The Pyromancer
Eyes glowing, a human clenches her teeth as she hurls a fiery blast that explodes and engulfs the rocky plateau. One blackened survivor manages to stand. She growls and sends a bolt of flame slamming into his chest that pushes him screaming over the cliff.
A halfling hides behind a pile of bones in the dank cavern. A whoosh of flame and the shrieking of kobolds tell him his trap has been sprung. He cackles and steps out to finish them off, fire blazing around his hands.
Smiling as the muscular warrior swings his axe, a tiefling disappears while the blow cuts through a puff of ash left behind where she should have been. She reappears behind the confused brute and causes the air to explode in flame around him.
Pyromancers share an intuitive bond with heat and flame. They carry an unexplainable knowledge that lets him manipulate the very powers of the plane of fire itself. A pyromancer isn't bred; it is born.
Masters of the Flame
An innate bond with the plane of fire fuels the pyromancer's prowess with heat and flame in a manner unlike other magics. While the pyromancer on a whim can call upon fire's consuming power to rival the destructive force of a dry forest set ablaze, he or she can just as easily manipulate it to produce a variety of beneficial effects. These manifestations of the pyromancer's mastery over fire synergize into powerful abilities unobtainable through other means.
Called to the Fire
A love of fire and the ability to control it go hand in hand for pyromancers. Fire is life and life is fire. However, a pyromancer's powers typically manifest as part of an especially intense experience that casues the pyromancer to harness a heretofor untapped well of energy, previously unknown and unexplored, but which bursts forth dramatically and changes the pyromancer's existence forever. For some, this happens while coming face to face with death; for others, it could be an encounter with something otherworldly or perhaps a horrific vision or dream. Whichever the case, the certainty is that after this experience, the call of the flame is unmistakable and the thirst for greater mastery over it becomes nigh unquenchable.
A pyromancer's pursuit of ever greater power over the fires that seem to burn within have nothing to do with musty tomes, study with paper and quill, or other scholarly endeavors. The pyromancer also eschews any worship or dealings with some greater power to forge and strengthen the link between flame and mortal will. Rather, pyromancers learn to bridle their own innate potential and channel it towards ever more intense and dynamic effects.
Titles of a Pyromancer
Pyromancers may not always be referred to as pyromancers. They may be called by a number of titles, including flame or fire caller, mage, tamer, charmer, shaper, and walker.
Creating a Pyromancer
As you create your pyromancer character, consider how the character discovered his or her powers. As a child, did you awake one morning to find your surroundings were burned to ash? Were you cornered by a mob of townspeople, fearful and driven to violence by rumors that you could summon sparks from your fingers?
What was the trigger that led you away from your previous life? Did your clan reject your newfound ability? Did you outgrow your simple upbringing and simply wish for more? Does a thirst for dominance over the fires compel you to explore the furthest reaches of the known world? Perhaps your home was destroyed by some outsiders and now you seek retribution. Maybe you made a new friend who helped you to see the path forward when all seemed lost.
Quick Build
You can make a pyromancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution so you have a decent pool of health from which to use your abilities. Second, choose the hermit background. Third, choose the control flames and fire bolt cantrips, along with the 1st-level spells meteor burst and burning hands.
