Chaos Pyromancy (5e Subclass)

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Design Note: This subclass uses and is dependent upon rules stipulated in the Strixhaven unearthed arcana, primarily those pertaining to gaining levels in a subclass available to more than one class. For the relevant rules, turn to the At Higher Levels subheader beginning on page 1. The supplement can be read here: https://media.wizards.com/2021/dnd/downloads/UA2021_06_08_MagesStrixhaven.pdf
In addition, a couple of the features listed grant spells at a level earlier than the user would be able to cast them; this is a deliberate (albeit experimental) design choice as this possibility space for class features hasn't been very well explored in official material.

Chaos Pyromancy[edit]

Druid/Sorcerer/Wizard Subclass

Since the beginning of whenever, mortals have longed to hold fire in their hand: to use fire for both artistry and war. The pyromancy arts from the witches and demons of old were created from such desires, stemming from the manipulation of the pyromancer's flame: a little mote of fire small enough to hold in one's own hand. This flame's power directly parallels that of the user's own soul, and becomes stronger and more advanced with experience.

Many today shun this kind of pyromancy for its allegedly primitive nature, and few chaos pyromancers openly roam the lands. Communities that espouse chaos pyromancy do exist though, and though its rich culture has long since eroded away, the practice continues to this very day. Some regard the flame with reverence and respect, while others merely pursue the advancement of the art for their own curiosity or ambitions.

Subclass Choices

This subclass has multiple features available at 6th level, 10th level, and 14th level. When you reach these levels, you can only choose one of these features to gain the benefits of.

Pyromancer's Flame

Level 1+ Chaos Pyromancy feature
When you gain this feature, you obtain the pyromancy flame, which you can use as an arcane focus or druidic focus for casting your spells. Some gain their pyromancy flame through being born to a parent that has one; most have one handed down to them from a more powerful chaos pyromancer granting them part of their own flame. It grants you the following benefits:

  • Your pyromancy flame cannot be disarmed from your person, due to it being intangible.
  • You can cast any spell you know with only one hand, keeping your other hand free for whatever you need it for.
  • You learn the produce flame cantrip if you have not already, and it does not count against the maximum number of cantrips you know. In addition, the damage die for it increases by one die step, from 1d8 to 1d10, when cast through your pyromancy flame. It increases by an additional die step, to 1d12, when you reach 14th level.
  • You gain an expanded spell list, as detailed in the table below, which you can learn spells from in addition to the spells on your class's spell list. You can also transcribe spells from this table into your spellbook for one half the normal gold cost.[1]
Spell Level Chaos Pyromancy Spells
Cantrip control flames, create bonfire, fire bolt, infestation, light.
1st absorb elements, burning hands, chromatic orb, faerie fire, illusory script, searing smite
2nd Aganazzar's scorcher, barkskin, continual flame, darkvision, dragon's breath, flame blade, flaming sphere, heat metal, protection from poison, pyrotechnics, scorching ray, spike growth
3rd glyph of warding, fireball, flame arrows, Melf's minute meteors
4th conjure minor elementals, dominate beast, elemental bane, fire shield, wall of fire
5th commune with nature, conjure elemental, flame strike, immolation
6th investiture of flame
Pyromancer's Power

Level 1+ Chaos Pyromancy feature; You automatically gain this feature when you gain the Pyromancer's Flame feature.

Your pyromancy flame's power is independent of your own, and keeps track of its own spell bonus independent of your proficiency bonus. Whenever you cast a spell with your pyromancy flame, you may use its bonus in place of your own proficiency bonus for determining your spell save DC and spell attack modifier.

Your pyromancy flame's bonus begins at +1. By conducting an 8 hour ritual channeling your own experience into it, you can power it even further. The maximum level you can enhance your flame to and the cost of doing so is detailed in the table below.
Flame Bonus Required Level XP Cost
+2 1st 100
+3 3rd 2,500
+4 7th 30,000
+5 10th 70,000
+6 14th 150,000
+7 18th 300,000
+8 20th 500,000


Pure Fire Arts

Level 6+ Chaos Pyromancy feature

When you gain this feature, you specialize in purifying your pyromancy arts, such that you no longer need to rely on external ingredients to cast your spells. You may cast spells that normally consume material components without a material component, as long as the components have a combined gp cost of 100 gp or less. This feature extends to spells with a material component of 1000 gp or less at 10th level, and spells with any kind of material component at 14th level.

Advanced Fire Arts

Level 6+ Chaos Pyromancy feature

When you gain this feature, you specialize in learning advanced fire magics that are too difficult to master for those at your skill level. You learn one spell of 4th level or lower from your spell list, even if you don't have the spell slots to be able to cast it yet. This spell is always prepared for you, and it doesn't count against the maximum number of spells you can know or prepare. You learn another spell of 6th level or lower when you reach 10th level, and another spell of 8th level or lower when you reach 14th level.

Weapon Fire Arts

Level 6+ Chaos Pyromancy feature

When you gain this feature, you specialize in shaping your flame into a weapon of battle. As a bonus action, you can make your pyromancy flame take the form of any weapon of your choice, with which you are proficient. This weapon is weightless, you cannot be disarmed of it, it does not have the loading property if it would normally have it, it does not require ammunition, and it deals fire damage in place of its normal damage type. Whenever you make a weapon attack with it, you may add your proficiency bonus or your pyromancy flame's bonus to the attack and damage rolls.

  • When you reach 10th level, you roll twice as many damage dice on a hit with this weapon, and it ignores resistance to fire damage.
  • When you reach 14th level, creatures that are immune to fire damage are instead resistant to this weapon.
  • When you reach 14th level, you can attack twice instead of once with this weapon when you take the Attack action. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.


