Base Class: Wizard
A student of evocation that focuses primarily on pyromancy. This particular specialization requires the pyromancer to focus their power on increasing their flames strength to destroy enemies quickly leaving nothing but ash in their wake. Hellfire casters use such overwhelming firepower that they've become compared to demons and devils and on the battlefield even allies would need to be wary not to be in their path. Many hellfire casters fight on frontlines spearheading attacks against enemies wielding powerful area magic and are able to manipulate their magic to increase their mobility and assure damage to enemy forces. In exchange for control and precision, Hellfire casters are able to be fully self sufficient fighters on the battlefield.
Trailblazer
Whenever you cast a spell that deals fire damage you may take an extra movement on that turn.
Flameward
Beginning at level 2, You have resistance to fire damage from all sources.
Rapid Oxidation
Beginning at level 6, Whenever a creature suffers fire damage within 120ft of you, As a reaction, you may use that fire to siphon the air from the creature stunning them for 1 round. This effect does not work on creatures that do not need to breath. This effect can only be activated number of times equal to your intelligence modifier.
Hellscape
Beginning at 10th level, Whenever you deal fire damage to an enemy, as a bonus action, you may add your proficiency bonus to the overall damage dealt. If you deal more than 10 points of damage, You scorch and destroy the area creating a fiery waste around you. You release a burst of fire that deals 3d8 fire damage to any creature within a 90t radius and leaves the area scorched. Any creature caught must make a dexterity saving throw against your spell save DC. On a failed save, the creatures take full damage from the fiery explosions. On a successful save, the creatures only receive half damage. The surrounding area remains scorched for a number of rounds equal to 2 + your intelligence modifier. Creatures attempting to move through the scorched area must succeed a DC 8 dexterity check. On a failed save, their movement speed is halved and they receive 1d4 fire damage. On a successful save, only their movement speed is halved. This effect can not be activated again until you take a short or a long rest.
Total Combustion
Beginning at 14th level, Whenever you cast a spell that deals fire damage, You may use a reaction to cast an additional spell equal to or lower than the spell level of the first spell cast. The damage of the second spell is automatically maximized. This effect can only be activated for a number of times equal to your intelligence modifier.
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