Pyromaniac (5e Class)
From D&D Wiki
- 1 Pyromaniac
- 1.1 Creating a Pyromaniac
- 1.2 Class Features
- 1.3 Pyromaniac Specializations
- 1.4 Multiclassing
Creating a Pyromaniac
|Gwendolin by Ninja Kiwi - Bloons TD6|
- Quick Build
You can make a Pyromaniac quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background.
As a Pyromaniac you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, martial ranged weapons
Tools: Tinker's tools and alchemist's supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, History, Nature, Perception, Sleight of Hand and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor and 1 alchemist's fire (flask) or (b) chain shirt and and 10 oil (flask)
- (a) a simple weapon or (b) a martial ranged weapon
- (a) explorer's pack or (b) dungeoneer's pack
- Tinker's tools and alchemist's supplies
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|3rd||+2||Pyromaniac Specialization||1 + Intelligence modifier|
|4th||+2||Ability Score Improvement||1 + Intelligence modifier|
|5th||+3||Piercing Flame||1 + Intelligence modifier|
|6th||+3||Fireproof||1 + Intelligence modifier|
|7th||+3||Specialization Feature||2 + Intelligence modifier|
|8th||+3||Ability Score Improvement||2 + Intelligence modifier|
|9th||+4||Intense Fire, Heated Body||2 + Intelligence modifier|
|10th||+4||Lingering Fire||2 + Intelligence modifier|
|11th||+4||Extra Shot||2 + Intelligence modifier|
|12th||+4||Ability Score Improvement||2 + Intelligence modifier|
|13th||+5||Piercing Flame Improvement, Pyro Gun Improvement||2 + Intelligence modifier|
|14th||+5||Specialization Feature||3 + Intelligence modifier|
|15th||+5||Lingering Fire Improvement||3 + Intelligence modifier|
|16th||+5||Ability Score Improvement||3 + Intelligence modifier|
|17th||+6||Breath of Fire||4 + Intelligence modifier|
|18th||+6||Hellfire||4 + Intelligence modifier|
|19th||+6||Ability Score Improvement||4 + Intelligence modifier|
|20th||+6||Specialization Feature||5 + Intelligence modifier|
Starting at 1st level, your obsession with fire has allowed you to construct a weapon to harness its power. You gain access to your Pyro Gun, It is a simple ranged weapon you are proficient with, has a range of 60/120, and deals 1d8 fire damage.
The damage caused by the pyro gun is considered magical for the purposes of overcoming resistances to non-magical damage.
Some of your pyro gun features require a saving throw. Your pyro gun save DC equals 8 + your proficiency bonus + your Intelligence modifier.
If you lose your pyro gun, you may rebuild it from memory. This is an expensive and difficult process, requiring 8 hours of hard work and 250 gp in supplies.
Starting at 13th level, the short range of your pyro gun increases to 120/240.
At 2nd level, you learn how to use your knowledge about fire implements in creative ways. As an action, you can use your Pyro Gun to generate the following effects:
- Focused Burning
As an action, chose an 5-foot cube within range to burn. Any creature in the area, who enters the area or who starts its turn in the area must succeed on a dexterity saving throw, or take 1d8 fire damage. The fire keeps burning until the end of your next turn.
- Candle Burn
As a bonus action, you can create a little flame on your weapon, shedding bright light within a 20-foot radius, and additional 20 feet of dim light. Any creature within 5-feet of you must make a Constitution saving throw, or take fire damage equal to your Intelligence modifier. If you shoot your Pyro Gun while candle burn is active, you deal additional damage equal to your Intelligence modifier to any creature within 5-feet of your target.
As a bonus action, you can create a burst of vivid flames to distract nearby creatures. Any enemy withing 10 feet of you can't use reactions until the beginning of your next turn. Once you use this function, you can't use it again for 1 minute.
