Pyromancer
A 5e class by platinumsketch
Pyromancer
Wreathed in flame and fury, a human man stands surrounded. Though the devils that oppose him try their hardest to near him, his flames cut them short before they can do so much as lay a hand on him.
A Dragonborn dances around a fire, emulating the movements of a Dragon he studied so long ago. As he does, his already natural flames and scales become stronger, and the once bare back he had now sprouts wings. His embodiment of the dragon complete.
In a tavern stands a tall human woman. Unnaturally strong and fortuitous, she takes on foes in an arm wrestling competition. After beating a large orcish man, a tavern brawl begins, in the midst of which she can be seen both casting spells and swinging her gigantic maul. Soon, she is the last standing, with guards alone quickly approaching.
In the midst of a battle, a Tiefling stands still, looking, waiting. As an opposing creature nears her, she simply mumbles under her breath, unleashing a torrent of flame and horrible thoughts unto the creature that neared her. Finally, her target is within sight, but she is not the only one who sees him. Trying to lay claim to her bounty, she creates a rift beside her and summons forth a small group of demons to fend off those that are around her as she nears her foe, hellbent on killing him herself.
An Orc shaman stands in front of a fire, chanting. As he speaks, he throws a set of dice into the flame, causing a loud series of cracks, and then a vision of the future to appear through the fire. As this happens, the Orc is filled with a level of resolve, knowing of his future he is prepared to face his fate.
Alone, standing in the center of a horde of orcs, stands an Aasimar. Shrouded in lightning, bolts fly off of him, accompanied by thunderous blast as they strike all those around him. Outnumbered, he stands his ground, sending waves of lightning to and fro, alongs side occasional bouts of flame.
Masters of Flame
All Pyromancers have the ability to control flames and magic alike, with these powers coming from differing sources. The flames which they utilize can burn through all they see, overcoming even the hellish temperament of demons and devils.
Their magic is nothing to scoff at either, as even though its focus is on nearly fire and flame alone, their use is extraordinary, with their ability to alter the damage of other spells they cast to that of the same flames they are so use to producing; as well as their ability to summon elementals made of fire.
Shifting Infernos
As was stated before, the fires that Pyromancers create come from differing sources, his being called their Spark. Here is where their flames truly take form ,as even though all tell of its origin, they also all shape its power.
Some gain the ability to conceal themselves in a fiery mantle, burning all those who near much as the Phoenix itself, while others breath dragon fire, both from the ground and the heights to which they can fly. Further more, some gain their flame and temperament from their lineage, an ancestry of fire giants being their spark, one that gives the martial adeptness in addition to the flames and magic they now cast. Others still may gain their powers from some higher being, be that devil, demon or deity, with those of the hellish variety summoning great evil to aid them , and those who draw their power from the gods gaining sight far into the future.
Creating a Pyromancer
While making your Pyromancer, consider where they got their power and how they use it. For instance, is your character an oracle for some far flung kingdom, using their power to guide the king alongside many other diviners? Or is your character the survivor of the rebirth of a Phoenix, gaining their power from simply surviving the experience? How does your character use their power? Do they try to help others with their ability to see the future? Maybe they use their fire and fury to cast out evil from some place they hold dear? Or, perhaps, their fire is evil in nature, and they use it to summon forth and aid demons and devils?
Quick Build
You can make a Pyromancer quickly by following these suggestions. First, make Intelligence your highest score if you plan to use the Dragon Spark, or Charisma if you plan to use the Fire Giant Soul or Infernal Contract Spark. Alternatively, you could make Wisdom your highest score if you plan to use the Phoenix Feather, Holy Fire, or Sky Bolt Spark. No matter the spark, make your second highest ability score Constitution. Second, choose the Hermit background.
