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The Pyromancer

The Pyromancer

A D&D 5e class by u/Blackfalcon333
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Pyromancer

As the goblin horde charges in around him, a man smiles and whips his hands forward, engulfing them in a roaring tide of flame. A powerful orc roars as flames cover him like armor from his enemy's blows and a sword of pure fire appears in his hand. A devilish looking tabaxi whispers words of deceit in a man's ear to sway him to their side. All of these are pyromancers. Regardless of how they use it, all pyromancers channel their internal fire and use it to aid them.

Power of the Flame

Fire is a part of every Pyromancer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some pyromancers wield fire that springs from an ancient bloodline infused with the fire of hell. Others carry a powerful fire of knowledge and master both the arcane and the innate. Some pyromancers can't name the origin of their fire, while others trace it to strange events in their own lives. Pyromancers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on. nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn fire, they can discover new and staggering ways to channel fire.

Magical Repertoire

Pyromancers are rare in the world, and it's unusual to find a pyromancer who is not involved in the adventuring life in some way. People with fire in their veins soon discover that the fire doesn't like to stay quiet. A pyromancer's magic wants to be wielded. and it has a tendency to spill out in unpredictable ways if it isn't called on.

The Pyromancer

The Pyromancer


Pyromancer
Level Proficiency Bonus Features Immolation Points Immolation Dice
1 2 Firecaller Initiate, Firefist -- --
2 2 Pyromancy 2 1d8
3 2 Pyromancer's Calling 2 1d8
4 2 Ability Score Improvement 2 1d8
5 3 Potent Firecall 2 1d8
6 3 Ability Score Improvement 2 1d8
7 3 Pyromancer's Calling Feature 2 1d8
8 3 Ability Score Improvement 2 1d8
9 4 Searing Aura 2 1d10
10 4 Commune With Flames 2 1d10
11 4 Pyromancer's Calling Feature 2 1d10
12 4 Ability Score Improvement 2 1d10
13 5 -- 2 1d10
14 5 Ability Score Improvement 2 1d10
15 5 Pyromancer's Calling Feature 2 1d12
16 5 Ability Score Improvement 2 1d12
17 6 Restorative Combustion 2 1d12
18 6 Pyromancer's Calling Feature 2 1d12
19 6 -- 2 1d12
20 6 Firesoul Blessing 2 1d12

Class Features

As a pyromancer, you gain the following features.


Hit Points

  • Hit Dice: 1d8 per Pyromancer level
  • Hit Points at 1st Level: 1d8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiencies

  • Armor: Light armor
  • Weapons: Daggers, quarterstaffs, handaxes, light crossbows, shortswords
  • Tools: None
  • Saving Throws: Charisma, Constitution
  • Skills: Choose three from Deception, Intimidation, Arcana, Perception, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an explorer’s pack or (b) a scholar’s pack
  • leather armor
  • a dagger

Firecaller Initiate:

At 1st level, the innate fire burning in your soul becomes apparent and shows itself externally. You learn the Produce Flame and Control Flames cantrips. Additionally, you can use an action to touch a flammable object and ignite it, such as a torch, a dry campfire, or a curtain.

Firefist:

Starting at 1st level, you can direct your internal flame at your enemies. You can use a bonus action to direct one flame within 5 feet at a target within 10 feet. Make a ranged attack against that creature. On a hit, the creature takes 2d4 fire damage. The bonus for the attack roll is equal to your proficiency bonus + your Charisma modifier. You can use this feature three times, and you regain all uses when you finish a short or long rest.

The Pyromancer

Pyromancy

Starting at 2nd level, your training as a pyromancer allows you to harness your internal energy. Your access to this energy is represented by a number of Immolation points. Your pyromancer level determines the number of points you have, as shown in the Immolation Points column of the Pyromancer table. You can spend these points to fuel various pyromancy features, known as techniques. You know the three below. You learn additional pyromancer techniques as you gain levels in this class. When you spend a pyromancy point, it is unavailable until you finish a short or long rest, at the end of which you draw alI of your expended fire back into yourself. Some of your pyromancy features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Pyromancer save DC = 8 + your pyromancer attack bonus

Your attack bonus is calculated as:

Pyromancer attack bonus= your proficiency bonus + your Charisma modifier

If a pyromancer ability would deal damage, you use your Immolation Die for the damage.

You know the following Pyromancy Techniques:

Pyromancy Techniques

  • Pyroblast: You can expend one Immolation Point to cast Firefist twice as an action. This does not consume Firefist Charges.

  • Protective Flames: You can expend one Immolation Point to gain a bonus to AC equal to your Constitution modifier until the end of your next turn.

