Pyromancer, Variant (3.5e Class)

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Pyromancy is the arcane manipulation of fire. Pyromancers use the power of fire to strike down their foes. Allthough they are worthy opponents from afar they can also be just as deadly close range as well. The Flames they conjure can be very intense, especially from the more gifted ones. Most Pyromancies have very little force behind them, as a fireball were to explode it would cause a very faint wind. This would be similar to someone blowing out a candle.

Making a Pyromancer

Pyromancers can deal a lot of damage in a short amount of time, however Pyromancies deal fire damage and suffer a severe disadvantage to all creatures with any resistances to fire. One of the biggest flaws of Pyromancers is that they tend to take combat slower then most others, causing them to take more hits. If a Pyromancer finds themselves in the company of others then they can be proven to be a useful ally, most often in the middle of the party. although they must be careful to not injure their own party members on accident.

Abilities:Dexterity, Wisdom, and Strength are the most important to a Pyromancer, With Intelligence next on the list and Constitution and Charisma coming in last. Dexterity allows for them to Dodge out of the way of oncoming danger. Wisdom affects the power and use of her Pyromnacies. Strength is used for when a Pyromancer finds herself in a situation where she is unable to cast Either from her party being in the way or she has exhausted her spells for the day.

Races: While Most are Either Human or Undead, any Humanoid can become a Pyromancer

Alignment: Any

Starting Gold: 3D6x10 gp (110 gp).

Starting Age: Simple

Table: The Pyromancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Pyromancies per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +0 Pyromancers Flame, Dodge 3 1
2nd +1 +3 +3 +0 Affinity For Flame 4 2
3rd +2 +3 +3 +1 Fire Manipulation 4 2
4th +2 +4 +4 +1 Fire Damage Reduction/1 4 3 2
5th +2 +4 +4 +1 4 3 2
6th +4 +5 +5 +2 4 3 3 2
7th +5 +5 +5 +2 4 4 3 2
8th +6/+1 +6 +6 +2 Fire Damage Reduction/2 4 4 3 3 2
9th +6/+1 +6 +6 +3 4 4 4 3 2
10th +7/+2 +7 +7 +3 4 4 4 3 3 2
11th +8/+3 +7 +7 +3 4 4 4 4 3 2
12th +9/+4 +8 +8 +4 Fire Damage Reduction/3 4 4 4 4 3 3 2
13th +9/+4 +8 +8 +4 4 4 4 4 4 3 2
14th +10/+4 +9 +9 +4 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +9 +5 4 4 4 4 4 4 3 2
16th +12/+7/+2 +10 +10 +5 Fire Damage Reduction/4 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +10 +5 4 4 4 4 4 4 4 3 2
18th +13/+8/+3 +11 +11 +6 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +11 +6 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +12 +6 Fire Damage Reduction/5 4 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise, Balance, Climb, Concentration, Intimidate, Jump, Knowledge Arcana, Knowledge The Planes, Listen, Sense Motive, Spellcraft, Spot, Use Magic Device

Class Features[edit]

The Pyromancer is a Scourge to all unfortunate enough to meet her in combat. All of the following are class features of the Pyromancer

Weapon and Armor Proficiency: Pyromancers are proficient with all simple and martial weapons. They are also proficient in light and medium armor and do not suffer the arcane spell chance failure when using them. They also have proficiency with all shields, without the spell chance failure, but not tower shields.

Pyromancers Flame- A Pyromancer must have at least one hand free in order to cast any pryomancies.

Dodge- you get the feat Dodge at 1st level.

Affinity For Flame- you can create small flames in your hand. The flames can rise up to 1 ft tall but cannot be used directly as a weapon.

Fire Manipulation. you can change the form of or douse fires of 20ft tall by 10ft wide or smaller.

Pyromancies: Pyromancers choose their Pyromancies from the following list:

0—Profuse Sweat- creates an aura of sweat around 1 target for 1 round per level max 4 that reduces bleeding, poison, and frost damage by 25% while also preventing curses.

Flash Sweat- creates an aura of sweat around 1 target for 1 round per level max 4 that reduces fire damage by 50%

1st—Carthus Flame Arc- applies 1D6 fire damage to weapon in either hand. If a two-handed weapon is equipped it still takes effect. Duration equal to wisdom modifier +1 per 2 levels max 4

Great Combustion- 1D4+wisdom per level max 5D4 fire damage touch attack

2nd—Fire Surge- fires a ray plus one ray per 4th level after 1st max of 3 at 11th lvl.each ray deals 4D6. No saving throw

Profaned Flame- deals 2D8 of fire damage as an explosion within a 5 ft radius. Range of 30 ft. medium sized creatures or smaller will be knocked away 5 ft. from the center of the explosion if they fail a reflex save of 10+wis+caster lvl. If a creature is knocked away they take an additional 1D4 of force damage.

Continual Flame- you touch an object and creates a fire around it that has no heat and requires no oxygen. permanent.

Seething Chaos-the caster charges up a fireball. For each round she charges it, it will deal an additional 3D6 damage. 400 ft. range max charge time of 4 rounds.

3rd—Fireball 12-1D6 per level max 10D6 fire damage range 400 ft +40 per level splash of 20ft

Floating Chaos- creates an orb made of fire that floats 10ft. Above the caster. Any creatures that the caster deems as an enemy are struck for 1D4 fire damage once per round of the caster for 1+wis+caster level max 10 range 30 ft.

Sacred Flame- 1D6per level + wisdom fire damage max 5D6 touch attack

4th—Bursting Fireball- same as fireball but splash range is 40 ft.

