Pyromancer

Pyromancer are mages with a connection to the ancient source of the Fire Primordial. Pyromancers train to control the element of fire and can warm and support their allies or terrorize foes through a slow burn or all consuming fire.   Often passionate and fiery in personality, those who study the magic of fire become participants of a historic and noble art going all the way back to the first world. You might be related to a creature of fire or you gained a scholarship into the school of fire. Whatever drew you to fire magic, how you choose to wield it will determine the opportunities that open up to you.  

Class Stats:

Hit Points
  • Hit Dice: 1d8 per Pyromancer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Pyromancer level after 1st
Proficiencies
Armor: Light
Weapons: Simple Weapons, Shortsword, Rapier, Quarterstaffs
Class Skills: Arcana, Magecraft, Performance

Creating a Pyromancer:

The stat related to your magic is Charisma as you battle the eternal fire to conform it to your will instead of letting it run amok aimlessly. Charisma should be your highest ability followed by either Wisdom or Dexterity.   The Flame Warden specialization is the most straightforward and dependable option.
 
Pyromancer Level
Base Attack Bonus
Saving Throw Bonus
Cantrips Known
Spell Points
Max Spell Level
Features
1
+0
Cha +2, Dex +2
3
3
1st
Spellcasting, Feat, Theme Benefit
2
+1
Cha +2, Dex +2
3
4
1st
School Specialty
3
+1
Cha +2, Dex +2
3
9
2nd
Feat
4
+2
Cha +3, Dex +3
4
11
2nd
Ability Score Increase, Dual Credit
5
+2
Cha +3, Dex +3
4
19
3rd
Feat, Specialty Ability
6
+3
Cha +3, Dex +3
4
22
3rd
Dual Credit, Theme Benefit
7
+3
Cha +3, Dex +3
4
26
4th
Feat
8
+4
Cha +4, Dex +4, Wis +2
5
30
4th
Ability Score Increase, Dual Credit
9
+4
Cha +4, Dex +4, Wis +2
5
39
5th
Feat
10
+4
Cha +4, Dex +4, Wis +2
6
44
5th
Dual Credit, Specialty Ability
11
+4
Cha +4, Dex +4, Wis +2
6
50
6th
Feat
12
+5
Cha +5, Dex +5, Wis +3
6
50
6th
Ability Score Increase, Dual Credit, Theme Benefit
13
+5
Cha +5, Dex +5, Wis +3
6
57
7th
Feat
14
+5
Cha +5, Dex +5, Wis +3
6
57
8th
Dual Credit
15
+5
Cha +5, Dex +5, Wis +3
6
71
9th
Feat, Specialty Ability
16
+5
Cha +6, Dex +6, Wis +4
6
71
9th
Ability Score Increase, Dual Credit
17
+6
Cha +6, Dex +6, Wis +4
6
87
9th
Feat
18
+6
Cha +6, Dex +6, Wis +4
6
92
10th
Ability Score Increase, Dual Credit, Theme Benefit
19
+6
Cha +6, Dex +6, Wis +4
6
110
10th
Feat
20
+6
Cha +7, Dex +7, Wis +4
6
116
10th
Everflame

Class Features

As a pyromancer you gain the following features and abilities.  

Spellcasting

You have the ability to channel the powers of the magical essense of the universe. See the Magics of the Archipelago page for the rules of spellcasting.   At level 1, you know two Rank 1 Fire Magic Spells and one Rank 1 Universal Magic Spell.  

Cantrips

At 1st level, you know three cantrips of your choice from the Fire Magic Spells or General Magic Spells page. You learn additional cantrips at higher levels as indicated in the Pyromancer table.  

Spell Points

Starting at 1st level, you channel your magical powers through a pool of magical energy which you keep track of as Spell Points. The table above shows how many spell points you have at a given level. To cast a spell at a given level, you spend that number of spell points.   You cannot cast a spell at above the level indicated in the Pyromancer table, even if you have enough points to do so. Even when you can cast any spell level, Spells of 8th level and higher are particularly taxing. Even if you have the points, you can only channel points to cast a spell at 7th level twice and levels 8-10 once each and must complete a long rest to regain the ability to cast them again. You regain all spent spell points after completing a long rest.  

Spells Known of Rank 1 and Higher

At 1st level, you know three Rank 1 spells of your choice from the Fire Magic Spells page or General Magic Spells page. When gaining a level in this class, you learn 2 spells of your choice from either the Fire Magic or Universal Spell Lists for free. These spells must be of a Rank equal to or less than your maximum spell level. Additionally, you can choose one Fire or Universal spell you know and replace it with another from either of these two lists.  

Spellcasting Ability

Charisma is your spellcasting ability since the power of your magic comes from taming and controlling the eternal flame of the Fire Primordial.   When you cast a spell that requires an attack roll, you add your base attack bonus to the roll.   Spell Save DC: Should a spell cast by you require a saving throw the DC equals 10 + your Charisma Modifier + half the Spell's Level rounded down (minimum 1) when cast.  

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your pyromancy spells.

School Specialty

Starting at 2nd level, you choose a style to harness your magical abilities. These Specialties are documented below.

Dual Credit

Once you reach 4th level you've gained enough control of your own magic that you can take advantage of other types of magic. You recieve a "Dual Credit" at 4th level, 6th level, 8th level, 10th level, 12th level, 14th level, 16th level, and 18th level.   These Dual Credit points allow you to learn 1 additional spell at any point. This is the primary method of learning a spell of a different school though you cannot learn a spell 6th level or higher outside the schools of Fire. You may treat spells not of your associated school as pyromancer spells for the purpose of Spell Save DC and attack bonus. However, to cast these spells requires +2 spell points than it usually would unless otherwise noted. The only way to unlearn / replace these spells is to find a magic item or boon that reverts your duel credits back into credits and you can re-configure your character after.