  • Firestep: You can expend two Immolation Points to use a bonus action to teleport up to 10 feet until the end of your next turn.

  • Sweeping Flamewall: You can expend 3 Immolation Points to create a flame barrier 10 x 5 feet in size. Any creature that moves through this space takes fire damage equal to your Immolation Die. This barrier lasts until the end of your next turn.

Pyromancer’s Calling:

At 3rd leveI, you choose an archetype that you strive to emulate in your use and mastery of your inner flame. Choose Flamesinger, Firebrand, or Hell Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd leveI and again at 7th, 11th, 15th, and 18th leveI.

Ability Score Improvement:

When you reach 4th level, and again at 6th, 8th, 12th, 14th, and 16th leveI, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


 

Potent Firecall:

Starting at 5th level, your flames increase in power. Whenever you deal fire damage, it ignores resistance. Additionally, if the damage was dealt with your Immolation Die, you may add double your Charisma modifier.

Searing Aura:

Starting at 9th level, you can unleash the fire that blazes within you. You have resistance to fire damage. Additionally, As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you shed bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you. Once you use this feature, you can’t use it again until you finish a short or long rest.

Commune With Flames:

At 10th level, your internal fire grows brighter and more powerful. When you use your Commune with Flames feature, you can cast Scrying as a ritual as long as you have access to an open flame. You don’t need to provide material components for this spell. Additionally, you can cast Augury instead of Scrying and use your internal flame instead of a normal flame.

Restorative Combustion:

At 17th level, your fire can burn away the life energy of others. Your fire damage ignores immunity. Whenever you reduce an enemy to 0 HP with fire damage, you can expend 1 Immolation Point to heal for half the damage dealt.

Firesoul:

At 20th level, your internal fire can bring you back from the point of death. You gain immunity to fire damage. Additionally, if you are reduced to 0 hit points, you can use your reaction to draw on the fire. You are instead reduced to 10 hit points, and each creature within 10 feet of you takes fire damage equal to your Pyromancer level + your Constitution modifier. Once you use this feature, you can’t use it again until you finish a long rest.

Pyromancer’s Calling:

Different pyromancers choose different approaches to Perfecting and using their internal fire. The calling you choose to emulate reflects your approach.

Flamesinger:

Pyromancers who take this subclass focus on increasing the power of their innate fire magic and mixing it with the arcane. They weave the fire energy into spells and use them to obliterate their foes.

Flamesinger Spellcasting:

When you reach 3rd level, you gain the ability to cast arcane-style spells using your innate energy. See chapter 10 for the general rules of spellcasting and the end of this document for the Pyromancer Spell List. You can use your Potent Firecall ability with these spells.

Spell Slots

The Flamesinger Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell Burning Hands and have a 1st level and a 2nd level spell slot available, you can cast Burning Hands using either slot.

Spells Known

You know 4 1st and 2nd level Pyromancer spells of your choice. The Spells Known column of the Pyromancer Spellcasting table shows when you learn more Pyromancer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn two new spells of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Pyromancer spells you know with another spell of your choice from the Pyromancer spell list. The new spell must be of a level for which you have spell slots.

 

Flamesinger Spellcasting

Pyromancer
Pyromancer Level Spells Known 1st 2nd 3rd 4th 5th 6th 7th
3 4 1 1 -- -- -- -- --
5 6 1 1 1 -- -- -- --
7 8 2 1 1 1 -- -- --
10 10 2 2 2 1 1 -- --
15 12 3 2 2 2 2 1 --
20 14 3 3 3 3 3 2 1
 


Burns Half as Long:

At 7th level, your internal fire can flare to your call with increased speed. You learn the Fire Bolt cantrip. Additionally, in combat, when you cast a spell with a casting time of 1 Action as a bonus action instead. If you do so, you cannot cast spells or use this feature until the end of your next turn. You can do this a number of times equal to your Charisma modifier, and you regain all uses after a short or long rest.

Nourishing Fire:

Starting at 11th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the spell’s level + your Charisma modifier.

Burns Twice as Bright:

At 15th level, you can increase the intensity of your flames. Whenever you roll fire damage on your turn, you gain a damage bonus equal to your Immolation Dice.

Watch the World Burn:

At 18th level, your internal flame acts as a conduit to the primal fury of the Plane of Fire. As an action, you can expend between 10-19 Immolation Points to cast Fire Storm. The DC for this spell is your Immolation DC. The spell’s damage increases by 1d10 for every 3 Immolation Points you spend beyond 10, to a maximum of 10d10 fire damage in total. Once you use this feature, you can’t use it again until you finish a long rest.