The Pyromancer
| Level | Proficiency Bonus |
Features | Cantrips Known |
Spells Known |
Spell Slots |
Slot Level |
Burn Die |
Conflagrations Known |
Active Synergies |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Burning Fury, Fire Affinity |
2 | 2 | 1 | 1st | 1d4 | — | — |
| 2nd | +2 | Fiery Path, Conflagrations | 2 | 3 | 2 | 1st | 1d4 | 1 | — |
| 3rd | +2 | — | 3 | 4 | 2 | 2nd | 1d4 | 2 | — |
| 4th | +2 | Ability Score Improvement | 3 | 4 | 2 | 2nd | 1d4 | 2 | — |
| 5th | +3 | Embrace the Flame | 3 | 5 | 2 | 3rd | 1d4 | 3 | — |
| 6th | +3 | Fiery Path feature | 4 | 5 | 2 | 3rd | 1d6 | 3 | — |
| 7th | +3 | ─ | 4 | 6 | 2 | 4th | 1d6 | 4 | 1 |
| 8th | +3 | Ability Score Improvement | 4 | 6 | 2 | 4th | 1d6 | 4 | 1 |
| 9th | +4 | Overpowering Flames | 4 | 7 | 3 | 5th | 1d6 | 5 | 1 |
| 10th | +4 | Fiery Path feature | 5 | 7 | 3 | 5th | 1d6 | 5 | 1 |
| 11th | +4 | — | 5 | 8 | 3 | 5th | 1d8 | 6 | 2 |
| 12th | +4 | Ability Score Improvement | 5 | 8 | 3 | 5th | 1d8 | 6 | 2 |
| 13th | +5 | Charged Fire 1/rest | 5 | 9 | 4 | 5th | 1d8 | 6 | 2 |
| 14th | +5 | Fiery Path feature | 6 | 9 | 4 | 5th | 1d8 | 7 | 3 |
| 15th | +5 | Embrace the Flame improvement |
6 | 10 | 4 | 5th | 1d8 | 7 | 3 |
| 16th | +5 | Ability Score Improvement, Charged Fire 2/rest |
6 | 10 | 4 | 5th | 1d10 | 7 | 3 |
| 17th | +6 | — | 6 | 11 | 5 | 5th | 1d10 | 8 | 4 |
| 18th | +6 | Overpowering Flames improvement |
7 | 11 | 5 | 5th | 1d10 | 8 | 4 |
| 19th | +6 | Ability Score Improvement, Charged Fire 3/rest |
7 | 12 | 5 | 5th | 1d10 | 8 | 4 |
| 20th | +6 | One with the Flame | 7 | 12 | 5 | 5th | 1d12 | 8 | 6 |
Class Features
As a pyromancer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per pyromancer level
Hit Points and 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per pyromancer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Charisma, Constitution
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
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) a component pouch or (b) an arcane focus
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• Two daggers
Spellcasting
An event in your past left an indelible mark on you, making you aware of your ability to control fire. This ability also fuels your magic. See below for the pyromancer spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the pyromancer spell list. You learn additional pyromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pyromancer table.
Spell Slots
The Pyromancer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your pyromancer spells, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spell of your choice from the pyromancer spell list.
The Spells Known column of the Pyromancer table shows when you learn more pyromancer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new pyromancer spell, which can be 1st, 2dn, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the pyromancer spells you know and replace it with another spell from the pyromancer spell list, which also must be of a level for which you have a spell slot.
Spellcasting Ability
Charisma is your spellcasting ability for your pyromancer spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a pyromancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your pyromancer spells.
Fire Affinity
At 1st level, you can use your action to briefly control fire or heat, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to fire, such as a puff of smoke.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Warm up to 1 pound of nonliving material for up to 1 hour.
- Cause a small fire to shape itself as you wish while you concentrate
Burning Fury
At 1st level, you can enter or exit a state of heightened affinity with the plane of fire. When you enter this state, you suffer damage equal to your level and your hit point maximum goes down by the same amount. Your hit point maximum returns to normal once you exit the state and cannot be restored otherwise. When you exit the state, no hit points are regained.
While you are in this state, you gain the following effects:
- Your countenance changes--your eyes may turn black or begin to glow, your skin may darken like burning wood or you may seem to be surrounded by wisps of flame.
- You can add an amount equal to your Burn Die to any fire damage rolls from your pyromancer spells and abilities unless otherwise noted.
- You gain resistance to cold damage.
Fiery Path
At 2nd level, you choose a particular path of focus for your burgeoning mastery of fire. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Conflagrations
In your pursuit of mastery over fire, you have discovered Conflagrations, techniques and achievements that imbue you with power from the Plane of Fire. There are seven Flows of Conflagration with two Conflagrations per Flow.
At 2nd level, you gain one Conflagration of your choice that you qualify for. When you gain certain pyromancer levels, you gain additional Conflagrations of your choice that you qualify for, as shown in the Conflagrations Known column of the Pyromancer table.
