Pyromancer, Variant (5e Subclass)

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Your magic comes from an innate fire that burns violently, threatening to consume you in a raging inferno.

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Raging Flames[edit]

Whenever you cast a spell that deals fire damage you may re-roll one of the damage dice, you must take the new roll and any spell you cast that deals fire damage you ignore resistance and immunity becomes resistance.

Origin Spells[edit]

You add the following spells as Sorcerer spells to your known spells, and they not count against the limit you can know.

Pyromancer Spells[edit]
Sorcerer Level Spells
1st burning hands, hellish rebuke
3rd aganazzar's scorcher, scorching ray
5th fireball, gaseous form
7th wall of fire
9th immolation


Whenever you cast a sorcerer spell of 1st level or higher you may expend one of your hit dice, the targeted creature takes fire damage equal to the number rolled on that die, in addition, you take necrotic damage equal to half of the number rolled. After using this ability if any creature ends it's turn within 5ft of you they must succeed on a Dexterity saving throw or take fire damage equal to half of the number rolled on the die, you then take 1 necrotic damage, this effect ends after a number of turns equal to the maximum roll on the hit die, when you are reduced to 0 hit points, or when you use a bonus action to end the effect.

Storm of Embers[edit]

At level 6, you gain the ability to cast the spell hellish rebuke without expending a spell slot or material components. You may also add your charisma modifier to the damage of any cantrip that deals fire damage, the hellish rebuke spell, and the damage dealt by the Overheat ability.

Controlled Inferno[edit]

At 14th level, You only take half of any fire damage inflicted upon you, this feature stacks with resistance to fire damage. Increase the damage done by your Overheat ability by 2d6.

All-Consuming Fire[edit]

At 18th level, Whenever you deal fire damage to a creature using the Overheat ability you may force that creature to succeed on a Constitution saving throw against your spell save DC at the beginning of each of it's following turns or take 3d6 fire damage, this effect ends if it succeeds on the throw 3 times, these times need not be consecutive. If the creature fails 3 times in a row it releases a fiery explosion dealing 5d6 fire damage to any creature within 20ft of it unless they succeed on a Dexterity saving throw against your spell save DC.

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