
The Immolator
The heart of an Immolator is a roaring furnace of pure unbridled flames. There are several ways a creature comes to posses such unique power. It may be a divine gift, a hellish curse, a feat of fiery ingenuity or something else entirely. Regardless of its origin, an Immolator is bound to meddle with the chaotic power of fire.
However, the path of an Immolator is only shaped by how they choose to use this primordial power. Will they forge alliances and be a blazing bastion of hope? Or will they burn everything to the ground? This is a choice only you can make.
The Immolator
| Level | Proficiency Bonus | Features | Brands | Signature spells |
|---|---|---|---|---|
| 1st | +2 | Brimming Soul, Flaming Heart | — | 2 |
| 2nd | +2 | Playing with Fire | 2 | 2 |
| 3rd | +2 | Blazing Ascension | 2 | 2 |
| 4th | +2 | Feat | 2 | 3 |
| 5th | +3 | Accelerated Combustion | 3 | 3 |
| 6th | +3 | Heatsense | 3 | 3 |
| 7th | +3 | Ascension feature | 3 | 4 |
| 8th | +3 | Feat | 3 | 4 |
| 9th | +4 | Born of fire | 4 | 4 |
| 10th | +4 | Ascension feature | 4 | 5 |
| 11th | +4 | Ember Conduit | 4 | 5 |
| 12th | +4 | Feat | 4 | 5 |
| 13th | +5 | ─ | 5 | 6 |
| 14th | +5 | Heatsense improvement | 5 | 6 |
| 15th | +5 | Born of fire improvement | 5 | 6 |
| 16th | +5 | Feat | 6 | 7 |
| 17th | +6 | Ascension feature | 6 | 7 |
| 18th | +6 | Avatar of Fire | 6 | 7 |
| 19th | +6 | Feat | 6 | 8 |
| 20th | +6 | Heart of Phoenix | 6 | 8 |
Class Features
As an Immolator, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Immolator level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) per level
Proficiencies
- Armor: None
- Weapons: Simple weapons
- Tools: None
- Skills: Choose two from Performance, Arcana, Nature, Intimidation, Sleight of Hand
- Saving Throws: Choose two from Constitution, Charisma, Intelligence
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a set of simple clothes
- a torch and a flint
- a trinket attuned to the elemental plane of fire
- (a) a dungeoneering pack or (b) an explorer pack
- 10 gold pieces
Designer note
Imagine: an alternate world where the Wizard class does not exist; where each caster has its own niche. The Immolator follows this fantasy and wonders about the powers of fire magic.


Flaming heart
Starting at 1st level, your heart becomes a conduit for the eternal flames of the elemental plane of fire. Some features from this class allow you to accumulate Heat, which is your main resource. It fuels your flames and allows you to accomplish fiery feats.
Heat lasts for one minute or until it is expended. You may only have as much Heat as you have levels in the Immolator class.
Overheating. If a spell, feature or ability would cause you to gain Heat when you have reached your maximum, you instead take that many d6s of fire damage. This damage cannot be prevented or reduced in any way, and bypasses all your resistances and immunities.
Fire up. As an action, you increase the temperature of your flaming heart to gain heat. You may then channel and release an instantaneous burst of flames that travels in a straight line up to 120 feet away, or until it hits a creature or object. A creature may attempt to avoid damage by succeeding on a Dexterity saving throw, taking fire damage on a failure. The heat gained and damage dealt are outlined in the table below.
| Character level | Heat | Fire damage |
|---|---|---|
| 1st | 1 | 1d10 |
| 5th | 2 | 2d10 |
| 11th | 3 | 3d10 |
| 17th | 4 | 4d10 |
Brimming soul
Beginning at 1st level, you learn how to weave magic in order ot manipulaye or produce fire in its basic forms.
Cantrips. Choose two of the following cantrips: Produce Flames, Control Flames, Create Bonfire, Firebolt, Light, Dancing Lights. You can cast those cantrips at will. When you reach 8th and 15th level in this class, you may choose one extra cantrip from the list above and cast it at will.
Signature spells. As you gain levels in this class, you learn how to progressively weave fire magic into more complex manifestations. At 1st level, you mastered two signature spells, chosen from the table below. Whenever you gain a level in this class, you may replace one of your signature spells with another one chosen from the same table. The number of signature spells you can memorize increases as you level up, as outlined in the class table.
Casting signature spells. In order to cast one of your signature spells, you need to spend Heat equal to the level of the spell you intend to cast. When you acquire this feature for the first time, choose one ability between Charisma and Intelligence: it becomes your spellcasting abilty for all your signature spells.
| Class level | Immolator Spells |
|---|---|
| 1st | Burning Hands, Hellish Rebuke |
| 3rd | Aganazzar's Scorcher, Dragon's Breath (fire), Flaming Sphere, Scorching Ray, Continual Flame |
| 5th | Ashardalon's Stride, Fireball, Melf's Minute Meteors |
| 7th | Fire Shield, Wall of Fire |
| 9th | Flame Strike, Immolation |
| 11th | Investiture of Flame |
| 13th | Delayed Blast Fireball |
| 15th | Incendiary Cloud |
| 17th | Meteor Swarm |


