Base Class: Sorcerer
A Flame Swordsman is a sorcerer who embraces the chaotic and consuming nature of fire—not as a distant force, but as an extension of their own will. Their flames are alive, burning through their veins and erupting through every movement in battle. Unlike traditional sorcerers who keep their distance, Pyromancers stride directly into the fray, wielding both spell and steel as conduits of destruction.
Through relentless training and innate talent, they learn to shape fire into armor, ignite their weapons, and unleash devastating bursts of flame that scorch everything nearby. As their mastery grows, the Flame Swordsman becomes a living inferno—unstoppable, radiant, and terrifying to behold.
Those who face a Flame Swordsman rarely die cleanly; they are consumed.
Level 3: Bathed in the Flames of Battle
You are forged in the flames of battle: as result of being constantly scorched by flames, you obtain supernatural resilience. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
Your training as Flame Swordsman also gives you proficiency in all martial weapons.
Lastly, you are now able to enshroud yourself in flames: they burn opponents striking you in melee and grant you cover against ranged attackers. Mechanically speaking, you gain access to the spell Spiny Shield. Only, it deals flame damage when you are struck by melee attacks, instead of the usual piercing.
You may use this ability charisma modifier times per long rest without expending a spell slot, upcasting the spell to one below your highest available spell slot.
For example, at level 3 with 15 in charisma you may freely use this ability twice to produce a level 1 spiny shield, and at level 20 with 22 in charisma you may freely use this ability 6 times producing an eight level spiny shield.
!sb add "Spiny Shield"
!cast "Spiny Shield" -t attacker -rr timesattacked -dtype fire
Level 3: Pyromancy Spells
When you reach a Sorcerer level specified in the Pyromancy Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Burning Hands, Flame Blade, Searing Smite, Scorching Ray |
| 5 | Fireball, Fly |
| 7 | Fire Shield, Wall of Fire |
| 9 | Flame Strike, Conjure Elemental |
Level 6: Scorching Fury
You have Resistance to fire damage.
Once per turn, when you cast a spell or a cantrip that deals fire damage, you can in the same magical action perform an unarmed attack or an attack with your equipped weapon.
Level 14: Flame Whisperer
When you cast a spell that deals fire damage, the Careful spell metamagic is automatically applied to that spell. You do not need to have learnt this metamagic, and you do not spend sorcery points on the metamagic used this way. It does not count towards the number of metamagic options you can use on a spell.
Level 18: One with the Flame
You now treat fire immunity as resistance. Should you have the Elemental Adept - Fire feat, you may completely ignore the fire immunity of your target. It doesn't work against effects that shield the target from all kinds of damage, like the spell Immunity.
Furthermore, your flames burn brighter than ever: you add your charisma modifier to every instance of fire damage you deal.
Example: a fireball will now deal 8d6+charisma to every target struck. An attack with a flaming longsword will now deal 1d8+strength+2d6+charisma damage. A scorching ray spell will now deal 2d6+charisma per ray attack. It's not possible to apply this damage more than once per attack, like for a green flame blade cantrip executed with a flaming longsword.
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