Pyromancer

by GhastlyGhoul

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Pyromancer - Sorcerous Origin

The arcane energies within you are a manifestation of raw primordial fire. You have an innate understanding of fire magic, and are able to manipulate it in the battlefield to great effect. Some sorcerers who claim this origin are consumed by pyromaniac urges, as their desire to burn and destroy overtakes reason. Others become references in the applied study of evocation magic. Whatever the circumstances, the control of embers comes as naturally to you as breathing.

Fire-Infused Magic

You are drawn to fire-based spells above all others. Beginning at 1st level, you can add two of the spells listed in the Fire Spells table to your list of spells known. These spells count as sorcerer spells for you, but they do not count against your number of sorcerer spells known. When you reach 3rd, 5th, 7th, 9th, 11th, 13th, 15 and 17th level, you can add one additional spell from those listed on this table. You must otherwise follow all restrictions for these spells.

Some spells on the Fire Spells table offer a choice of elemental type when casting them. For a pyromancer these spells are treated as fire spells and thus alway invoke a fire based effect. However, a pyromancer can optionally learn a spell such as Absorb Elements and utilize its full range of element types.
This standard version of the spell counts against your number of spells known and is treated separately from an Absorb Elements (Fire) spell. When the pyromancer is able to learn a new spell or cantrip (as per the Sorceror table) they can choose that spell from the Fire Spells table. When you are able to learn a spell you may exchange one previously acquired spell from the Fire Spells table with another.

Molten Sword

At level 1 the pyromancer can summon a long sword composed of Molten Iron and fire, as a bonus action. This sword floats in air next to you and can be used to make a melee attack against another creature. As you gain levels this sword increased in power causing more damage and gaining the ability to attack at range. Attack = 1d20 + proficiency bonus + Charisma modifier.

― Molten Sword Progression ―
Level Damage Attack Range
1st 1d8 5 Feet
5th 2d8 10 Feet
11th 3d8 15 Feet
17th 4d8 20 Feet
Fire Spells
Spell Level Spells
0 Produce Flame, Continual Flame, Create Bonfire,
Green-Flame Blade
1 Burning Hands, Absorb Elements (Fire), Hellish Rebuke,
Searing Smite, Cromatic Orb (Fire)
2 Heat Metal, Scorching Ray, Aganazzar’s Scorcher, Pyrotechnics, Flaming Sphere, Flame Blade
3 Flame Arrows, Melf’s Minute Meteors, Fireball, Protection from Energy (Fire), Elemental Weapon (Fire), glyph of Warding (Fire)
4 Wall of Fire, Fire Shield, Conjure Minor Elementals (Fire),
Elemental Bane (Fire)
5 Immolation, Conjure Elemental (Fire), Flame Strike
6 Investiture of Flame
7 Fire Storm, Delayed Blast Fireball
8 Incendiary Cloud
9 Meteor Swarm

Fire Resistance

Starting at 1st level, you have resistance to fire damage you also have advantage on saving throws against Fire and Fire related effects.

Potent Fire

When casting a fire spell you can spend 1 sorcery point per spell level to ignore a creature’s fire resistance, a minimum of one point for 0 level spells.

Additionally once per long rest you can empower your fire spells and treat a single creature struck by them as if they where vulnerable to fire damage, unless that creature is otherwise immune to fire damage. This effect requires Concentration and lasts up to 1 minute.
This ability also effects your molten sword allowing it to overcome fire resistance.

Free Fire

At level 6 you develop the ability to cast Fire spells with particular ease. This new found power grants you additional spell slots
per day. At level 11th and 15th level the number of spell slots increase. These spell slots can only be used to cast spells from the Fire Spells table. (They can not be converted into sorcery points) The amount of spell slots you receive per day are detailed on the table below.

― Additional Slots per Day ―
Level 1st 2nd 3rd 4th 5th 6th
6th 1 1
11th 2 2 1 1
15th 3 3 2 2 1 1

Flash Fire

When you reach 14th level, Fire hastens your every move granting you incredible speed. Your movement increases by 30 feet and you can take one aditional action on your turn.
This ability can be activated once per long rest.

Elemental Form

When you reach 18th level, as a bonus action you can transform into a being of fire. This ability can be activated once per long rest. You gain a movement speed of 60 feet and you can move through a space as narrow as 1-inch wide without squeezing.

You gain immunity to fire damage. If another creature touches you or hits you with a melee attack while within 5 feet of you, they take 1d10 fire damage. If you hit a creature as part of a melee attack or a melee spell attack you inflict 1d10 additional
fire damage.

You remain in this form for 1 minute, but it ends early if you become incapacitated, die, or if you dismiss the form as a bonus action. Additionally your fire spells and attacks become so potent that even creatures with immunity to fire can be harmed by your fire attacks or spells. Those creatures are treated as if they have resistance rather than immunity fire. All other creatures, including those with resistance to fire damage are treated as if they have vulnerability to fire. You remain immune to fire damage caused by your spells and attacks.

Finally, you shed bright light in a 30-foot radius and dim light out an another 30 feet.

Metamagic

Expload Spell

You can spend 1 sorcery point, up to your Charisma modifier (minimum of one). For each point spent add 5 feet to a spells area of effect.

Implode Spell

When you cast a spell with an area of effect larger than
5 feet, you can spend 1 sorcery point, up to your Charisma modifier (minimum of one) to collapse the spells area of effect into a 5 foot cube. For every sorcery point spent add two additional dice to any roll made by that spell.

Art Credit: Ross Grams, LI qian

 

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