Branded by fire
At 2nd level, your flames brand you. A brand is a visible mark of your true nature and may appear as scorch mark, tattoos, burns or other bodily forms on your skin.
When you gain this feature, choose two brands. You gain extra brands as you earn levels in this class, as described by the class table. Additionally, whenever you gain a level in this class, you may replace a brand you have for a new brand, as long as you meet the prerequisites for the new brand.
If a brand has a level prerequisite, it refers to levels in the Immolator class. If a brand allows you to cast a spell, it does so without material components.
Consult the list at the end of this class description to learn about each brand.
Blazing ascension
Beginning at 3rd level, you choose a Blazing Ascension for your flames. You gain more subclass features at 7th, 13th and 17th level.
Feat
At 4th, 8th, 12th, 16th and 19th level, you gain a feat of your choice. Ability Score Increase is considered a feat.
Accelerated combustion
Starting at 5th level, you begin to master your inner heat. Once on each of your turns, if you gained Heat, you may then use your bonus action to gain one extra Heat.
Additionally, if you ever start your turn with no Heat, you may expend one of your hit dice as a free action to instantly gain one Heat.
Heatsense
Beginning at 6th level, you learn to discern nearby creatures by detecting their inner body heat. You acquire a special sense called Heatsense, which allows you to detect the heat signature of any creature within 60 yards of you that emanates body heat of any kind. You can perceive the heat across barriers and through total cover but one foot of metal or stone blocks your Heatsense.
The range of your Heatsense increases to 120 feet when you reach 14th level in this class.
Born of fire
At 9th level, your body starts to connect with the elemental plane of fire. You gain resistance to fire AND cold damage and you innately learn to speak, read and write Ignan (a Primordial dialect).
Additionally, your are immune to any fire damage caused by spells that you cast.
At 15th level, you become immune to fire and cold damage.


Ember conduit
At 11th level, you learn how to channel any manifestation of fire to your advantage. Whenever an hostile creature causes you to receive fire damage from a spell or ability, you may use your reaction to redirect the effects of that spell or ability to another target. If you do, make an ability check using your spellcasting ability. The DC is 10 + the level of the spell (if triggered by a spell), or 5 + the Challenge Rating of the creature (if triggered by an ability). If the check is successful, you are unaffected and you choose another valid target for the spell or ability. If the spell or ability is an area of effect, you are unaffected and you cause another target to suffer its effect as if it was in the area of effect. Regardless of whether the ability check succeeds or fail, you gain one Heat.
You may use this feature a number of times equal to your proficiency bonus per long rest.
Avatar of flames
At 18th level, your heart connects with the elemental plane of fire and allows you to become a visage of flames incarnate. If you have 10 or more Heat, as an action, you may transform into an avatar of flames for 10 minutes, granting you the following benefits:
- Fire heals you. Whenever you would prevent fire damage because of your immunity, you gain that many hit points instead.
- Amorphous. Your body can squeeze through any opening as small as one inch in diameter.
- Aura. A 60 feet aura around yourself is invested by intense heat. A creature that starts its turn there takes 3d6 fire damage, which ignores any resistance.
- Eternal engine. You gain one Heat at the start of each of your turns.
- Ephemeral. Your body is composed of pure flames. Physical attacks cannot harm you. You are immune to all non-magical bludgeoning, piercing and slashing damage.
Heart of Phoenix
At 20th level, you ascend and become a living phoenix. Whenever you die, your physical body bursts into flames. Each creature in a 120 feet radius around you must make a Dexterity saving throw or take 10d10 fire damage, which ignores every resistance and immunity. Your body then disintegrates into ashes.
If your ashes are left untouched, you reincarnate into a race of your choosing after 24 hours.
If your ashes are disposed or destroyed, you instead reincarnate as a Fire Genasi in the Furnace of the City of Brass.

