Base Class: Wizard
You are one for chaos, pure, pure, chaos. As such, you having dedicated to the study of a single spell, one of chaos, one of danger, one of destruction. You. Cast. Fireball.
Level 3: Fireball Savant
You can now cast Fireball at levels 1 and 2, but it does 6d6 at level 2 and 4d6 at level 1. You also always have the Fireball spell prepared.
Level 3: Safety Spot
You take no damage from your own Fireball spells.
Level 6: Modified Blast
If the first and only thing you do on your turn is cast Fireball you can change the spell to add one of these options to the spell:
Bigger Blast. The size of the Fireball increases by 15 ft.
Stronger Blast. The damage this spell deals ignores resistance and is increased by an extra 1d6.
Level 10: Helping Flames
Your Fireball spells give you benefits of your in the radius of effect. Whenever you're hit by your own Fireball spell you can opt in to take half damage (this damage cannot bring you down below 1 hit point) as if you'd succeeded the save instead of no damage, if you do this you choose 2 of the 3 options below:
Restorative Fires. You regain half your max hit points.
Quickening Flames. You can use double your movement for the rest of the turn as if you'd used both the dash and disengage actions. Using Modified Blast does not prevent you from using this movement.
Destructive Burns. The next time you use Modified Blast you can choose 2 options instead of just 1.
Level 14: More Modifications
Your Modified Blast is improved, giving you 2 new and 2 improved options (but don't worry you can still use the options from Modified Blast):
Biggest Blast. The Fireball's radius is increased by 30 ft.
Strongest Blast. The damage dealt by your Fireball spell ignores resistance and immunity, as well as doing an extra 2d6 damage.
Forceful Blast. Any creatures that fail the Dexterity saving throw caused by the Fireball is thrown 10 ft. away and knocked prone.
Thundering Blast. The explosion caused by the Fireball is heard within 5 miles. In addition any creature hit by the Fireball or within 30 ft. of the edge of the Fireball must make a Constitution saving throw (DC = your spell save DC), auto-failing if they were hit by the Fireball. They take 2d8 Thunder damage and have the deafened condition for 1 minute if they fail, or only take half damage if they succeed.
Previous Versions
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4/4/2026 9:55:05 PM
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