Base Class: Wizard
Incendiary Power: At 2nd level you gain resistance to fire damage and can add your Intelligence modifier to any fire damage spells you cast.
Explosive Spellcasting: Upon reaching 6th level, whenever you cast a spell that deals fire damage, you can choose to make it explode in a 10-foot radius around the target. Creatures in that area must make a Dexterity saving throw against your spell DC. If the creature fails, then it takes 2d6 extra fire damage. If it succeeds then the creature only takes an extra 1d6 fire damage. You can use this feature the number of times equal to your Intelligence modifier (minimum of once) per long rest.
Combustion Convergence: When you reach 10th level, you can use 2 fire spells at once that are level 3 or lower by merging their effects together. The blast radii of both spells are added together.
Eternal Inferno: 14th level marks the ultimate control in the study of fulmination. Once per long rest the user is able to expel a fiery blast wave in a 30 foot radius. All creatures must make a Dexterity saving throw against your spell save DC. Failing, they take 10d10 fire damage or 5d10 with success. All creatures hit by the blast wave are knocked prone. If no fire resistance or immunity are present, creatures at the end of their turn must make a constitution saving throw against your spell save DC or take 1d6 fire damage until succeeding or after 1 minute has passed.
Incendiary Power
You gain resistance to fire damage, as your body is naturally attuned to the element that courses through your veins. This resistance allows you to withstand the intense heat of flames and offers protection from the scorching fury of fire-based attacks.
Explosive Spellcasting
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Damage: When you cast a fire damage spell, you can choose to make it explode in a 10-foot radius around the target. The explosion deals additional fire damage. The base damage of the spell remains unchanged.
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Saving Throw: Creatures in the explosion's area must make a Dexterity saving throw against your spell save DC. On a failed save, they take full damage, and on a successful save, they take half damage.
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Usable per Long Rest: You can use this explosive feature a number of times per long rest equal to your Intelligence modifier (minimum of once).
Combustion Convergence
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Damage: You can cast two fire spells of 3rd level or lower simultaneously, fusing their energies, effects, and damages into one powerful explosion.
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Saving Throw: All creatures within the explosion's radius must make a Dexterity saving throw against your spell save DC. On a failed save, they take full damage, and on a successful save, they take half damage.
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Usable per Long Rest: You can use this ability once per long rest plus the number of even-numbered levels after 10
Eternal Inferno
When you unleash the Eternal Blaze, a massive explosion engulfs a 30-foot radius centered on yourself. The spell deals 10d10 fire damage to all creatures within the area who fail their Dexterity saving throw against your spell save DC. On a successful save, they take half damage.
On Fire:
In addition to the initial damage, creatures caught within the Eternal Blaze without fire resistance or immunity are set ablaze. For the duration of the Eternal Blaze's effects, affected creatures must make a Constitution saving throw at the end of each of their turns against your spell save DC. On a failed save, they take an additional 1d6 fire damage as the flames continue to burn on their bodies. On a successful save, the effect ends, and they are no longer "On Fire."
Prone Status:
The sheer force of Eternal Blaze's explosion can knock creatures off their feet. Any creature that fails its Dexterity saving throw against the spell is knocked prone, rendering them vulnerable to further attacks.
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Posted Aug 10, 2023This is currently broken (combustion convergence in particular). I will leave the subclass up for now but needs to be and will be updated as soon as I think of a good balance for the subclass ability(s). Any recommendations are welcome as well