Base Class: Wizard
You focus your study on magic that creates the spell perfect for every situation. As a school of Fireball wizard you unleash havoc and doom on any one within fireball distance that opposes, wrongs or just plane annoys you, in the form of explosive roaring fire. All fireball wizards can easily find employment in military forces, mercenary teams, groups of adventurers, bandits, and tyrants, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak only releasing flaming vengeance upon the wicked.
The Perfect Spell
Beginning at 2nd level, you gain the Produce Flame Cantrip and cast it as a wizard spell with intelligence as your ability modifier. in addition at level 5 you always have the Fireball spell prepared and it dose not count twords the number of spells you can prepare.
Use Fireball and only Fireball!
Beginning at 6th level if you have used all of your spell slots of 3ed level or higher you may use a combination of lower level spell slots to cast fireball. Either three 1st level slots, one 1st level and one 2nd level slot, or two 2nd level slots. If you use two second level slots the spell is still cast as a 3ed level fireball.
Only Fireball! ONLY FIREBALL!
Starting at 10th level whenever you cast Fireball or Delayed Blast Fireball you add your intelegence modifier (minimum +1) to all damage dice rolled.
Ultimate Fireballs!
Starting at 14th level You have learned to infuse your fireballs with extra magic manipulating their effects as you cast. When casting Fireball or Delayed Blast Fireball you may choose to add any of the below effects. For each effect added you must use a spell slot 1 level higher then the level you are casting the spell at. (A 3ed level Fireball using 1 option would require a 4th level slot. Using 2 options would require a 5th level and so on.)
- Bright Flames: Your Fireball deals half it's damage as radiant damage.
- Intense Flames: Any target hit by your Fireball has its fire damage resistance reduced by 1 level. (Immunity becomes Resistance, and Resistance becomes nothing. This option cannot give a creature fire vulnerability.)
- Lingering Flames: Your Fireball leaves a circle of flames equal to it's original area of effect that continues to burn after exploding for 1d4 rounds. Any creature that moves into or starts it's turn in this area must make a DC15 dexterity save or take 1d6 fire damage, taking half damage on a successful save.
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Posted Mar 27, 2025Tbh, l
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Posted Apr 27, 2021This is just a better Evocation Wizard. I love it.
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Posted Dec 26, 2020Just fireball