Additionally, when you gain a level in this class, you can choose one of the Conflagrations you know and replace it with another Conflagration of your choice that you qualify for.
When both Conflagrations of any two Flows are attained, a Synergy Conflagration also becomes available. The Active Synergies column of the Pyromancer table shows how many of your available Synergy Conflagrations you may have active at any time. Active Synergy Conflagrations are chosen after a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.
Embrace the Flame
At 5th level, your kinship with fire allows you to shield yourself from its destructive effects. When you are using Burning Fury, you gain resistance to fire damage. At 15th level you gain immunity to fire damage.
Overpowering Flames
At 9th level, your fiery effects have become so intense that they can even burn creatures normally resistant. When you are using Burning Fury, any fire damage caused by your pyromancer spells and abilities ignores fire resistance. At 18th level, any fire damage caused by your pyromancer spells and abilities treats immunity to fire damage as resistance to fire damage, causing half damage.
Charged Fire
At 13th level, you can create fires of cataclysmic intensity. When you use a spell slot to cast a spell from the pyromancer spell list, you can increase the damage die for any fire damage dealt as part of the spell--d6's become d8's, d8's become d10's, and d10's become d12's. You can use this feature once before completing a short or long rest. You can use this feature one additional time at 16th and 19th level before completing a short or long rest.
One with the Flame
At 20th level, you can use your affinity with the flame to move through the air. When you are using Burning Fury, you gain a fly speed of 30 feet. You can also move on lava as if it were solid ground.
Fiery Paths
Pyromancers all share a bond with the flame that reaches to the Plane of Fire itself, but each must ultimately choose a path that purifies and refines different aspects of that power. Many ways exist, but the most follow one of two paths: that of the devastator and that of the disruptor.
Path of the Devastator
You are enthralled by the awesome power of the flame to cause utter destruction and lay waste. As a follower of the path of the devastator, you seek to magnify your raw ability to wield fire in ever more calamitous ways.
Focused Fire
At 2nd level, when you make your first spell attack on your turn, you can decide to enter a focused state. Doing so gives you advantage on your first spell attack roll this turn, but all attacks against you have advantage until the beginning of your next turn. Also, while in this state and using Burning Fury, whenever you cause fire damage to creature with a pyromancer spell, you can add 1 to the damage total. This increases to 2 at 8th level and 3 at 16th level.
Precise Fire
Beginning at 6th level, you can hurl fire with especially deadly accuracy. Your pyromancer spell attacks that deal fire damage score a critical hit on a roll of 19 or 20.
Siege Fire
At 10th level, your fiery blasts rival the power of siege weapons. You can roll one additional spell damage die when determining the extra damage for a critical hit with a pyromancer spell attack. This increases to two additional dice at 14th level and three additional dice at 18th level.
From the Inferno's Heart
At 14th level, an inferno rages within you that isn't extinguished until the last possible moment. When you are reduced to 0 hit points as a result of taking damage from a creature that you can see, you can choose to immediately fail one death saving throw to make a spell attack with advantage against that creature using a pyromancer cantrip you know. You can use this feature once before completing a short or long rest.
Path of the Disruptor
Fire is the perfect weapon to breach the defenses of your enemy and set their plans into disarray. As a follower of the path of the disruptor, you love to see the look of confusion and fear on the faces of your foes when your treacherous fires turn their careful plans into pitiful disorganization.
Disrupting Pyres
Disrupting Pyre: Starting at 2nd level, with your action, you can create a blazing pyre on an unoccupied space within 60 feet of you that you can see. The pyre fills a 5-foot cube, which becomes difficult terrain, and lasts one minute. The pyre ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Any creature that enters in the pyre's space for the first time on a turn or ends its turn there takes 2d4 fire damage and is ignited, taking 1 fire damage at the beginning of subsequent turns until a creature uses its action to put out the flames. If the creature succeeds on a Dexterity saving throw, it takes half the damage and isn't ignited. This initial damage increases by 2d4 and the ignition damage increases by 1 when you reach 5th level, 11th level, and 17th level. A creature can only take damage from contact with your pyres once per turn. A creature can only take damage from being ignited once per turn. Other pyromancer abilities, including adding your Burn Die to damage rolls, do not trigger because of damage a creature takes from being ignited.