Brands
Brand of ashes
By reading the ashes of a dying flame, you can cast the Augury spell once per short rest.
Brand of coals
By consuming a coal nugget as black as the night itself, you acquire darkvision up to 120 feet for one hour.
Brand of intensity
By gazing deeply into someone's eyes, you emanate an intensity that makes you hard to resist. You gain advantage on all Charisma checks for one hour, once per long rest.
Brand of luminance
By burning brighter than any star, your flames shed bright light in a 30 feet radius and no magic short of a wish spell can dim them.
Brand of cauterization
By burning away flesh and pain, you temporarily close and heal an open wound on any ally. You may cast Cure Wounds at first level with a range of 20 feet once per short rest by expending one Heat.
Brand of steam
By pumping hot blood in your veins, you gain unparalleled speed. As a bonus action, you may expend one Heat to dash.
Brand of revelation
Prerequisite: level 3
By burning away all lies, only the truth remains. You may cast Zone of Truth once per long rest.
Brand of melting
Prerequisite: level 3
By burning hotter than the sun itself, your flames devour all metal and obliterate all lesser materials. As an action, your hands may melt five cubic feet of metal or ten cubic feet of lesser materials per round. Adamantium and mitrhal are unaffected. Additionally, you may cast Heat Metal once per short rest by expending two Heat.
Brand of blazing
Prerequisite: level 4
By burning away incoming harm and wrapping yourself in a cocoon of flames, you prevent bodily harm. Whenever you take acid, cold, thunder, lightning, poison, or fire damage, you may use your reaction to expend an amount of Heat up to your proficiency bonus. When you do, roll a d6 for each expended Heat and reduce the damage you take by the total.
Brand of deserts
Prerequisite: level 7
By expanding your inner fire into the space all around you, you dry up the environment nearby like the unforgiving desert's sun. Once per long rest, as an action, you may expend one Heat to increase the temperature of a 30 feet radius sphere centered around yourself by 60°C for 10 minutes. All creatures in the aura take 1d6 extra fire damage. Requires Concentration, as if concentrating on a spell.
Brand of steppes
Prerequisite: level 10
By absorbing the heat of the environment around you, you fire up and leave everything else in the harsh cold of the steppes. Once per long rest, as an action, you may decrease the temperature of a 30 feet radius sphere centered around yourself by 60°C for 10 minutes. At the start of each of your turns, each creature in the aura takes 1d6 cold damage and you gain one Heat for each creature damaged this way. Requires Concentration, as if concentrating on a spell.
Brand of volcanoes
Prerequisite: level 11
By reaching out to the deepest and most powerful volcanoes, you summon an explosive ally. As an action, once per long rest, you may cast Conjure Elemental (fire) by expending 5 Heat.
Brand of lava
Prerequisite: level 13
By scorching the earth, you turn terrain around you into lava. As an action, once per long rest, you may spend 5 Heat. When you do, all terrain in a 30 feet radius around yourself transforms into a one-foot thick layer of roiling lava for one minute, after which the lava cools off and becomes solid stone.


Radiant Ascension
Your heart was a gift from a divine being. It not only burns hot, but it also burns bright and its flames are a beacon of hope and purity.
Radiant Soul
When you choose this subclass at 3rd level, the following cantrips and spells become available to you and count as valid choices for your Brimming Soul feature.
Cantrips. Sacred Flame, Word of Radiance, Guidance.
Signature spells. The following spells count as signature spells for you.
| Class level | Immolator Spells |
|---|---|
| 1st | Divine Favor, Guiding Bolt |
| 3rd | Branding Smite |
| 5th | Beacon of Hope, Daylight, Protection from Energy (fire) |
| 7th | Aura of Purity |
| 9th | Hallow, Dawn |
| 11th | Wall of Light |
| 13th | Divine Word |
| 15th | Holy Aura |
| 17th | Gate (Plane of Fire, or the plane of your divine patron) |
Divine Touch
Beginning at 7th level, your flames start to manifest their true divine nature. Whenever a spell you cast or an ability you use would cause fire damage, you may deal radiant damage instead.
Flames of Purity
Starting at 10th level, your flames protect you from other celestail punishment. You gain resistance to radiant damage.
Blessed fire
Starting at 17th level, your flames are blessed by gods themselves. Whenever you cast a spell or use an ability that would cause fire or radiant damage, you may instead cause it to heal the same amount of hit points. You cannot choose the targets that benefit from this effect: all targets are affected in the same way.