HELL KNIGHT:

Pyromancers who choose this subclass emulate the demonic and physical aspects of fire, channeling their internal flames into weapons and mixing it with martial skill and infernal power.

Bonus Proficiencies:

When you take this subclass at level 3, you gain proficiency with medium armor and shields.

Burning Brand:

At 3rd level, you learn how to focus your flames into weapons of pure fire. You can expend 2 Immolation Points to cast Flame Blade as a 2nd level spell, with the following additions: · Instead of 3d6, it deals damage equal to double your Immolation Die . . You don’t have to concentrate to maintain this weapon, and it lasts for the duration. All other characteristics and rules still apply.

Hellfire:

Starting at 7th level, your fire reflects the more demonic aspects of your heritage and create fire that bypasses physical defenses and scorches the soul itself. As a bonus action, you can channel this energy. Until the end of your next turn, you gain the following benefits: · any ability that would deal fire damage instead deals necrotic damage. · If an ability requires an attack roll, it automatically hits. · If an ability forces a creature to make a saving throw, they automatically fail. If a creature has no soul, this ability has no effect on it. You can use this feature once every long rest.

Smoldering Defense:

At 11th level, your fire leaps to your defense and strikes out at your foes. When you are hit with a melee attack, you can use your reaction to either reduce the damage you would take by your Immolation Die, or deal fire damage to your attacker equal to your Immolation Die.

Fireheart:

Starting at 15th level, your fiery soul can ignite the flame of courage in allies. As an action, you expend 1 Immolation Point. All creatures within 10 feet of you cannot be frightened and gain +1 to AC until the end of your next turn.. This ability can only be used once per round.

Fan the Flames:

At 18th level, when you use your Fireheart ability, it affects all friendly creatures within 30 feet And the AC bonus is half your Immolation Die instead of +1. Additionally, creatures within 30 feet of you gain a bonus to saving throws equal to half your Immolation Die while under the effects of Fireheart. However, the cost is now 10 Immolation Points.

 

FIREBRAND:

Pyromancers who choose this path focus their efforts on using their internal fire to burn into the hearts, souls, and minds of others, exposing truths and binding the weak to them.

Moth To The Flame:

At 3rd level, you gain the ability to capture the minds of the weak. You can expend an Immolation Point and cast the Command spell, except on a successful save, they see through your attempt and become angry, your inner fire having sparked the flames of fury in them.

Give Me Fuel, Give Me Fire

Starting at 7th level, you can use your fire to expose other’s truths. As a bonus action, you choose a creature within 10 feet and expend an Immolation Point. Until the end of your next turn, that creature will answer any questions you ask it, even if it would normally not know the answer.

Sick Burn

At 11th level, you become able to shape your fire into stinging words. You learn the Vicious Mockery cantrip and add your Immolation Die to the damage. If the creature fails inthe save, all creatures in 10 feet hear it and laugh at the creature. On a success they blow up and become angry and flustered.

Firebrand

You can implant the sparks of new ideas in people. As an action, you choose up to three creatures. They each make Wisdom check. On a 1-6, they believe the idea to be their own and take to it with fervour. On a 7-12 their passion fades after a day or two. On a 13-20, they respond negatively, speaking out against the idea. You can use this ability twice per long rest.

Burning Ring Of Fire

Starting at 18th level, your fire can forge souls together. You can use an action and expend 10 Immolation Points to choose one of the following effects: You cast Dominate Person, Dominate Monster, or Dominate Beast as an 8th, 8th, and 9th level spell respectively on a creature within 30 feet. You cast Warding Bond and Rary’s Telepathic Bond on one willing creature within 30 feet.



FLAMESINGER SPELL LIST

Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Burning Hands
  • Hellish Rebuke
2nd Level
  • Flaming Sphere
  • Scorching Ray
  • Heat Metal
3rd Level
  • Fireball
  • Flame Arrows
  • Melf's Minute Meteors
4th Level
  • Fire Shield
  • Wall of Fire
5th Level
  • Flame Strike
  • Immolation
6th Level
  • Investiture of Flame
7th Level
  • Delayed Blast Fireball

Burn

The

World

The Pyromancer is the essential addition to any adventurer's Dungeon's & Dragons party. It contains a multitude of fire-based abilities contained in one class. Use this homebrew to add a bit of fun to your Dungeons & Dragons character today.












When you're ready for more, expand your adventures with the Fifth Edition Dungeon Master's Guide, Player's Handbook, Monster Manual, and Xanathar's Guide to Everything.