Wizard
Base Class: Wizard

Wizards from the School Of Torching focus on studying fire. They study how different accelerants affect it, how to imbue it with even more mystical properties, and how to avoid being hurt by it. But all this comes at the cost of their other evocation magic being less powerful and magic from other schools being less reliable. The academies, colleges, and schools where these wizards study are often located away from populated areas and anything flammable. Like in the middle of a desert, at the top of a mountain peak, and so on. While some are located in larger cities, they don't have nearly as much freedom in their studies because of constant supervision from the local guards. Most common folk regard these wizards as nothing more than glorified arsonists and are apprehensive when dealing with them. While other spellcasters dismiss them as fools, underestimating their true destructive and world rending potential.

Pyromancy Focus

At lv 2 you gain Pyromancy Focus: You entirely dedicate yourself to the study of fire and fire magic. All evocation spells you cast that don't deal fire damage have their damage halved. When you cast a non-evocation spell roll a d20 and on a roll of 5 or less the spell fails. You can determine precisely how long a flame/fire will burn, how much time has passed since a flame/fire has gone out, and determine the point of ignition, as well as what accelerant was used if any. You can also roll investigation at advantage to determine the best and most efficient way to burn something or if it's even possible. Whenever one of your fire spells or abilities hits a surface covered in accelerant, any creature that steps onto it gets inflicted with burning for 3 rounds. If you hit a creature covered in accelerant it immediately takes burning damage and suffers burning damage for 3 rounds. Burning inflicts damage at the start of the creature's round. The damage is equal to 1d of the spell/ability used to ignite it.
e.g. If the accelerant was lit with a spell/ability that deals d4 as damage then the burning damage would be 1d4 for 3 rounds, if the spell/ability deals d8 then it would be 1d8 for 3 rounds.

Fire Breathing

At lv 2 you gain Fire Breathin: You drink one of your accelerants and breath a small stream of fire, with a range of 5ft., it deals 1d8 fire damage and applies the effect of the consumed accelerant, you use this as a free action 2 times per combat so long as you have accelerants left. Outside of combat, you can use this ability with your performance skill. Roll performance, at advantage, and you freely manipulate the flame, changing its shape, color, and movement. Every 3 minutes you must make a CON check to maintain the flame.

Accelerants

At lv 2 you gain Accelerants: Through study, you learn of various substances that can augment your fire magic. You carry flasks filled with different chemical concoctions, the max number of flasks you can carry is your wizard lv + your INT modifier. You can carry a max of 5 flasks containing the same mixture. You can carry these mixtures in either a bomber flask or a pressurized flask. Bomber flasks can be thrown up to 30ft., and when they shatter they cover everything within a 15ft. circle of the point of impact. While pressurized flasks can shoot a stream of accelerant in a straight line up to 30ft., but if thrown they only cover the immediate point of impact. You can use the flasks as a regular or bonus action. You need to finish a long rest to replenish your flasks.

Basic accelerant: Your basic accelerant, doesn't affect your fire spells or abilities but it can be applied to weapons and arrows to imbue them with additional fire damage. Before combat, you can expend 1 use of this accelerant and can apply it to up to 3 weapons and 20 arrows, this lasts for 4h. After the first swing of the weapon, it is seat ablaze dealing an additional 1d6 fire damage on subsequent attacks. As for arrows, they need to pass at least 10ft. before they ignite, to deal the additional 1d6 fire damage.

Flashfire accelerant: An accelerant that makes the fire burn hotter but burn out faster. It increases the damage die of your spell/ability by 1 category but the burning effect only lasts 1 round. e.g. a spell that deals d4 as damage will deal d6 as damage. 

Tar: Reduces the initial damage but increases the duration of the burning effect. It decreases the damage die of your spell/ability by 1 category but it doubles the duration of the burning effect. Also, any creature that walks on terrain covered with this accelerant has its movement speed halved.

Smoke Screen: At lv 5 you learn how to craft this mixture. When hit with fire it immediately releases a thick, black cloud of smoke, which covers double the initial area of the accelerant. It doesn't apply the burning effect.

Toxic Vapor: At lv 7 you learn how to craft this mixture. When hit with fire it quickly aerosolizes into a poisonous vapor, any creature that inhales it must make a CON save or take 1d8 poison damage for the next 4 rounds. It doesn't apply the burning effect.

Blinding Powder: At lv 7 you learn how to craft this mixture. A white powdery substance, when hit with fire it releases a bright flash. Any creature in the immediate vicinity of this accelerant must make a CON or DEX save or be blinded for 1 + 1d8 rounds. It doesn't apply the burning effect.