With your bonus action, you can cause any of your pyres to disappear and reappear in an unoccupied space that you can see within 60 feet of you. While you are within 5 feet of one of your pyres, creatures can't gain advantage on attacks against you by having an ally nearby.
You can create and control one additional pyre at 5th, 11th, and 17th level.
Fire Wall: With a bonus action or, with your reaction when a threatening creature (DM's decision) steps within 10 feet of one of your pyres, you can choose to create a wall of fire on any unoccupied spaces. The wall is up to 20 feet long and 5 feet wide. The wall must be contiguous and at least part of it must be within 15 feet of one of your pyres. The wall lasts until the end of your next turn and extinguishes one of your pyres. Any creature that enters in the wall's space for the first time on a turn or ends its turn there is affected as if it had touched one of your pyres.
Fire Trap
At 6th level, whenever you could create a disrupting pyre, instead you can create a mark visible only to you that lasts one minute. When the space the mark is in is stepped on by a creature, a blast of flame erupts from it and spreads outward. Any creature within 5 feet of the space is affected as if it had entered the space of one of your pyres. Only one fire trap can be placed in a single space.
Consume Pyre
Upon reaching 10th level, you have learned to manipulate your pyres and traps with careful precision. As a bonus action, or with your reaction when a threatening creature (DM's decision) steps within 5 feet of your disrupting pyres or fire traps, you can cause one of your disrupting pyres or fire traps to explode as if it were an activated fire trap.
Heat Sensitivity
Starting at 14th level, your flames can leave your enemies vulnerable to further sources of heat. Whenever you force a creature that you can see to make a saving throw against one of your pyromancer spells or abilities, you can cause that creature to gain disadvantage on saving throws to resist fire damage until the beginning of its next turn. You can use this ability once before completing a short or long rest. You can use this feature one additional time at 16th and 19th level before completing a short or long rest.
Conflagrations
Ash Conflagration - Ward of Ash
You can cause patches of ash to suddenly form over your body to momentarily protect yourself from harm. When you suffer damage, you can subtract a number equal to your Burn Die plus your Charisma modifier from the hit points lost. You can use this feature twice before completing a short or long rest.
Ash Conflagration - Hardening of Ash
Prerequisite: 4th level
Your skin grows darker and becomes as hard as burnt wood. Your hit point maximum increases by an amount equal to twice your pyromancer level while you have this conflagration.
Glass Conflagration - Flashing Glass
Prerequisite: 3rd level
You have learned to cause a sudden, reflective flash to disrupt and confuse your enemies. When a creature within 60 feet of your makes an attack that you can see, with your reaction you can suffer damage equal to half your proficiency bonus (rounded down) to impose disadvantage on that attack roll. This ability has no effect on creatures that can't see.
Glass Conflagration - Glass of Panic
Prerequisite: 5th level
You have learned to scare your enemies with a sudden reflection. When you deal fire damage to a creature as a result of a pyromancer spell or class feature, with your bonus action you can suffer damage equal to half your proficiency bonus (rounded down) to make that creature frightened of you until the start of your next turn unless it succeeds on a Wisdom saving throw. Once a creature succeeds on this saving throw, that creature is not affected by this ability for 24 hours. This ability has no effect on creatures that can't see.
Inferno Conflagration - Fervency of the Inferno
Prerequisite: 5th level
Your fires are as hot as a forge. Up two twice per turn, when you roll damage for a pyromancer spell or ability that deals fire damage, you can reroll one damage die. You must use the new roll.
Inferno Conflagration - Blistering Heat of the Inferno
Prerequisite: 6th level
You can intensify fires surrounding your enemies at the cost of your own health. When you deal fire damage to a creature with a pyromancer spell or ability, you can use your bonus action to suffer damage equal to half your proficiency bonus (rounded down) and immediately add your Burn Die plus your Charisma modifier to the damage roll.
Ring Conflagration - Ring of Brilliance
You have learned to make your fires burn with divine energy. When you make a fire damage roll as a result of a pyromancer spell or ability, you can change the damage type to radiant. The damage type counts as fire for the operation of other pyromancer class features.