Pyromancer
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Spark | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Empowered Flame | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | ─ | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Increase | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | ─ | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Spark Feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Empowered Flame Feature | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Increase | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | ─ | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Spark Feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | ─ | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Increase | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Empowered Flame Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Spark Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | ─ | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Increase | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Empowered Flame Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Spark Feature | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Increase | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | True Flame | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Pyromancer, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Pyromancer level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier for every pyromancer level after 1st
Proficiencies
- Armor: light armor
- Weapons: simple weapons, light crossbow
- Tools: none
- Saving Throws: Constitution and Wisdom
- Skills: Choose two from Arcana, Medicine, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts, (b) any simple weapon or (c) any martial weapon and a shield if you are proficient
- (a) leather armor or (b) chain shirt if you are proficient
- (a) a component pouch or (b) a druidic focus
- (a) a dungeoneer's pack or (b) an explorer's pack
Spellcasting
Through study, worship or infusion of blood lines, you have gained the ability to cast pyromantic spells.
Cantrips
At 1st level, you know four cantrips of your choice from the pyromancer spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pyromancer table.
Preparing and Casting Spells
The Pyromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these pyromancer 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. You prepare the list of pyromancer spells that are available for you to cast, choosing from the pyromancer spell list. When you do so, choose a number of pyromancer spells equal to your Wisdom modifier + your pyromancer level (minimum of 1). These spells must be of a level for which you have spell slots. Casting a spell does not remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a list of new pyromancer spells requires time spent in study or meditation of some sort for 1 minute per spell level for each spell on your list.
Spellcasting Ability
Your spellcasting ability depends on the Spark chosen, as such in place of any score, Spark is said below to denote the place in which the ability score would go..
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your pyromancer spells.
Spark
As a pyromancer, your flames are not always yours. They tend to come from an outside source this is your Spark. Choose a Spark, for which you will gain features at 1st, 6th, 11th, 14th, and 18th level.
Empowered Flames
Beginning at 2nd level, your pyromantic magics gain some form of empowerment. Choose one Flame Empowerment, then choose another at 7th, 13th and 17th level.
Unnatural Burn
The fire you create is more potent than those of natural origin. When you deal Fire damage, add your Spark modifier to that damage.
Cauterizing Flame
Your create cauterize your wounds. When you cast a spell that uses a spell slot and deals fire, you heal an amount equal to the expended spell slot level + your Spark modifier.
Command Fire
You can use a bonus action to extinguish, reduce, or heighten a fire. When the flame is reduced, the amount of light it gives off is cut by half. When you heighten a fire, the light it gives off is doubled, and any creatures within 10 feet of the light must make a Dexterity saving throw versus your Spell DC or take 1d6 damage, taking half on a success. Additionally, you can use a bonus action to light a flame the size of a candle while holding something flammable, such as a piece of tinder or a candle wick.
Unyielding Ward
You have an unconscious guard against others flames. When you are not wearing armor or wielding a shield, you gain a natural AC equal to 10 + your Spark modifier + your Dexterity modifier. Additionally, while this natural AC is active you have resistance to Fire damage.
Defensive Blast
When you are attacked you can give a retributive strike by sending forth a small amount of flame. Using your reaction, you can send forth a bout of flame, dealing 1d10 + your Spark modifier + your pyromancer level. If the attack used dealt Fire damage, you also reduce the damage you took by your Spark modifier. You can do this a number of times per day equal to your Spark modifier.
Unerring Inferno
The fire you create becomes a strong inferno. Any Fire damage you deal ignores Resistance and treats Immunity like Resistance.
Continual Blaze
When you cast a spell, you produce an excess of fire, which you can then use to attack again. After you cast a spell that deals fire damage, you can use a bonus action to unleash a small bolt of fire, which acts as if you cast the Firebolt cantrip. You can do this a number of times per day equal to your Spark modifier.
Charismatic Zeal
The fire you make alters your personality in some way. You gain proficiency in one of the following: Deception, Intimidation or Persuasion.
Master Combustion
When you cast a spell, your mastery over fire and magic alike allows you to alter it. Any time you cast a spell that deals damage, you can alter its damage type to Fire. You can do this a number of times per day equal to your Spark modifier.