Inner Strength

Level 10+ Chaos Pyromancy feature

When you gain this feature, you specialize in a branch of pyromancy dedicated to spells that enhance one's abilities and bolsters the life force of other creatures. You gain the following benefits:

  • You learn the cure wounds, enhance ability, haste, life transference, and reincarnate spells. You always have them prepared, and they don't count against the maximum number of spells you can know or prepare.
  • Whenever you cast a spell targeting yourself, you do not need to concentrate on the spell.
  • Whenever you cast a spell that grants one or more hit points to another creature, you may expend sorcery points or a spell slot of 1st level or higher. The creature gains additional hit points equal to twice the level of the spell slot expended, or hit points equal to the number of sorcery points expended.
Demonic Kin

Level 10+ Chaos Pyromancy feature When you gain this feature, you learn the ability to call upon the powers of old chaos demons. You gain the following benefits:

  • You become proficient in the Abyssal language if you are not already proficient.
  • You learn the summon greater demon and summon lesser demons spells. You always have them prepared, and they don't count against the number of spells you can know or prepare.
  • You may cast the hellish rebuke spell once without expending a spell slot. You must finish a short or long rest before you can use this feature again.
  • You learn the polymorph spell, and it doesn't count against the number of spells you can know; If you cast polymorph this way, you can only do so targeting yourself.
  • You may use your Wild Shape feature (if you have it) or the polymorph spell to shapeshift into demons in addition to beasts, as long as the demon you choose meets the challenge rating requirements of the feature or spell you are shapeshifting with.
Mental Manipulator

Level 10+ Chaos Pyromancy feature

When you gain this feature, you specialize in insidious spells and charms that take control over others. You gain the following benefits:

  • You learn the charm person, charm monster, crown of madness, dominate beast, dominate person, and enemies abound spells. You always have them prepared, and they don't count against the maximum number of spells you can know or prepare.
  • You learn the friends cantrip, which doesn't count against the maximum number of cantrips you can know. When you cast friends this way, the affected creature does not realize it has been affected at the end of the duration.
  • When you cast a spell that forces a creature to make a Charisma saving throw, you can add 1 to your Spell Save DC for that saving throw.
  • When you reach 14th level, you learn the dominate monster and glibness spells, even if you do not yet have the spell slots to cast them. You always have them prepared, and they don't count against the maximum number of spells you can know or prepare.
Noxious Fumes

Level 10+ Chaos Pyromancy feature

When you gain this feature, you specialize in a dangerous fringe of chaos pyromancy dedicated to deadly puffs of poisonous gas. You gain the following benefits:

  • You learn the poison spray cantrip if you don't already know it, and it doesn't count against the number of cantrips you can know. The damage die for this spell increases by one die size, from 1d12 to 2d6, when cast through your pyromancy flame.
  • You learn the fog cloud, gaseous form, stinking cloud, and cloudkill spells. You always have them prepared, and they don't count against the maximum number of spells you can know or prepare.
  • Whenever you deal poison damage to a creature, that creature must succeed on a Constitution saving throw or become poisoned for one minute. The affected creature may repeat the saving throw once on each of their turns, ending the effect on a success.
  • Spells you cast become impervious to the dispersing nature of wind, and can't be prematurely ended by strong winds.


Pyromancy Tutor

Level 14+ Chaos Pyromancy feature

When you gain this feature, your expertise in the pyromancy flame has progressed to the point where you can now impart some of your own knowledge of the magical arts to another druid, sorcerer, warlock, or wizard over the course of a 1 hour ritual. Upon completion of the ritual, they learn one spell that you know and always have it prepared, and it doesn't count against the maximum number of spells they can know or prepare.

  • You can't teach a spell to a person that already knows it; this includes other characters trying to teach spells you already know to yourself.
  • You can't teach a spell that the recipient doesn't have the spell slots to be able to cast.
  • When you successfully complete the ritual, you must finish a long rest before you can use this feature again.
Master of Dark Pyromancies

Level 14+ Chaos Pyromancy feature

When you gain this feature, your delvings into the deepest secrets of pyromancy has uncovered forbidden secrets: The dark pyromancies that manipulate the black flame of humanity. As a result, your pyromancy flame darkens from the normal fiery red into the deepest abyssal black, accented by white tinges indicating its unusual nature. You gain the following benefits:

  • You can twist your pyromancies into black flame. Whenever you cast a damaging spell that deals acid, cold, fire, lightning, psychic, or thunder damage, you may have it deal necrotic damage instead.
  • You learn the inflict wounds, darkness, ray of enfeeblement, vampiric touch, eyebite, shadow blade, shadow of moil, and illusory dragon spells. You always have them prepared, and they don't count against the maximum number of spells you can know or prepare.
  • You can cast inflict wounds and shadow blade at their lowest level at will, without expending a spell slot.
  • You can cast the illusory dragon spell once by expending a spell slot of 7th level or higher. You must finish a long rest before you can use this feature again.

Homebrew Spells[edit]

If your DM allows homebrew spells in your campaign, the following spells are added to your spell list:

Spell level Chaos Pyromancy Spell
Cantrip combustion
1st flash sweat, immolation (variant), power within
2nd fire orb, poison mist
3rd lingering flame, flame swathe, warmth
4th
5th great chaos fireball, iron flesh
6th
7th
8th
9th
0.00
(0 votes)

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References[edit]

  1. Almost all of these spells are already shared by one or more of the classes that this subclass applies to anyway, so this list is actually less impactful than it looks.