Heroic Ascension
You have perfomed a deed so heroic that your heart was engulfed by the flames of bravery and despite your sacrifice you were given a second opportunity at life. Your skill with a blade is only surpassed by the intensity of your flames. You are a warrior sworn to purge injustice
Heroic Soul
When you choose this subclass at 3rd level, the following cantrips and spells become available to you and count as valid choices for your Brimming Soul feature.
Cantrips. Blade Ward, Green-Flame Blade.
Signature spells. The following spells count as signature spells for you.
| Class level | Immolator Spells |
|---|---|
| 1st | Compelled Duel, Heroism, Searing Smite |
| 3rd | Branding Smite, Flame Blade |
| 5th | Blinding Smite, Elemental Weapon (fire), Flame Arrows |
| 7th | Staggering Smite |
| 9th | Holy Weapon |
| 11th | Blade Barrier |
Fiery focus
Starting at 3rd level, you recall the martial training of your previous life. You gain proficiency in Martial Weapons, Light Armor and Medium Armor.
Scorching Blade
Starting at 7th level, you refine and master the Flame Blade spell. It counts as a signature spell for you but it does not count towards the number of signature spells you can know as listed on the class table. You may cast it as a bonus action.
Additionally, you may upcast it by expending an equivalent amount of Heat and you have advantage on Constitution saving throws you make to maintain concentration on the spell.
A weapon summoned by your Flame Blade spell also allows you to attack a second time when you take the Attack action on your turn, and a third time when you reach 13th level in this class; however all extra attacks beyond the first only deal half their normal damage.
Beacon of Courage
Starting at 10th level, you shed an aura of bravery all around you. Allied creatures that can see you or your flames are immune to the Frightened condition and have advantage on all saving throw to resist or avoid harmful flames.
Champion of Embers
At 17th level, as a bonus action, you may expend 5 Heat, once per short rest. When you do, you are enshrouded by a shimmering cloak of white flames, which grans you the following benefits for one minute.
- You gain the benefits of the Protection from Evil and Good spell.
- You gain 5d8 temporary hit points.
- You gain a +1 bonus to your armor class.
- You shed bright light within 60 feet and dim light in the next 60 feet.
- You gain a flying speed equal to your walking speed.


Demonic Ascension
The smoldering corrupted heart of a demon beats in your chest. Its flames scorch you with every beat but you learned to live with it. It is both a damnation and a source of power at the same time. Who did this to you and why? Your heart tells a story as dark as the Abyss itself and only you can recount it.
Demonic Soul
When you choose this subclass at 3rd level, the following cantrips and spells become available to you and count as valid choices for your Brimming Soul feature.
Cantrips. Thaumaturgy, Toll the Dead.
Signature spells. The following spells count as signature spells for you.
| Class level | Immolator Spells |
|---|---|
| 1st | Bane, Chaos Bolt, Hex |
| 3rd | Blindness/Deafness, Crown of Madness |
| 5th | Bestow Curse, Hunger of Hadar |
| 7th | Elemental Bane (fire), Shadow of Moil |
| 9th | Infernal Calling, Negative Energy Flood |
| 11th | Soul Cage |
Corrupted Touch
Starting at 7th level, your flames start to manifest your demonic nature. Whenever a spell you cast or an ability you use would cause fire damage, you may deal necrotic damage instead.
Additionally, you may have your flames absorb light and emit darkness instead of emitting light. If you do, the affected area counts as heavily obscured where it would be brightly lit and lightly obscured where it would be dimly lit.
Agonizing Flames
Starting at 10th level, your flames cause affected creatures to writhe in pain. Any time a creature is damaged by your flames, it must make a Consitution saving throw. With a failure, they are dazed for one round. With a success, the creature becomes immune to this effect for 24 hours.
Burning Malevolence
When you reach 17th level in this class, your flames become as indomitable and as chaotic as the Abyss itself. Whenever you damage a creature with a spell or ability that deals fire or necrotic damage, you may spend one Heat to force the creature to make a Charisma saving throw. On a failure, roll 1d4:
- The creature is Blinded for one round. If it has blindsight, it loses this sense for one round.
- The creature is Frightened by you for one round. If it is immune to the Frightened condition, it is dazed instead.
- The creature is Deafened for one round. If it has tremorsense, it is also incapacitated for one round.
- The creature is Charmed by you for one round. It if is immune to the Charmed condition, it is dazed instead.