Base Class: Wizard
You focus your study on magic that is connected to burning fire and flame. Some pyromancers find employment in forges or armies, using their fire affinity to blast fire into opponents faces, or melt metal to forge into armor or weapons. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Searing Eyes
If your spellbook is destroyed in any way, you can remember up to two spells for each spell level, and won’t have to use gold and time to copy them down again.
Fire Affinity
Beginning at 2nd level, you have a unique strong affinity for fire. You can produce flames at will without using spells. This ability also grants you the power to control flames at will.
Fiery Skin
Starting at 6th level, as a bonus action, you can make your skin increase temperature to that just below the temperature of a newborn sun for 1 minute. Anything that touches you will melt and catch on fire if flammable. If a creature touches you, they have to roll a DC 12 Constitution saving throw or take (7) 1d10+2 fire damage including your allies. The only creatures that can touch or those that are pyromancers and sorcerers that have gotten their magic through a fiery infusion. Wax within a 5 foot radius will start to melt, as well as butter and other soft materials. You can do this twice per long rest.
Flaming Empowerment
Beginning at 10th level, when rolling for a spell that has fire as it’s damage and/or it’s effect, add your intelligence modifier to the DC saving throw required for the spell.
Flaring Overcharge
Starting at 14th level, you can channel all of your magic power and release it in one humongous blast that leaves everything on fire that is within a 10 ft. radius of you. Anything in the blast including your allies take 4d10 fire damage. You can do this once per long rest.