Wizard
Base Class: Wizard

As a master of pyromancy, your connection to the flames has become a symbiotic dance of destruction and precision. The flames at your command are not just tools of war; they are living extensions of your will, swirling with chaotic energy and ferocity. Unlike most other wizards though, who spend their lives learning and studying spells, you have spent your years uncovering the true power of the element itself. Wielding it into your arsenal of abilities, channeling the destructive power of fire into weapons to aid you in battle.

Scorching Arsenal

3rd Level Pyromancy Feature

Your studies have allowed you to bind the essence of fire to your weapons, melding arcane power with primal flame. You’ve learned how to forge a connection between yourself and the weapon, as though fire itself takes physical form in your grasp. The ritual to bond with a weapon is a sacred act, where you pour your arcane knowledge into the steel or wood, imprinting the weapon with the fire that courses through your veins. In return, the weapon becomes an extension of your will—blazing hot, flickering with fiery energy at your command.

Starting at third level you have learnt to weave magic and fire into melee weapons, allowing you to bond with any melee weapon by performing an hour long ritual. You are considered proficient with the weapon and may use your intelligence modifier instead of strength or dexterity for attack and damage rolls. You may only bond with one weapon at a time, and may as a free action once per turn on your turn summon your bonded weapon into your hands.

Additionally once per turn when you hit a creature with your bonded weapon, you may channel the power of your fire magic to scorch the creature, leaving a wake of fiery destruction with your strikes. You may expend a spell slot, dealing an additional amount of d10's in fire damage equal to the level of the spell slot expended.

Leaping Flame

6th Level Pyromancy Feature

As your bond with fire deepens, you have learned to manipulate its unpredictable nature. With every strike, the fire doesn’t simply burn—it leaps and dances. Each swing of your weapon sends out tendrils of flame, leaping from your foe and seeking out other targets like hungry fire, eager to spread.

Your control over the flames creating your weapon has increased allowing you to reform it mid attack to hit a second target as they are assaulted by your flames. Once per turn when you hit a creature with your bonded weapon, the fire leaps out towards nearby creatures, dealing fire damage equal to the amount of damage done with the attack (Calculated before any adjustments such as resistances, immunities and vulnerabilities). The fire can leap up to 10 ft each time and does so an amount of times equal to half your proficiency bonus rounded down, without targeting the same creature twice. 

As you gain power and gain more understanding with the element, the distance it can leap increases to 15ft at level 11, 20ft at level 17 and 30ft at level 20.

Blazing Flames

10th Level Pyromancy Feature

Your fire magic has evolved, becoming an even more potent force to be reckoned with. You are no longer merely a wielder of flame; you are a master of it. The fire you control is hot enough to scorch even the most resilient of creatures, and your deep understanding of fire allows you to break through their resistances. No longer will your fire be turned away by resistance—it burns with an unyielding ferocity.

You ignore fire resistance with your spells and abilities. You gain fire resistance and once per turn when you would take fire damage, you gain temporary hit points equal ten times your proficiency bonus. Whenever you scorch a target with your third level ability, the creature gains a stack of burning. While burning, the creature gains a minus to their attack rolls and ability checks equal to the amount of stacks they have, and takes an amount of d12's in fire damage equal to twice the amount of stacks at the end of their turn. The burning lasts for one minute, refreshing all stacks whenever you apply another stack of burning onto the target, and a target may have a max amount of stacks equal to your intelligence modifier.

Pyromaniac

14th Level Pyromancy Feature

The flames you conjure become much hotter than ever before reaching new found temperatures. You can now engulf your entire body and being with these flames as they take on a deeper scarlet colour, they both protect you and launch themselves at any opponents you attack absorbing any and all flames weaker than it to empower themselves. At this stage, you have become a living embodiment of fire itself. Flames no longer just burn—you are fire incarnate. Your very presence radiates heat, scorching the air around you, and your connection to fire has become so deep that it no longer harms you; it fuels you. When you are bathed in fire, you feel invigorated, your power surging with every flame.

You gain fire immunity, and creature's within 15 ft of you with fire immunity take half the amount of fire damage you deal excluding damage from your spells instead of none. Once per turn whenever you would take fire damage you gain one stack of flaming crescendo, and you gain one stack at the end of your turn so long as you scorched a creature that turn. The maximum amount of stacks you may have at a time are equal to twice your intelligence modifier, and last for one minute, refreshing whenever you gain another stack. All stacks of flaming crescendo are reset to 0 at the start of combat. Your 3rd level scorching ability deals additional amount of dice equal to the amount of stacks you have, with a maximum equal to the level of the spell slot expended. You gain the following abilities while having at least 1 stack of flaming crescendo.

1 Stack - Your bonded weapon deals an additional amount of d10's equal to the amount of stacks you have in fire damage, and creatures that hit you with a melee attack take fire damage equal to the amount of stacks you have in d12's.

3 Stacks - With your 6th level ability your fire may now leap onto the same target more than once. 

5 Stacks - Your weapon and even movement begin to leave trails of fire behind. Once per turn when moving or making an attack with your weapon, you may envelop a creature of your choice with a protective shield of fire, granting them temporary hit points equal to your wizard level. While these temporary hit points persist, creatures that attack the target with a melee attack take an amount of d12's in fire damage whenever they hit, equal to thrice the amount of flaming crescendo stacks you had when granting them the temporary hit points.

 

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