Pyromancer, Variant (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 17:21, 30 April 2021 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


<!-Introduction Leader->[edit]

Creating a Pyromancer[edit]

Quick Build

You can make a Pyromancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Sage background. Third, choose Quaterstaff, a Crystal and the Dungeoneer's Pack.

Class Features

As a Pyromancer, Variant you gain the following class features.

Hit Points

Hit Dice: 1d8 per Pyromancer, Variant level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pyromancer, Variant level after 1st


Armor: Simple armor
Weapons: Simple weapons
Tools: none
Saving Throws: Charisma, Dexterity
Skills: Choose two from Acrobatic, Arcana, Deception, Investigation, Persuasion, Stealth


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Quaterstaff or (b) Any simple melee weapon or (c) a light crossbow and 20 bolts
  • (a) Arcane focus or (b) Component pouch
  • (a) Scholar's Pack or (b) Dungeneer's Pack or (c) Explorer's Pack

Table: The Pyromancer, Variant

Level Proficiency
Features Spells Known Cantrips Known Spell Slots Slot Level Fire Omens Known
1st +2 Spellcasting, Pyromanic Tongue 2 2 1 1st 0
2nd +2 Pyro Paths , Fire Omen 3 2 2 1st 1
3rd +2 Kindled Flames 4 2 2 2nd 2
4th +2 Ability Score Improvement 5 2 2 2nd 2
5th +3 6 3 2 3rd 3
6th +3 Pyro Path feature 7 3 2 3rd 3
7th +3 8 3 2 4th 4
8th +3 Ability Score Improvement 9 3 2 4th 4
9th +4 Power Fire 10 4 2 5th 5
10th +4 Pyro Path feature 11 4 2 5th 5
11th +4 12 4 3 5th 6
12th +4 Ability Score Improvement 13 4 3 5th 6
13th +5 13 4 3 5th 9
14th +5 Pyro Path feature 13 4 3 5th 9
15th +5 14 4 3 5th 10
16th +5 Ability Score Improvement 14 4 3 5th 10
17th +6 14 4 4 5th 11
18th +6 Pyro Path feature 15 4 4 5th 11
19th +6 Ability Score Improvement 15 4 4 5th 12
20th +6 15 4 4 5th 12


You draw your power from the fireplanes.


At 1st level, you know two cantrips of your choice from the pyromancer spell list. You learn additional Pyromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pyromancer table.


The Pyromancer table shows how many spell slots you have to cast your spells. The Slot level column shows you on which level your spell slots are. To cast one of these Pyromancer spells, you must expend a slot. You regain all expended spell slots when you finish a short or long rest. For example, if you know the 1st-level spell burning hands, have a Slot level of 2 and have a spell slot available, you can cast the spell at 2nd level.

Spells known of 1st level and higher[edit]

You know two 1st-level spells of your choice from the pyromancer spell list. The Spells Known column of the Pyromancer table shows when you learn more pyromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the pyromancer spells you know and replace it with another spell from the pyromancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your pyromancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC =8 + your proficiency bonus + your Charisma modifier

Spell attack modifier your proficiency bonus + your Charisma modifier

Spellcasting Focus[edit]

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your pyromancer spells. Alternatively, you can use a small fire like a torch or a campfire. You also need no Arcane focus while you are on the Fireplane.

Fire Damage[edit]

As a Pyromancer you can only deal fire damage with your Spells and Cantrips, even if you can choose the damage type.

Pyromanic Tongue[edit]

Your connection to the Fireplane allows you to draw certain parts of knowledge and get special features which not every being is able to get. You get advantage in history checks about the Fireplane and creatures that live in it. You also are able to read, write and speak the Infernal.

Pyro Paths[edit]

At 2nd level you choose one Pyro Path of your choice. You can choose the Path of the Fireplane Shaman or the Fire Devil.

Fire Omen[edit]

From 2nd level on, you get to choose between a few options to expand your abilities or to get new ones. Whenever you gain a level in this class you can change one Fire Omen you know to an other one. You can choose between these:

Flame Armor

You can cast Mage Armor without expending a Spellslot or any Components.

Flame Arrows

You can cast Magic Missles once per longrest without expending a Spellslot on 1st level. The damage is fire instead of force damage. You can also cast it by expending a Spellslot to higher the Spells level appropriate to the Spellslot level, but all other rules apply.

Fire Streams

Prerequisite: 3rd Pyromancer level

You can without expend a Spellslot to cast Scorching Ray once per longrest.

Better Fire Streams

Prerequisite: 15th Pyromancer level

You can without expend a Spellslot to cast Scorching Ray.

Blessing of the Sun

Prerequisite: 11th Pyromancer level

You can expend a Spellslot to cast Sunbeam once per longrest.

Forest Fires

Prerequisite: 13th Pyromancer level

You can expend a Spellslot to cast Fire Storm once per longrest.

Blessing of the Sun

Prerequisite: 13th Pyromancer level

You can expend a Spellslot to cast Delayed Blast Fireball once per longrest.