Conflagration
When you cast a spell that deals fire damage, its radius is increased by 5 feet. If the spell targets one creature, it instead has a 5 foot radius, and if it is a cone its size is increased by 5 feet.
Ability Score Increase
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 two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
True Flame
At 20th level, the fire you produce has been perfected. Any Fire damage you deal ignores resistance and immunity, and you gain immunity to Fire damage. Additionally, when you are to take Fire damage, you can choose to instead gain a number of temporary hit points equal to half the damage as a reaction. This can be done once per long rest.
Spark
Fire comes from many place, natural and unnatural alike. Yours comes from somewhere within your past, be that a prayer to a god, an infernal contract, nature, study or an ancestor. Choose a Spark to represent where your pyromantic abilities come from.
Phoenix Feather
Your flames and magic come from a close encounter with a phoenix, be that surviving its rebirth, or being engulfed by its flames. From this event you became infused with some of its power, making it your own.
Phoenix Spark Magic
Your Spark modifier is Wisdom, so as to represent your connection with nature. Additionally, you gain the spells below at the listed levels. They do not count against your total number of known spells.
Phoenix Feather Spark Spells
| Pyromancer Level | Spells |
|---|---|
| 1st | Feather Fall |
| 3rd | Gust of Wind |
| 5th | Fly |
| 7th | Polymorph |
| 9th | Reincarnate |
Veil of the Phoenix
Beginning at 1st level when you choose this Spark, you can summon forth a small amount of energy from that phoenix. As an action, you can activate a ward of flames around yourself, causing you to shed bright light in a 10 foot radius, and dim light in a further 10 foot radius, as well as gain temporary hit points equal to your Wisdom modifier (minimum of 1). All creatures that enter this bright light take 1d4 Fire damage, and continue to take this damage at the beginning of their turn if they stay within the bright light. This lasts for 1 minute, and can be done once per short or long rest.
Burning Speed
By 6th level, the flames of the phoenix grants you some modicum of its speed. Your base walking speed is increased by 15 feet and you take half damage from falling. Additionally, when you use Veil of the Phoenix you gain a flight speed equal to your base walking speed.
Improved Veil
Once you reach 10th level, the power of the Veil of the Phoenix increases. The radius of the bright and dim light is increased to 20 feet, and the Fire damage dealt increases to 2d4. Additionally, the number of temporary hit points you gain is increased to two times your Wisdom modifier (minimum of 1)
Undying
Beginning at 14th level, the power of the Phoenix can keep death's door at bay. Once per long rest, when you drop to 0 hit points or are effected by something that would instantly kill you, you instead drop to 1 hit point, and unleash a 30 foot blast of flames. This forces all creatures within 30 feet to make a Constitution saving throw versus your Spell Save DC, or take 4d6 Fire damage.
Supreme Veil of the Phoenix
At 18th level, the flames of the Veil of the Phoenix have reached their apex. The radius of the bright and dim light is increased to 30 feet, and the Fire damage dealt within the bright light is increased to 3d4. Additionally, the temporary hit points you gain become equal to three times your Wisdom modifier (minimum of 1).
Dragon's Flame
You gained your fire and magic through study and practice, taking after the way a dragon uses flame itself. Your magics are much like that of a wizards, though the philosophy and training that comes with is reminiscent of a monk.
Dragon Spark Magic
Your Spark modifier is Intelligence, so as to represent your knowledge and studies of such a style. Additionally, you gain the spells below at the listed levels. They do not count against your total number of known spells.
Dragon's Flame Spark Spells
| Pyromancer Level | Spells |
|---|---|
| 1st | Jump |
| 3rd | Enhance Ability |
| 5th | Fear |
| 7th | Dominate Beast |
| 9th | Hold Monster |
Dragonbreath
Beginning at 1st level when you choose this Spark, you gain the ability to breath fire. Once per short or long rest, you con breath a 15 foot cone of fire as an action, forcing all creatures in its range to make a Constitution saving throw using your Spell Save DC or take 2d6 Fire damage.
