Base Class: Wizard
Wizards of the School of Fireball treat the classic fireball spell not as a tool, but as the purest expression of arcane power. Through obsessive study, reckless experimentation, and a complete disregard for restraint, these pyromancers turn a single spell into an ever-escalating force of destruction that few can withstand—and none can truly ignore.
Fireball Affinity
2nd-level School of Fireball feature
You gain the following benefits:
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Searing Ward. You are immune to fire damage and to any damage from a magical effect or spell that would deal fire damage. This immunity cannot be bypassed by any means.
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Always the Blast. You can cast fireball at will without expending a spell slot. Until you are able to cast 3rd-level wizard spells, the damage of any fireball you cast this way is halved.
- Controlled Burn. When you cast fireball, you can choose any number of creatures, objects, or structures in the area to be unaffected by the spell.
- Empty Mind, Fuller Blast. If fireball is prepared, count the wizard spells of 1st level or higher in your spellbook that you do not have prepared, other than delayed blast fireball. You gain a bonus from a number of those spells equal to your Intelligence modifier (minimum of 1). Each counted spell increases that fireball’s radius by 5 feet and its damage by 3.
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Overclock. When you cast fireball, you can choose to gain from 1 to 6 levels of exhaustion. Those levels ignore immunity to exhaustion. For each level gained this way:
- the spell’s damage increases by your intelligence modifier
- its radius increases by 10 feet
- the spell ignores resistance and immunity to fire damage
- no creature can regain hit points from this damage
- the damage can’t be reduced, including by Controlled Burn
You also lose the benefit of Searing Ward against this casting: you take the spell’s damage if you are in its area, and that damage can’t be reduced.
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Structure-Breaker. Damage dealt by your fireball is doubled against objects, structures, and constructs.
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Flashpoint. When a creature rolls a 1 on the d20 for its saving throw against your fireball, it is treated as if it has vulnerability to the damage. This threshold improves as you gain levels in this class: it becomes a 2 or lower at 6th level, a 3 or lower at 10th level, and a 4 or lower at 14th level.
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Concussive Bloom. When you cast fireball, you can choose to push each creature in the area directly away from the center of the sphere a distance equal to the spell’s radius (including any increases). For every wizard spell in your spellbook that you do not have prepared (except fireball and delayed blast fireball), you can increase this push distance by an additional 5 feet. If a pushed creature collides with an object, structure, or another creature, it takes falling damage as if it had fallen a distance equal to the distance it was pushed.
Explosive Empowerment
6th-level School of Fireball feature
When you cast fireball, you can expend one or more spell slots to empower it further:
- If you expend a spell slot of 3rd level or lower, every creature in the area makes the saving throw with disadvantage.
- If you expend one or more spell slots of 4th level or higher, for each spell slot expended this way the spell’s radius increases by 5 feet and its damage increases by 2. In addition, the range of the spell increases by 150 feet.
Inescapable Conflagration
10th-level School of Fireball feature
When a creature succeeds on its saving throw against a fireball you cast, it takes an additional amount of damage equal to the amount of wizard spells you don't have prepared. When a creature fails its saving throw against a fireball you cast, the damage equal to twice the amount of wizard spells you don't have prepared.
EKXPLOOOOOSION!!!
14th-level School of Fireball feature
You can cast delayed blast fireball at will without expending a spell slot. All benefits of this subclass that apply to fireball also apply to delayed blast fireball when you cast it.
When you cast delayed blast fireball, you choose when the bead detonates (it detonates at the start of your turn on the chosen round, or immediately if you choose), regardless of whether the bead is touched. The spell does not require concentration.
If you are a 20th-level wizard and cast fireball or delayed blast fireball using a 9th-level spell slot while you have no expended spell slots and no levels of exhaustion, you can choose to expend all of your remaining spell slots and gain 5 levels of exhaustion (these levels ignore immunity to exhaustion). When you do so:
- The damage of the spell is doubled.
- The radius and range of the spell each increase by 1 mile, in addition to all other increases from this subclass.
- The damage cannot be reduced by any means, and no creature can regain hit points from it.
- If a creature rolls a 5 or lower on the d20 for its saving throw, it is treated as if it has vulnerability to the damage.
- The spell ignores your immunity to fire damage and to exhaustion.
- The spell does not gain any benefit from Controlled Burn.
Previous Versions
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9/28/2026 5:47:59 AM
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