Fire Orb- 1D6+1 per level max 10D6 fire damage range 400 ft +40 per level splash of 20ft

Fire Shield- you shield yourself in fire. You choose to protect against fire (blue or green) for 50% of fire damage and the flames are cold to the touch. You can also choose to protect against cold (purple or blue) for 50% cold damage and the flames are hot to the touch. In either case anyone who attacks you without using a ranged attack will suffer 1D6+1 per caster lvl max 15. Illuminates 10 ft. duration 1 round per lvl.

Fire Storm- wall of fire, one side of wall deals 2D4 fire damage within 10 ft. or 1D4 within 20ft. Height 20ft. Length of 20ft. Per level or ring radius of 5 ft. per 2 levels. Duration 1 round per level

5th—Chaos Storm-same as Fire Storm but leaves lava (2d6) behind for 2 rounds. Spell is considered to be chaotic

Black Serpent- creates a trail on the ground of black flame that locks onto an opponent. While this spell never misses (unless the serpent is unable to reach the target such as if the target were airborne) the target can still make a saving throw for half damage. This deals 1d6 of fire damage per caster level max 6

6th—Great Chaos Fireball- same as fire orb but leaves lava puddle (2D6) on ground for 2 rounds. Spell is considered to be chaotic.

7th—Warmth- Heals all creatures within a 10ft. Radius for 1D6 per round. Duration of 1 round per caster level max 10. Is Considered divine spellcasting

Delayed Blast Fireball- you create a bead of fire that can be thrown 400ft. +40ft. Per lvl. Upon completing the spell you choose how many turns until it explodes max 5. Once chosen it cannot be changed. If it hits anything it will detonate prematurely. It can be moved before detonation but doing so causes a 25%chance of premature detonation. Upon detonating it deals 1D6 per caster level max 20

8th—Chaos Bed Vestiges- you hurl an orb of fire that's about 1 ft in diameter surrounded by a twisting disc made of fire. This is 6 ft. wide but is considered large enough to attack 2 squares at the same time. Range 15 ft. special : the orb will stop once it hits contact with something, even if it is something it should easily break through. This deals 4D8 fire damage+1 per every 2 spellcaster levels.

Black Fire Orb- same as Fire Orb but instead deals 1D8+2 per level

9th—Black Flame- Deals 10D12 of fire damage to a target. Touch attack. Is considered to be an evil attack.

Meteor Swarm- you summon 4 spheres of fire. Upon striking a creature with them they individually deal 2D6 of bludgeoning damage. You may choose to have the spheres hit separate targets. Upon hitting anything the spheres explode dealing 6D6 of fire damage in a 40 ft. radius.

Table: Pyromancies Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 2
2nd 2 2
3rd 2 2
4th 2 2 1
5th 2 2 2
6th 2 2 2 1
7th 2 2 3 2
8th 2 2 3 2 1
9th 2 2 4 3 2
10th 2 2 4 3 2 1
11th 2 2 4 3 3 2
12th 2 2 4 3 3 2 1
13th 2 2 4 3 4 2 1
14th 2 2 4 3 4 2 1 1
15th 2 2 4 3 4 2 1 2
16th 2 2 4 3 4 2 1 2 1
17th 2 2 4 3 4 2 1 2 2
18th 2 2 4 3 4 2 1 2 2 1
19th 2 2 4 3 4 2 1 2 2 2
20th 2 2 4 3 4 2 1 2 2 2

Epic Pyromancers[edit]

Table: The Epic Pyromancer

Hit Die: d6

Level Special
21st Bonus Feat
22nd Fire Damage Reduction/6
23rd Bonus Feat
24th Fire Damage Reduction/7
25th Bonus Feat
26th Fire Damage Reduction/8
27th Bonus Feat
28th Fire Damage Reduction/9
29th Bonus Feat
30th Fire Damage Reduction/10

4 + Int modifier skill points per level.

Bonus Feats: The epic Pyromancer gains a bonus feat (selected from the list of epic Pyromancer bonus feats) every 2 levels after 19th.

Epic Pyromancer Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy

Undead Pyromancer Starting Package[edit]

Weapons: Handaxe Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Armor
balance 4
sense motive 4

Feat: Dodge

Gear: Padded Leather Armor, Backpack, Short sword, Empty Flask

Gold: 110 gp

Campaign Information[edit]

Playing a Pyromancer[edit]

Religion: Most Pyromancers Worship the Leaders of their Covenants.

Other Classes: Pyromancers tend to be cautious and careful who they associate themselves with. They often find that most things in the world want them dead.

Combat: Pyromancers tend to stay in the middle of the group or in the back. Like most spell casters they tend to not be able to take a lot of damage but can deliver a lot.

Advancement: Pyromancers Multiclass well with Fighter, Cleric, and Sorcerer.

Pyromancers in the World[edit]

Do not be gone for long. What's a teacher without a pupil?"
—Cornyx, Human Pyromancer

Pyromancers are often Hermits, or Out looking for new magics.

Daily Life: A Pyromancers daily life consists of hiding away from those who would have her dead. As most folk arent too fond of pyromancers. Many are afraid of the power that comes with it.

Organizations: Vairies depending on the Covenant.

NPC Reactions: Timid or spiteful.

Pyromancer Lore[edit]

Characters with ranks in Knowledge Arcana can research Pyromancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 Pyromancers control fire to damage their foes.
10 Pyromancers are usually members of covenants and vary greatly.
15 Pyromancers can use their flames in a divine way
20 Pyromancers rarely learn spells that don't deal relate to fire but it is possible.

Pyromancers in the Game[edit]

Pyromancers tend to be members of covenants. Each following their own way based on the individuals covenant.

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