Heart of the Dragon
By 6th level, you have begun to take more of the dragon's form. You have advantage on saves against being frightened or charmed, and the damage of your Dragon breath increases to 3d6 Fire damage. Additionally, once per long rest you can cast Fear without expending a spell slot.
Inferno
Once you reach 10th level, your Dragonbreath further improves. You can use your Dragonbreath twice per short or long rest, and it deals 4d6 Fire damage. Additionally, when you use Dragonbreath, you can instead choose to use expel a 5 by 60 foot line of fire.
Unyielding Form
Beginning at 14th level, you gain a level of resistance comparable to a dragon. One per long rest, you can choose to succeed on a saving throw that you would have otherwise failed. Additionally, your Dragonbreath now deals 5d6 Fire damage.
Draconic Form
At 18th level, you begin to embody the dragon. You gain a fly speed of 30 feet, your AC is permanently increased by 1, and your maximum HP increase by 1 for every level of this class you have, and every level you take here after. Additionally, your dragon breath can be used three times per short or long rest, and deals 6d6 Fire damage.
Fire Giant's Soul
Your fire and magic comes from your blood relation to Fire Giants. In this way your powers are like a sorcerer's, yet the flames that come from you are just as practiced as the brush strokes that are produced by an artist,
Fire Giant Spark Magic
Your Spark modifier is Charisma, so as to represent your innate magics and your personality's control over them. Additionally, you gain the spells below at the listed levels. They do not count against your total number of known spells.
Fire Giant's Soul Spark Spells
| Pyromancer Level | Spells |
|---|---|
| 1st | False Life |
| 3rd | Enlarge/Reduce |
| 5th | Fear |
| 7th | Stoneskin |
| 9th | Wall of Stone |
Giant Physique
Once you choose this Spark at 1st level, your natural connection to your giant kin begins to show. You learn Giant and your hit point maximum increases by 1, with it increasing by an additional 1 every time you level in pyromancer.
Giant Weapon Training
Once you choose this Spark at 1st level, you gain knowledge of some Giant weapons. You gain proficiency with medium armor, shields and martial weapons. Additionally, you can cast spells with somatic components without needing a free hand.
Unending Strikes
By 6th level, you gain some mastery of combat. When you use an action to make a weapon attack or cast a spell, you can use a bonus action to make a weapon attack.
Soul and Body
At 10th level, your giant traits become prominent. You act as if you permanently have Enlarge cast upon you, though your size can't increase above Large.
Advanced Combatant
Beginning at 14th level, your weapons begin to take on your own abilities. When you make a weapon attack, it deals an additional 1d4 Fire damage. Additionally, when you take the attack action you attack twice, instead of once, on your turn.
Giant Form
By 18th level, you fully embody the Fire Giant. Your Strength and Constitution scores increase by 2, to a maximum of 22.
Infernal Contract
The fire and magic you wield is not natural or holy in any sense, its origin amongst the ranks of the highest demons and devils. This fire works much as a pact with a warlock, with you gaining such powers from some sort of contract with an infernal being.
Infernal Contract Spark Magic
Your Spark modifier is Charisma, so as to represent your ability to make such an unholy contract alongside maintaining it. Additionally, you gain the spells below at the listed levels. They do not count against your total number of known spells.
Infernal Contract Spark Spells
| Pyromancer Level | Spells |
|---|---|
| 1st | Armor of Agathys |
| 3rd | Darkness |
| 5th | Summon Lesser Demon |
| 7th | Summon Greater Demon |
| 9th | Contagion |
Unholy Origin
Beginning when you choose this Spark at 1st level, your infernal contract begins to take form. You learn either Abyssal or Infernal, and gain proficiency in one of the following: Deception, Intimidation or Persuasion. You can cause your contract to take partial form by casting Armor of Agathys once per day without expending a spell slot. When you do so, the armor is made of and deals Fire damage instead of Cold.
