Base Class: Artificer
Pyrokinetics are artificers that specializes on creating and controlling fire with their abilities and magic. Even though some people think they are dangerous individuals, there are several pirokinetics that use their abilities for extinguish hazardous fires that threaten life, property, and the environment as well as to rescue people from dangerous situations involving fires.
Bonus Cantrips
When you adopt this specialization at 3rd level, you know the control flames and produce flame cantrips. These spells count as artificer cantrips for you, but you cannot replace them with another cantrip from the artificer spell list when you level up in this class.
Pyrokinetic Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Pyrokinetic Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Level 3: burning hands, fog cloud
Level 5: flaming sphere, scorching ray
Level 9: fireball, melf's minute meteors
Level 13: fire shield, wall of fire
Level 17: flame strike, immolation
Pyrokinetic Amplifier
Beginning at 3rd level, you can canalize and amplify your pyrokinetic abilities. Using tinker's tools, you can take an action to magically create a pair of flaming gauntlets or for imbuing a weapon with your arcane energy. You can use the pyrokinetic amplifier as a spellcasting focus, and you gain new features depending on what option you choose, which are detailed below.
Gauntlets. You touch your forearms to create a pair of flaming gauntlets. You gain the following features:
- Armor of Embers. Whenever you take fire damage, you can use your reaction to generate a protective flaming shield that absorb part of that damage, reducing the fire damage by 1d4. You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses of it when you finish a long rest.
- Burning Spells. When you cast a spell that deals acid, cold, lightning, or thunder damage, you can change that damage type to fire.
Weapon. You touch a weapon you're proficient, giving it a fiery aspect. While you're using that weapon, it gains the following features:
- Flaming Weapon. Whenever you hit with a weapon attack, the target takes an extra 1d4 fire damage. This fire damage count as magical for the purpose of overcoming resistance and immunity. The weapon can also ignite any flammable object that isn't being worn or carried.
- Critical Combustion. Each time you make a critical hit with your pyrokinetic amplifier weapon, the attack generates a fire explosion. After dealing the damage from the critical hit, the target and every other creature within 10 feet from it other than yourself must make Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one.
Once you create a pyrokinetic amplifier, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one pyrokinetic amplifier at a time.
Pyromancer
At 5th level, you are an expert on controlling and sensing the fire around you, fueling your spells and abilities with it.
You gain the following features:
- Whenever you cast a spell using your pyrokinetic amplifier as the spellcasting focus, you deal an additional 1d8 fire damage.
- Additionally, you can spend 1 minute to focus on detecting heat and thermal signals in a 120 feet radius for a number of minutes equal to half your Artificer level (rounded up). You can use this feature a number of times equal to your proficiency bonus, and it only gives you the general direction and intensity of the sources of heat, but not the type (like if it's a creature or an object) or the exact number of sources.
Improved Amplifier
Starting at 9th level, your pyrokinetic amplifier is capable of canalize even more your arcane magic, granting the following changes to each type.
Gauntlets. The fire damage reduced by the armor of embers is now 1d8, and whenever you reduce damage with this feature, you are healed by the same amount.
Weapon. The extra fire damage the weapon deals is now 1d8 and your attacks using your pyrokinetic amplifier weapon score a critical hit on a roll of 19 or 20. Additionally, you can spend a spell slot instead to use the critical combustion feature each time you hit a target with your weapon. The damage dealt from the critical combustion feature now count as magical for the purpose of overcoming resistance and immunity.
Master of Flames
Starting at 15th level, you have mastered the control of fire through your pyrokinetic abilities:
- You gain resistance to fire damage.
- You can cast conjure elemental (fire elemental only) without expending a spell slot, without preparing the spell, and without material components, provided you use your pyrokinetic amplifier as the spellcasting focus. Once you cast this spell with this feature, you can't cast it again until you finish a long rest.
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