World on Fire

Prerequisite: 15th Pyromancer level

You can expend a Spellslot to cast Incendiary Cloud once per longrest.

True Power of the Sun

Prerequisite: 15th Pyromancer level

You can expend a Spellslot to cast Sunburst once per longrest.

Cosmic Force

Prerequisite: 17th Pyromancer level

You can expend a Spellslot to cast Meteor Swarm once per longrest.

Kindled Flames[edit]

From 3rd level on, you are able to deal more damage with your Spells which deal fire damage. This however doesn't effects your Cantrips. You can deal extra fire damage equal to your proficiency bonus.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Power Fire[edit]

At 9th level, you ignore magical and non-magical fire resistances on the targets of your Spells and Cantrips.

Pyro Paths[edit]

You can choose the Path of the Fireplane Shaman or the Bladed Devil.

Fireplane Shaman[edit]

The Fireplane Shaman is a creature thats bound to the Fireplane and hails it like it is his or hers patron. It allows the creature to gain more benefits, but often also concerns.

Reliable Flames[edit]

Your knowledge gets greater and you learn from the Fire. From level 3 on, you gain more Spells to know equal to your proficiency modifier. You also get one additional Pyromancer Cantrip.

Book of Heat[edit]

You get a magic book that is bound to you. You gain excess to all Pyromancer Cantrips, while the book is on your person. If you lose the book or if it is destroyed you can summon it back to you by making a ritual that costs you one hour. The book will apear on your lap.

Elemental Adept[edit]

You can now learn the way of different Elements. This ability gives you access to one Spell List extension of your choice and you can learn Spells from these Spell Lists too. They count as Pyromancer Spells for you. Once you choose a elemental type, you can't change it and it will decide what you get at higher levels.

Pyromancer level Spells
2nd Longstride, Shield of Faith
3rd Pass without Trace, Spider Climb
5th Slow, Meld into Stone
7th Freedom of Movement, Stoneskin, Stone Shape
9th Wall of Stone
Pyromancer level Spells
2nd Create or Destroy Water, Grease
3rd Alter Self, Melf's Acid Arrow
5th Water Breathing, Sleet Storm
7th Control Water
9th Ice Storm
Pyromancer level Spells
2nd Feather Fall, Sancturary
3rd Levitate, Gust of Wind
5th Wind Wall, Gaseous Form
7th Greater Invisibility, Hallucinatory Terrain
9th Telekinesis
Elemental Improvement

When you reach 6th level, you gain a bonus to your Elemental abilities. You gain a bonus decided by your Elemental choice you did at level 3:


You can now deal Thunder damage for Spells of 1st level or higher, when you would deal fire damage. You can now also cast one of the of your choice Spells of your Spell list expansion which you got from the Elemental Adept class feature.



Bladed Devil[edit]

As a Fire Devil you rely on your ability to fuel your flames with the abilities you naturally learn.

Bonus Proficiency[edit]

You gain proficiency in Melee Martial Weapons and Medium Armor.

Bonus Spell List[edit]

You learn gain access to the following Spell list:

Pyromancer level Spells
2nd Shield, Compelled Duel, Searing Smite
3rd Branding Smite, Magic Weapon
5th Blinding Smite, Haste
7th Stoneskin
9th Destructive Strike

Extra Attack[edit]

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Natural Heat[edit]

When you reach 10th level, your body can heat your weapon and armor. Your armor and weapon don't take damage from this ability. You can only have one of these options up at a time. You can change the option for an action. You can change between these two options:

1.Your weapon attacks can deal extra heat damage equal to half your Fire Damage from your Kindled Flame class feature rounded up.

2.You can also choose to heat your body up. When a creature performs a physical attack against you they get fire damage equal to your Fire Damage from your Kindled Flame class feature.

Burning Bane[edit]

Reaching 14th level, you can cast can cast Searing Smite once per shortrest without expending a Spellslot as a free action. You can also cast Forcecage and Hold Monster each once per longrest.

Pyromancer Spell List[edit]

You know all of the spells on the basic Pyromancer spell list and additional spells based on your subclass.


Blade Ward, Create Bonfire, Control Flame, Fire Bolt, Fog Cloud, Light, Prestigitation, Produce Flame, Mending, Thaurnaturgy

1st Level

Burning Hands, Charm Person, Chromatic Orb, Color Spray, Disguise Self, Expeditious Retreat, Faerie Fire, Feather Fall, Hellish Rebuke, Longstride, Magic Missles, Shield

2nd Level

Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Flame Blade, Flaming Sphere, Heat Metal, Hold Person, Invisibility, Levitate, Mirror mage, Misty Step, Scorching Ray, See Invisibility

3rd Level

Counterspell, Daylight, Disspell Magic, Feign Death, Fireball, Fly, Glyph of Warding,Protection from Energy, Water Walk

4th Level

Confusion, Dominate Beast, Fire Shield, Wall of Fire

5th Level

Cloud Kill, Dominate Person, Fire Strike, Hold Monster


Prerequisites. To qualify for multiclassing into the Pyromancer, variant class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Pyromancer, variant class, you gain the following proficiencies: Simple Weapons

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!