damage in extreme cold do not gain exhaustion on a failed save.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.

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