Everflame

At level 20, your mastery of fire magic is unmatched. You gain DR (Fire) 20 and one spell of your choice that is 2nd Level or lower spell from the Pyromancy Spell List you know can be cast by you without spending any spell points. Additionally, chose one level 6-7 spell from the Pyromancy spell list you know. You ignore the limitation of casting spells at that level when you are casting this spell.

Specialties

Your specialty, in other systems known as a sub-class, curates your magic in special ways to make your Fire Mage unique. Your choice grants you special abilities at different levels as indicated below.  

Flame Warden

Flame Wardens are warriors of flame and smoke. Their spells leave foes reeling and the flames at their command linger as burning strands wearing down even the toughest foes.
Slow Burn (Level 2)
Whenever you cast a spell that deals damage over time you add 1d4 to each of those damage rolls. This does not apply to spells that cause the Burn condition. This additional damage increases to 2d4 at 6th level and 3d4 at 12th level.   Damage over time is classified as either specifically applying damage on subsequent turns (such as 1d6 fire and 1d6 at the start of it's turn for the next 2 rounds.) or that you maintain concentration on and can automatically apply damage (such as 1d8 fire and on subsequent rounds you may use a swift action to apply 1d6 fire damage).
Shield of Flames (Level 5)
Whenever you succeed on a saving throw and would usually take half damage you instead take no damage and are unaffected by any effects that would affect you on success.
Hearthfire (Level 10)
As a Standard Action or by substituting an Attack action, you may spend 1 Spell Point and touch another creature and grant them 1d6 + your CHA modifier in healing.
Detonation (Level 15)
As a Swift Action, you may spend a spell point to "detonate" a spell you have cast that deals damage over time on a target you can see. This applies all of the remaining over time damage immediately, which you roll, and the spell ends.

Forgemaster

Forgemasters' skills in the arcane crafting arts are legendary. They blend their fire magic and ingenuity into mastery of battle and magic.
Versatile Craftsman (Level 2)
You gain proficiency in medium and heavy armor, shields, and 2 weapons of your choice, representing your skill and knowledge of the various items you have studied.
Magician's Apprentice (Level 5)
You may attune to 4 magic items instead of just 3.
SpellWeave (Level 10)
You gain the ability to weave magic into a non-magical one piece of armor or gear. By spending half an hour with the item in question, you make the item magical. If the gear had STR requirements, they are supressed as well as Stealth and Movement limitations. This effect can be dispelled by you as a free action as well as ends if you fall unconscious (not counting sleep) or die.   Additionally, a gemstone appears on the gear that can absorb your choice of either Fire, Lightning, or Cold damage. While uncharged, when the wearer takes damage of the chosen type they have resistance to that type for that attack. For the next hour, the wearer can use a reaction to dicharge the mote, adding 1d8 of the type stored. If it is not used, the power dissipates naturally.
Arcane Artillery (Level 15)
By carving special glyphs into an object or arcane focus, you turn it into a magical weapon of great power. If the object was not an arcane focus before it is while you have this glyph upon it. When you cast Pyromancy spells through this focus, you gain 2d8 additional damage to the initial damage roll of the spell. You also ignore half cover when casting spells from this focus.   Removing or applying the glyph is a Standard Action. If you apply the glyph to another object when it exists on the first, the second object becomes enchanted and the first one returns to its normal state.

Ember Tongue

Unlike the other specialties, much of the Ember Tongue Pyromancers utilize their power in a more metaphorical sense. These mages weave their fire magic to both warm and heal or lash their targets with burns both physical and psychological.
Barbed Tongue (Level 2)
Your sharp wit allows you to weave magic into the very words you speak. You gain use of an "Ember Die" which is a d6 to start. You use this ember die to channel this magic of words. You have a number of dice equal to your Charisma modifer and regain spent uses after completing a long rest.   The first ability you gain is to lash out at creatures with powerful insults and taunts causing disruption. As a Reaction when a creature you can see within 60ft of you makes an ability check, saving throw, or attack roll you may spend 1 Ember Die and subtract the rolled value from their roll. You may do this after the roll but before the DM declares it a success or not. A Creature that cannot hear you or is immune to charmed is unaffected by this affect.   Your Ember dice changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Mote of Origin (Level 5)
Legend tells of the Song of Creation that brought the First World into being and was used to salvage and form the Archipelago. Though you cannot command that song directly, you can tap into the resonant notes still lingering.   As a Swift Action, you may grant 1 Ember Die to a creature you can see within 60ft of you for the next 10 minutes. A creature may only possess 1 Ember Die at a time. A creature in possession of an Ember Die has a small mote that floats around that creature that is intangible and invulnerable. This mote can look like a small star, flower, music note, or other small symbol you choose. The creature may use the Ember die on Attack Rolls, Saving Throws, and Ability Checks and add the rolled value to those rolls, plus an additional effect as seen below.   Ability Check. When the creature rolls the Ember die to add it to an ability check, the creature can roll the die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.   Attack Roll. Immediately after the creature rolls the Ember die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Ember die.   Saving Throw. Immediately after the creature rolls the Ember die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Ember die plus your Charisma modifier (minimum of 1 temporary hit point).
Words of Comfort (Level 10)
Your words are so comforting and persuasive that your allies are emboldened. Creatures who recieve an Ember Die have it for the full 10 minutes. When the creature adds the die to the roll, it keeps the die for future rolls until the 10 minutes expire.
Flame Burst (Level 15)
When you cast a Pyromancy Spell on your turn, you may make a weapon attack immediately after as a Swift Action.

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