Dark Thoughts
At 6th level, your infernal pack bestows an increased amount of power unto you. You gain permanent telepathy out to a range of 30 feet. Additionally, as a bonus action you can send a torrent of harmful thoughts towards a creature within the range of your telepathy, dealing 1d4 Psychic damage to them.
Hellish Resistance
By 10th level, more fiendish features begin to take form on you. Your thick hide causes you to become resistance to non magical attacks, and you become immune to the Poisoned condition and Poison damage. Additionally, the damage of Dark Thoughts increases to 1d6 Psychic damage.
Demonic Form
Once you reach 14th level, your body shows very noticeable traits of of your fiendish deal. You gain 30 feet of Darkvision that is unimpeded by magical darkness, your AC permanently increases by 1, and you sprout bat-like wings, gaining a 15 foot fly speed. Additionally, you can cast Summon Lesser Demon at its lowest level once per long rest without expending a spell slot, and the damage of Dark Thoughts is increased to 1d8
Abyssal Portal
Beginning at 18th level, your contract allows you manifest a portal to the same fiends who you made that deal with so long ago. Once per day, you can cast Summon Greater Demon at 5th level without expending a spell slot once per long rest. Additionally, your fly speed is increased to 25 feet, and the damage of Dark Thoughts is increased to 1d10 Psychic damage.
Holy Fire
Much as a cleric, your magic and fire is holy, coming from prayer and worship. Your fire is no longer just a tool of destruction, but one of divination.
Holy Flame Spark Magic
Your Spark modifier is Wisdom, so as to represent your prayers and connection to some higher deity. Additionally, you gain the spells below at the listed levels. They do not count against your total number of known spells.
Holy Fire Spark Spells
| Pyromancer Level | Spells |
|---|---|
| 1st | Bless |
| 3rd | Augury |
| 5th | Clairvoyance |
| 7th | Divination |
| 9th | Commune |
Diviner
Once you choose this spark at 1st level, your ability to tell the future as well as aid your allies begins to manifest, as does your connection to some deity. By spending one hour during a short or long rest, you can look into your fate, trying to find a way to alter it. Until you perform this meditation again, you gain a pool of dice which consist of a number of d4 equal to your Spark modifier (minimum of 1) at 1st level. You can add these die to any roll you make. Additionally, you know Celestial and the Guidance cantrip.
Truth Seer
By 6th level, your ability to divine has increased. Once per long rest, you can cast Augury without expending a spell slot. Additionally, the size of the die you gain from Diviner increases to d6s.
Prophet
At 10th level, you see into the future consistently, not knowing the difference between a dream and a vision. Once per long rest, you can reroll any one roll you make with a d20, and you can cast Divination once a week without expending a spell slot. Additionally, the size of the die you gain from Diviner increases to d8s.
Oracle
Beginning at 14th level, you become a medium for your deity. You can cast Commune once per week without expending a spell slot. Additionally, the size of the die you gain from Diviner increases to d10s, and you can reroll two times per long rest instead of just one.
Messiah
By 18th level, your ability to divine is the best in the world, with your rivals being amongst the gods alone. You add Find the Path and Foresight to your known spells, though it doesn't count against your total amount, and further more can cast cast Find the Path once per long rest without expending a spell slot. Additionally, the size of the die you gain from Diviner increases to d12s, and you can reroll three d20 a day.
Sky Bolt Spark
The flames you create come from nature, but not only do they act as fire like you know, but they can be concentrated and amplified, becoming a burst of lightning and thunder.
Sky Bolt Flame Spark Magic
Your Spark modifier is Wisdom, so as to represent your attachment to nature. Additionally, you gain the spells below at the listed levels. They do not count against your total number of known spells.
