Fighter
Base Class: Fighter

Fire has ever been a source of wonder and warmth, of creation and destruction. Pyromancers have learned to take the flame within themselves, so they might become one with it. They use their fire to great effect in combat, and their ability to manifest their flame protects them from their own power.

Pyromancy Flame

As a pyromancer, you become attenuated to the natural energies of the world and can manifest it in your hand. When either of your hands are empty, you can produce a powerful flame. It may be used as a melee weapon that deals 1d8 + your Strength or Dexterity modifer fire damage. The pyromancy flame has the light and finesse property. At 10th level, the damage increases to 1d10, and at 18th level, the damage increases to 1d12.

Seeds of Fire

At 3rd level, you are able to cause your pyromancy flame to flare with greater power and perform advanced pyromancy techniques. These seeds of fire start small, but can blossom into a raging inferno when used properly. You have a number of seeds of fire equal to your Constitution modifier (minimum of 1). You can expend a seed of fire to gain one of the following benefits:


  • Blood Fire. When you are hit by a creature within 5 feet of you, you can use your reaction to cause the wound to send a jet of flame at the creature, which deals 2d12 fire damage. At 10th level, the damage increases to 3d12 and, at 18th level, the damage increases to 4d12
  • Burning Blade. As a bonus action, you can wreathe your weapon in fire. Until the end of your turn, you can add an additional 1d6 fire damage to your weapon attacks. This damage increases to 1d8 at 10th level and 1d10 at 18th level.
  • Flame Orb. When you take the attack action, you can substitute a regular attack to make a thrown weapon attack against a single target within 60 feet of you. On a hit, the creature takes 1d10 fire damage. At 10th level, the damage increases to 2d10, and at 18th level, the damage increases to 3d10.

You regain all expended seeds of fire when you finish a short or long rest.

Fiery Personality

At 7th level, you have learned that your fire can be used for more than just combat. When you make a Charisma (intimidation or performance) check, while your pyromancy flame is active, you can add your Constitution modifier to the check.

Bound Conflagration

As a 7th level pyromancer, your exposure to fire has resulted in a greater resilience to it. You gain resistance to fire damage, and your pyromancer features ignore resistance to fire damage.

Augment the Flames

At 10th level, you can supercharge a seed of fire to enhance its power. When you gain this feature, choose one of the following augmentations to learn. Twice per long rest, when you use a seed of fire, you can empower it with the augmentation you choose.

You use your Constitution modifier when setting the saving throw DC for the certain seed of fire features.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

  • Bale Fire. This augmentation causes your seed of fire to become toxic. Once, when you deal fire damage from your seed of fire feature, you can choose to deal additional poison damage equal to half your fighter level (rounded down). Additionally, the target must succeed on a Constitution saving throw, or it becomes poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.
  • Bane Fire. This augmentation enhances your seed of fire with divine energy. Once, when you deal fire damage from your seed of fire feature, you can choose to deal additional radiant damage equal to half your fighter level (rounded down). Additionally, the target must succeed on a Wisdom saving throw, or it becomes frightened of you for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.
  • Curse Fire. This augmentation causes your seed of fire to become enveloped in deathly energy. Once, when you deal fire damage from your seed of fire feature, you can choose to deal additional necrotic damage equal to half your fighter level (rounded down). Additionally, the target must succeed on a Wisdom saving throw, or it has disadvantage on ability checks for an ability you choose for 1 minute.
  • True Blaze. This augmentation creates a more pure seed of fire. Once, when you deal fire damage from your seed of fire feature, you can choose to deal additional fire damage equal to your fighter level (rounded down). Additionally, the target must succeed on a Constitution saving throw, or it is set on fire with flames that cannot be put out by mundane means. While on fire, the target takes an additional 1d10 fire damage at the beginning of its turn. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

You regain all expended uses after you finish a long rest

Blossoming Blaze

Starting at 15th level, when you roll initiative and have no seeds of fire remaining, you regain 1 seed of fire, and you gain a third augment the flames use per long rest.

 

Transcendental Inferno

At 18th level, your mastery over fire has become unsurpassed. You gain immunity to fire damage, and you gain a fourth augment the flames use per long rest.

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