Ring Conflagration - Permeating Ring
You have learned to control your fires to surround and envelope the most elusive enemies. When you cast a pyromancer spell or use a pyromancer class feature that forces one or more creatures to make a saving throw, you can suffer damage equal to your Burn Die to impose disadvantage on that saving throw. You can use this feature once before completing a short or long rest.
Spark Conflagration - Alacrity of the Spark
You can move as fast as sparks thrown from a bonfire. While you are not wearing armor and don't carry a shield, your speed increases by 10 feet and your AC is equal to 14 + your Dexterity modifier.
Spark Conflagration - Ruse of the Spark
You can evade harm as easily as a spark flying through the air. When you are forced to make a Dexterity saving throw against an effect that you can see, you can use your reaction to suffer damage equal to half your proficiency bonus (rounded down), to gain advantage on that saving throw.
Volcano Conflagration - Volcano's Blasting Rock
Prerequisite: 3rd level
Your spells hit with such force that nearby enemies are also burned. When you hit a creature with a pyromancer spell attack that deals fire damage, you can suffer damage equal to half your proficiency bonus (rounded down) to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and make the same attack roll against it. On a success, it takes the same damage as the original target.
Volcano Conflagration - Eruption of Volcano
You can bathe the entire battlefield with your fires. When you use a pyromancer spell slot to cast a spell that causes damage to creatures in an area of effect and forces them to make a saving throw, you can use your bonus action to suffer damage equal to your Burn Die and increase the area of effect listed in the spell description by 5 feet.
Wind Conflagration - Force of Wind
Explosions from your fires can throw enemies like rag dolls. When you deal fire damage to one or more creatures as a result of a pyromancer spell or class feature, you can move one of those creatures up to 15 feet in a straight line unless it succeeds on a Strength saving throw.
Wind Conflagration - Shockwave
Enemies are thrown to the ground from the force of your fires. When you deal fire damage to one or more creatures as a result of a pyromancer spell or class feature, you can suffer damage equal to half your proficiency bonus (rounded down) to knock prone one of those creatures unless it succeeds on a Strength saving throw.
Synergy Conflagration - Ashen Respite
Prerequisite: Two Spark and two Ash conflagrations
Through grit and quickness you have learned to avoid harm. When you are hit with an attack, with your reaction you can gain resistance to any nonmagical piercing, slashing, and bludgeoning damage you suffer as a result of that attack. You can use this feature twice before completing a short or long rest.
Synergy Conflagration - Barrier Wings of the Phoenix
Prerequisite: Two Volcano and two Ash conflagrations
Your fires can swirl to quench harmful effects around you and your allies. When you are inside an area of effect that would deal fire or cold damage, with your reaction you can suffer damage equal to your Burn Die to grant up to 6 creatures in that area of effect resistance to that damage. You can use this ability once before completing a short or long rest.
Synergy Conflagration - Buffeting Wings of the Dragon
Prerequisite: Two Inferno and two Wind conflagrations
Your fires explode with violent force. When a creature fails a saving throw against one of your Wind Conflagrations, that creature takes bludgeoning damage equal to your Charisma modifier.
Synergy Conflagration - Burning Proscription
Prerequisite: Two Glass and two Ash conflagrations
Your fires leave your enemies weak. When you cause fire damage to a creature, you can use a bonus action to suffer damage equal to half your proficiency bonus (rounded down) and cause that creature to be unable to gain hit points until the beginning of your next turn if it fails a Constitution saving throw. You can use this ability twice before completing a long rest.
Synergy Conflagration - Chamber in the Firestorm
Prerequisite: Two Volcano and two Spark conflagrations
You have learned to shape your fires to spare your friends. When you cast a pyromancer spell and/or use a feature that deals fire damage within an area of effect, you can protect creatures in the area from that damage. For each creature you choose to take zero damage, you suffer damage equal to half your proficiency bonus (rounded down).