Sky Bolt Fire Spark Spells
| Pyromancer Level | Spells |
|---|---|
| 1st | Witchbolt |
| 3rd | Shatter |
| 5th | Lightning Bolt |
| 7th | Storm Sphere |
| 9th | Maelstrom |
Magnified Fire
Once you choose this Spark at 1st level, you gain the ability to alter you and concentrate your fire. You can alter the type of damage a spell you caste deals to Lightning damage a number of times a day equal to your Wisdom modifier (minimum of 1). Additionally, you learn the Shocking Grasp cantrip.
Enhanced Lightning
By 6th level, you have learned how to apply the same tricks you know when casting Fire spells to Lightning spells. Any time you cast a spell that deals Lightning damage, you apply the same modifiers as you do to spells that deal Fire damage. Additionally, as an action you can create and throw bolts of lightning. These deal 3d6 Lightning damage each, have a range of 60 feet, and act as a ranged spell attack, this can be done a number of times per long rest equal to your Wisdom modifier (minimum of 1).
Storm Caller
At 10th level, you learn how to not just focus your own lightning, but call it from its source--nature. You learn the spell Call Lightning*, and can cast it without using a spell slot once per long rest. Additionally, you have advantage on Constitution checks and saving throws made to maintain concentration on any of the spells you learn from this Spark.
Master Tempest
Beginning at 14th level, the lightning bolts you create are much as those that come from nature. The lightning bolts you create using the Enhanced Lightning feature now deal 3d10 Lightning damage, and have a radius of 5 feet. Additionally, anytime you deal lightning damage, you deal an additional 1d6 Thunder damage added on.
Thunder God's Wrath
By 18th level, you have mastered the storm. Once per long rest, you can embody the fury that nature shows through thunderstorms, gaining a fly speed of 30 feet, resistance to Cold, Lightning and Thunder damage, and gaining an aura of lightning around yourself, which deals 2d6 Lightning damage to all creatures within 10 feet of yourself. These effects last 1 minute.
Pyromancer Spell List
Cantrips (0 Level)
- Blade Ward
- Dancing Lights
- Druidcraft
- Fire Bolt
- Light
- Mending
- Prestidigitation
- Produce Flame
- Sacred Flame
1st Level
- Burning Hands
- Chromatic Orb
- Expeditious Retreat
- Faerie Fire
- Fog Cloud
- Guiding Bolt
- Hellish Rebuke
- Mage Armor
- Shield
- Shield of Faith
2nd Level
- Blur
- Continual Flame
- Darkvision
- Flame Blade
- Flaming Sphere
- Heat Metal
- Levitate
- Misty Step
- Moonbeam
- Scorching Ray
- See Invisibility
3rd Level
- Counterspell
- Daylight
- Fireball
- Fly
- Gaseous Form
- Haste
- Stinking Cloud
4th Level
- Conjure Minor Elementals
- Dimension Door
- Fire Shield
- Freedom of Movement
- Wall of Fire
5th Level
- Antilife Shell
- Cloudkill
- Conjure Elemental
- Flamestrike
- Hallow
6th Level
- Chain Lightning
- Disintegrate
- Flesh to Stone
- Harm
- Sunbeam
- True Seeing
7th Level
- Delayed Blast Fireball
- Firestorm
- Regenerate
- Teleport
8th Level
- Albi-Dalzam's Horrid Wilting
- Incendiary Cloud
- Sunbursts
9th Level
- Gate
- Meteor Swarm
- Power Word Kill
Multiclassing
As with most homebrew, multiclassing can cause unexpected results. The following are rules on how to do so, though do so at your own risk.
Prerequisites
To qualify for your new class, you must meet both the prerequisites for your new class, shown in the Prerequisites table, and the prerequisites of your current class.
Prerequisites
| Class | Ability Score Minimum |
|---|---|
| Pyromancer | Intelligence, Wisdom or Charisma 13 |
Proficiencies
When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.
Multiclassing Porficiencies
| Class | Proficiencies Gained |
|---|---|
| Pyromancer | light armor, simple weapons, one skill from the class's skill list |
Credits
Author: u/platinumsketch
Thanks to r/UnearthedArcana for feedback and reviews.