School of Pyromancy
Wizard Subclass
The School of Pyromancy is a tradition of wizardly magic dedicated to tapping the infinite potential of the Elemental Plane of Fire. Usually called Pyromancers, practitioners of this style of magic are not subtle, and their destructive power can be particularly formidable.
Elemental Advantage
Starting at 2nd level, once per turn you can add your Intelligence bonus (minimum 1) to one damage roll of any attack you make that inflicts fire damage. Additionally, fire elementals summoned, conjured, or charmed by you gain temporary hit points equal to your wizard level when you summon, conjure or charm them.
Elemental Mastery
When you reach the 2nd level, 6th level, 10th level, and 14th level of this class you gain an Elemental Mastery of your choice for which you meet the prerequisites from the following options:
Elemental Mastery | Prerequisite | Benefit |
---|---|---|
Burner | Burning Hands in your spellbook | Burning Hands is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. When you cast Burning Hands you may change its area of effect from a 15-foot cone to a 30-foot long by 5-foot wide line, or to a 5-foot radius sphere centered on you. Additionally, when you cast Burning Hands you can choose a number of creatures equal to your Intelligence bonus (minimum 1) to not be affected by the spell. |
Hotfooter | - | While you are unencumbered you can produce jets of flame when you jump. This allows you to calculate your jump distance based upon your Intelligence score instead of Strength, and to use Arcana instead of Athletics when jumping and instead of Acrobatics when landing. When doing this, you can jump three times the normal distance (though you can't jump farther than your remaining movement would allow). Finally, you can also walk on lava without harm as if it were normal ground. |
Insulator | level 6+ | You gain resistance to cold and fire damage. Once per short or long rest, you can grant this resistance to a number of creatures equal to your Intelligence bonus (minimum 1) that you can see within 60 feet; it lasts for a number of minutes equal to your wizard level. |
Fireballer | Fireball in your spellbook level 6+ | Fireball is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. When you cast Fireball using a higher level spell slot you may increase or decrease the radius by 0 or 5 feet for each spell slot level above 3rd (to a minimum of a 5-foot radius and a maximum of a 50-foot radius). If you do so, increase the damage by 1d6 for each 5-foot decrease in radius and decrease the damage for each 5-foot increase in radius. For instance, if you cast a Fireball spell using a 4th level spell slot you could choose to affect a 15-foot radius with a 10d6 fireball, a 20-foot radius with a 9d6 fireball, or a 25-foot radius with an 8d6 fireball. |
Conjurer | Conjure Elemental in your spellbook level 10+ | Conjure Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. Once per long rest, you can cast Conjure Elemental to conjure some type of fire elemental as if using the highest spell slot available to you without using a spell slot. |
Summoner | Summon Elemental in your spellbook level 10+ | Summon Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. Once per long rest, you can cast Summon Elemental as if using the highest spell slot available to you without using a spell slot but must choose fire as the element when you do so. |
Dominator | Dominate Elemental is always considered to be prepared by you, does not count against your prepared spell limit, and you may cast it without need of spell components. Additionally, fire elementals have disadvantage on their Wisdom saving throws against this spell when cast by you. Once per long rest, you can cast Dominate Elemental as if using the highest spell slot available to you without using a spell slot, if the target of the spell is some type of fire elemental. | |
Warder | Elemental Mastery Insulator level 14 | You gain immunity to fire damage and the effects of extreme heat. Once per short or long rest, you can grant this immunity to a number of creatures equal to your Intelligence bonus (minimum 1) that you can see within 60 feet; it lasts for a number of minutes equal to your wizard level. |