Synergy Conflagration - Embers Swirling in the Gust
Prerequisite: Two Wind and two Ash conflagrations
Your fires can create ash-filled gusts that hinder your foes. When you are targeted for a melee attack by a creature, with your reaction you can force that creature to either change the target of that attack to another creature or object within the reach of that attack or drop its weapon, if any, unless it succeeds on a Dexterity saving throw. After successfully using this ability you cannot use it again until you complete a long rest.
Synergy Conflagration - Empathic Cauterization
Prerequisite: Two Inferno and two Ash conflagrations
You have learned to sacrifice yourself to cause your fires to intervene for a friend. When another creature within 30 feet of you that you can see suffers damage from an attack, with your reaction you can suffer damage equal to your Burn Die, to reduce the damage to that creature by half.
Synergy Conflagration - Fire Tongue's Grace
Prerequisite: Two Inferno and two Spark conflagrations
You have learned to dart away from harm like a tongue of fire. When you suffer damage from a creature's melee attack, you can take the Disengage action as a bonus action on your next turn. If you do, your speed increases by 5 feet during that turn.
Synergy Conflagration - Fire Typhoon's Draft
Prerequisite: Two Spark and two Ring conflagrations
You can cause your fires to pull enemies off balance. When a creature misses a melee attack against you, with your reaction you can suffer damage equal to half your proficiency bonus (rounded down) to impose disadvantage on Dexterity saving throws made by that creature until the end of its next turn. Also, that creature can't make opportunity attacks against you during your next turn.
Synergy Conflagration - Haste of the Salamander
Prerequisite: Two Spark and two Glass conflagrations
You can use your fires to harry enemies and catapult yourself at the same time. When you cause fire damage to one or more creatures as a result of a pyromancer spell or class feature, you can use a bonus action to reduce the speed of one of those creatures by 15 feet and add the same amount to your speed until the end of your next turn.
Synergy Conflagration - Heavy Smoke from the Mountain
Prerequisite: Two Volcano and two Glass conflagrations
You can use your fires to darken the vision of your enemies. When you cause fire damage to one or more creatures as a result of a pyromancer spell or class feature, you can suffer damage equal to your Burn Die to cause those creatures' vision to be reduced to 5 feet until the end of their next turn if they fail a Constitution saving throw. This ability has no effect on creatures that can't see. Once you use this ability successfully, you can't use it again until completing a short rest.
Synergy Conflagration - Phoenix Chain Wind
Prerequisite: Two Spark and two Wind conflagrations
You can let your friends escape harm by momentarily dodging into the plane of fire. When a friendly creature within 30 feet of you is attacked, with your reaction you can suffer damage equal to your Burn Die to impose disadvantage on that attack roll. Whether the attack succeeds or fails, the friendly creature then vanishes in a cloud of ash and reappears in an unoccupied space within 30 feet of you. You must complete a short rest before using this ability again.
Synergy Conflagration - Reward of the Coals
Prerequisite: Two Inferno and two Glass conflagrations
You have learned to cause enemies to blunder into your fires. Once per turn, when you have imposed disadvantage on a creature's attack and it misses with that attack, you can suffer damage equal to half your proficiency bonus (rounded down) to cause damage to that creature equal to your Burn Die plus your Charisma modifier.
Synergy Conflagration - Roast for the Feast
Prerequisite: Two Inferno and two Ring conflagrations
You have learned to make enemies vulnerable to fire. When you hit a creature with a pyromancer spell attack, with your bonus action you can make that creature suffer additional damage from fire. Until the end of your next turn, any fire damage rolls made against that creature are increased by an amount equal to 1 for every die rolled. You can use this ability twice before completing a short or long rest.
Synergy Conflagration - Shards of Churning Obsidian
Prerequisite: Two Glass and two Ring conflagrations
You can use swirling bits of volcanic glass to weaken a foe's defenses. Once per turn, when a creature makes an attack and has disadvantage as a result of one of your pyromancer spells or abilities and it misses with that attack, you can suffer damage equal to half your proficiency bonus (rounded down) to reduce that creature's AC by 5 until the end of its next turn unless it succeeds on a Dexterity saving throw.