Volatile Mixture: At lv 10 you learn how to craft this mixture. A very explosive mixture, when hit with fire it deals force damage equal to the fire damage used to ignite it. Any creature in the immediate vicinity of this accelerant must make a CON or DEX save or be knocked prone. It applies the burning effect.

Fire Retardant

At lv 6 you gain Fire Retardant: With your growing understanding of fire, you can better protect yourself from it. You consume strange and unusual herbs as well apply herbal mixtures to your skin giving you 25% fire resistance, at lv 14 it becomes 50% and at lv 18 you gain immunity to fire damage.

Voice In The Flames

At lv 6 you gain Voice In The Flames: You gain the ability to communicate with others through flames. You can imbue a flammable object with arcane energy, consuming 1 spell slot. When it is set ablaze you can speak through the flames with the one who lit it. The enchantment lasts until the item is burnt or the wizard who cast it dies. There are no restrictions to the distance at which you can communicate through these enchanted items, this includes other planes. So long as you can light a fire and the enchanted object can be lit, you can communicate through the flames. If you desire to communicate with the person in possession of the enchanted item, you must light a fire and chant their name, this will cause the enchanted item to glow a bright yellow, orange, or red color indicating that it should be set on fire. If the holder of the enchanted item wishes to speak with you, you will feel a burning sensation in the palm of your hand. 

Vicious Flames

At lv 6 you gain Vicious Flames: You can further infuse your flames with negative effects by channeling some of your arcane energy into them. If a creature has suffered your burning damage you can apply one of these two effects:

Fearsome Flames: As a standard action you can force a creature, that meets the conditions for this ability, to make a WIS saving throw or be frightened for 1+1d6 rounds, it also increases the duration of burning by 1 round.

Cremation: As a standard action you can force a creature, that meets the conditions for this ability, to make a CON saving throw or take an additional 1d12 fire damage, it also decreases the duration of burning by 1 round.

You can use both of these abilities up to 3 times per day. You gain 1 additional use at lv 14 and 18.

Illusory Flames

At lv 10 you gain Illusory Flames: You have a great understanding of how fire works, feels, and behaves. And with that knowledge and your magical abilities you can manifest illusory flames. As a standard action, you can inflict up to 3 creatures with illusory flames, they must make an INT saving throw or take 1d6 psychic damage each turn they fail to disbelieve the flames. They can attempt the save, again, at the start of their turn, but if they roll 5 or lower then they skip 1 attempt. You can use this ability 3 times per long rest.

Heavenly Flames

At lv 10 you gain Heavenly Flames: Through study and practice, you have mastered a way to turn fire from a destructive force into something restorative. Before you cast a spell as a free action you can imbue it with your own soul. Channeling positive emotions into flames, the next fire spell you cast restores HP equal to the damage it would have otherwise inflicted. If burning was inflicted due to a spell cast with this ability, instead of taking damage every turn the afflicted creature regains that much HP. After you have cast a spell using this ability you gain 2 lv of exhaustion. As a reaction, you can target a fire spell cast by a hostile creature and imbue it with restorative properties, restoring HP equal to the damage it would have otherwise inflicted. Using it this way you also gain 2 lv of exhaustion. 

Accursed Flames

At lv 10 you gain Accursed Flames:  Through study and practice, you have mastered a way to twist fire into an even more destructive force. Before you cast a spell as a free action you can imbue it with your own soul. Using your soul as kindling and your hate as the spark, the next fire spell you cast treats fire resistance as weakness. Dealing additional damage to creatures that would otherwise resist or be immune to it. e.g. A creature that is immune to fire would take double fire damage from a spell charged with this ability. After you have cast a spell using this ability you gain 2 lv of exhaustion. As a reaction, you can target a fire spell cast by a friendly creature and imbue it with the accursed flames effect. Using it this way you also gain 2 lv of exhaustion. 

Searing Spellcasting

At lv 14 you attain the ultimate power of a School Of Torching (Pyromancer) Searing Spellcasting: When casting a fire spell, roll a d20 on a roll of 20 the spell does double damage, triple if it is cast on a surface covered in accelerant. When casting a fire spell you can expend an additional spell slot either increase its range or area of effect, adding 5ft. per spell slot lv. And at lv 20 you can select a fire spell and imbue it with all your available spell slots, giving it an additional 2 die of damage per slot lv and increasing its area of effect by 5ft. for every spell slot consumed.

 

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