Synergy Conflagration - Stockade of Searing
Prerequisite: Two Volcano and two Ring conflagrations
Your fires can reach uncannily evasive foes. When you roll damage resulting from a pyromancer spell or ability, affected creatures do not benefit from any abilities or effects that would reduce the damage beyond what the spell or ability description states for a successful saving throw. Damage resistance and damage immunity work as normal.
Synergy Conflagration - Stunning Clash of Burning
Prerequisite: Two Wind and two Glass conflagrations
You can cause your fires to slam into opponents so forcefully as to leave them senseless. When you cause fire damage to a creature, you can use a bonus action to suffer damage equal to your Burn Die and cause that creature to be incapacitated unless it succeeds on a Wisdom or Constitution saving throw (your choice). It can repeat the saving throw at the end of each of its turns to end the effect. You must complete a long rest before using this ability again.
Synergy Conflagration - The Bonfire Burns Low
Prerequisite: Two Ring and two Ash conflagrations
You have learned to make your fires harder to avoid by sacrificing their energy. When you use a pyromancer spell slot to cast a spell that causes fire damage and forces a creature to make a saving throw to resist that damage, you can impose disadvantage on that saving throw. Subtract from that spell's damage total an amount equal to 1 for every damage die rolled. You can use this feature once before completing a short rest.
Synergy Conflagration - The Flame's Blossom
Prerequisite: Two Inferno and two Volcano conflagrations
You can cause your fires to explode and incinerate other creatures near your target. When you hit a target with a pyromancer cantrip that deals fire damage, you can suffer damage equal to your Burn Die to attempt to damage creatures near the original target. Other creatures within 5 feet suffer the same damage as the original target unless they succeed on a Dexterity saving throw for half.
Synergy Conflagration - Uneven Overpressure
Prerequisite: Two Wind and two Ring conflagrations
You can coordinate with allies against creatures pushed by your fires. When you move an enemy at least 5 feet with one of your Conflagrations, you can suffer damage equal to your Burn Die to cause that enemy to provoke an opportunity attack from each hostile creature whose reach it leaves except for you. You can use this ability once before completing a short rest.
Synergy Conflagration - Weight of the Heat
Prerequisite: Two Volcano and two Wind conflagrations
You can use your fires to slow your enemies as if they were weighed down. When you force creatures to make a saving throw as a result of one of your pyromancer spells, you can suffer damage equal to your Burn Die to cause all creatures that fail that saving throw to have their speed reduced by 15 feet until the end of their next turn.
Pyromancer Spells
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0th: Control Flames, Dead Man's Detonation, Fire Bolt, Create Bonfire, Dancing Lights, Engulfing Grasp, Fireclap, Spark of Retribution
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1st: Burning Hands, Firewave, Shield, Meteor Burst, Smoke Cloud, Marking Flames
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2nd: Aganazzar’s Scorcher, Ashen Step, Blur, Chain Blast, Fire Swarm, Flaming Sphere, Mirror Image, Pyrotechnics, Scorching Ray,
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3rd: Fireball, Flame Arrows, Protection From Energy, Melf’s Minute Meteors, Blink, Haste
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4th: Fire Shield, Wall of Fire, Volcanic Storm, Dimension Door, Volcanic Sphere
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5th: Immolation, Cloud of Embers, Conjure Elemental (fire)
New & Reskinned Spells
Fireclap (Thunderclap)
cantrip evocation
- Casting Time: 1 action
- Range: Self (5 foot radius)
- Components: S
- Duration: Instantaneous
Each creature in range besides you must pass a Constitution saving throw or take 1d6 fire damage.
The damage increases by 1d6 when you reach 5th, 11th, and 17th level.
Engulfing Grasp (Shocking Grasp)
cantrip evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Make a melee spell attack against the target. On a hit, the target takes 1d8 fire damage, and is set on fire, taking an additional 1d4 fire damage at the beginning of its next turn unless it immediately uses its reaction to put out the flames.
The initial damage increases by 1d8 and the secondary damage by 1d4 when you reach 5th, 11th, and 17th level.
Spark of Retribution
cantrip evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
Any creature that makes a successful melee attack against you immediately takes 1 point of fire damage.
The damage increases by 1 when you reach 5th, 11th, and 17th level.
Firewave (Thunderwave)
1st level evocation
- Casting Time: 1 action
- Range: Self (15 foot cube)
- Components: V, S
- Duration: Instantaneous
A wave of fiery force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect.
At Higher Levels: When you cast this spell using a slot of 2nd or higher, the damage increases by 1d8 for each slot level above 1st.
Meteor Burst (Ice Knife)
1st level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M
- Duration: Instantaneous
Make a ranged spell attack. On a hit, the target takes 1d10 bludgeoning damage. Hit or miss, the meteor explodes and the target and each creature within 5 feet must pass a Dexterity saving throw or take 2d6 fire damage.
At Higher Levels: When you cast this spell using a slot of 2nd or higher, the fire damage increases by 1d6 for each slot level above 1st.
Smoke Cloud (Fog Cloud)
1st level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Up to 1 hour
You create a 20-foot-radius sphere of smoke centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a slot of 2nd or higher, the radius of the cloud increases by 20 feet for each slot level above 1st.
Marking Flames (Faerie Fire)
1st level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Up to 1 minute
Each object in a 20-foot sube within range is outlines in red or blue light (your choice) resembling fire. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Fire Swarm (Snilloc's Snowball Swarm)
2nd level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M
- Duration: Instantaneous
Each creature in a 5-foot radius sphere centered on a point must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much on a success.
At Higher Levels: When you cast this spell using a slot of 3rd or higher, the damage increases by 1d6 for each slot level above 2nd.
Ashen Step (Misty Step)
2nd level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Instantaneous
Briefly surrounded by hazy ash, you teleport up to 30 feet to an unoccupied space that you can see.
Volcanic Storm (Ice Storm)
4th level evocation
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M
- Duration: Instantaneous
A hail of volcanic rock pounds the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 fire damage on a successful one. Rocks turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a slot of 5th or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Volcanic Sphere (Storm Sphere)
4th level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of swirling volcanic rock appears. Every creature in the sphere when it appears or that ends its turn there must pass a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain. As a bonus action, you can cause a bolt of fire to shoot up to 60 feet from the center of the sphere. Make a ranged spell attack. You have advantage if the target is in the sphere. On a hit, the fire bolt deals 4d6 fire damage.
Cretures within 30 feet of the sphere have disadvantage on Perception checks made to listen.
At Higher Levels: When you cast this spell using a slot of 5th or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Cloud of Embers (Cloudkill)
5th level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Up to 10 minutes
You create a cloud of burning embers in a 20-foot-radius sphere centered on a point. It spreads around corners. It lasts for the duration or until strong wind disperses it. Its area is heavily obscured.
When a creature enters the fog for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. It takes 5d8 fire damage on a fail, or half on a success.
The cloud moves 10 feet away from you at the start of each of your turns, rolling along the ground. The cloud sinks to the lowest level of the land.
At Higher Levels: When you cast this spell using a slot of 6th or higher, the bludgeoning damage increases by 1d8 for each slot level above 5th.
Dead Man's Detonation
cantrip evocation
- Casting Time: 1 action
- Range: 15 feet
- Components: S
- Duration: Concentration, up to 10 minutes
Choose a location within range, from which 5-foot cube explosion will erupt when you cease concentrating on this spell or if you move further than 15 feet from the location. You can end concentration at any time (no action). When the explosion erupts, make one melee spell attack roll against all creatures in the cube, if any. On a hit, a target creature takes 1d8 fire damage and is pushed up to 10 feet in a direction you choose. If a creature is pushed into a wall or something sturdy, it takes an additional 1 point of bludgeoning damage.
The fire damage increases by 1d8 and the bludgeoning damage increases by 1 when you reach 5th, 11th, and 17th level.
Chain Blast
2nd level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
Three fiery blasts erupt near one or more targets of your choice. Make a ranged spell attack for each blast. On a hit, a creature takes 1d8 + 1 fire damage and its speed is reduced by 10 feet on its next turn. If a creature's movement is reduced to 0, it is also knocked prone.
At Higher Levels: When you cast this spell using a slot of 3rd level or higher, you create an additional blast for each slot level above 2nd.