As a bonus action, you can cauterize the wounds of your allies. You can stabilize a living creature within range that has 0 hit points. As an action, you can also stop any effect that causes a creature to bleed. Once you use this function, you can't use it again for 1 minute.
Your choice grants you features at 3rd level and again at 7th level, 14th level and 20th level.
- Ability Charge
Your specialization allows you to use charges to fuel some features of your subclass. You have an amount of ability charges equal to your Intelligence modifier + 1. This number increases as you gain levels in this class, as shown on the Ability Charge column, on the Pyromaniac table. You regain your expended ability charges when you complete a long rest.
Ability Score Increase
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.
The pure power of your Pyro Gun can now pierce through the human body. Starting at 5th level, your pyro gun deal additional piercing damage equal to half your proficiency bonus (rounded down).
Starting at 13th level, you deal piercing damage equal to your proficiency bonus.
At 6th level, the intense heat of flames doesn't bother you anymore. You gain resistance to fire damage.
Starting at 9th level, you can fight the cold and freezing attacks with your pyro gun. You gain the following benefits:
- Defensive Flames. While wielding your pyro gun, whenever you or a creature within the pyro gun short range takes cold damage, you can use your reaction to reduce that damage to half.
- Unfreeze. You can spend one of your uses of this feature to dispel magical effects that deal cold damage, as an use of dispel magic
- Heated-Dome. You can create a warm environment in a 20-foot sphere around you, that shields any creature inside it from the effects of extreme cold for 1 hour. Doing so requires concentration, as if you were concentrating on a spell.
- Stay out of the Kitchen. As an action, you can increase the temperature in an area within 60 feet of you. Every creature within the area is immune to cold damage. In addition, all creatures in the area must make a Constitution saving throw against your pyro gun DC or take damage equal to 1d10 fire on a failed save, or half as much on a successful one. For each turn this ability remains active, every creature that move to the area or start its turn inside it must make the saving throw or take the damage. The damage increases in 1d10 for each other turn this feature remains active, up to 5d10 after 1 minute, when the heat ends. You can end it earlier as a bonus action on your turn.
You've experimented with the chemicals you set on fire, and you're pleased with the result. Starting at 9th level, whenever you deal fire damage with your pyro gun or pyromaniac features, you deal additional 1d8 damage.
The fire you're weaponizing seems to be contagious. Starting at 10th level, whenever you (or a creature under the effect of your Heat It Up ability) deal fire damage to a creature, that creature must make a Dexterity saving throw against your pyro gun DC or be set on fire.
At the start of their turn, they take half of the damage which caused the fire, rounded up. They or another creature within 5 ft may use an action to extinguish them, making a Dexterity check against your pyro gun DC.
This increases to full damage at 15th level.
Starting at 11th level, you can attack twice, instead of once, whenever you take the Attack action with your Pyro Gun on your turn.
Breath of Fire
At 17th level, you learn how to shoot a wider, hotter than usual blast of fire. All creatures in a 40 feet long, 20 feet wide line are required to make a Dexterity saving throw against your pyro gun save DC, taking 12d6 fire damage and an additional 1d4 fire damage on the end of each of their turns for 1 minute, due to residual burning on a failed save, or half as much and no extra damage on a successful one. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), this feature ends.
Starting at 18th level, you've turned to more dubious methods of making things burn better. The results are unstoppable. All fire damage dealt by your pyro gun and pyromaniac features increases by 3d8.
In addition, your pyro gun and pyromaniac features ignore resistance to fire damage and treats immunity as resistance.
Heat It Up
Sharing is caring, and that includes fire. Pyromaniacs with this specialization are capable of empowering nearby creatures with fire.
- Heat It Up
Starting at 3rd level, you gain the ability to enhance the attacks of your allies with fire. As an action, you can choose any number of creatures within 10 feet. Until the start of your next turn, those creatures deal an additional 1d8 fire damage. This additional damage increases to 2d8 at 7th level, 3d8 at 14th level and 4d8 at 20th level.
You can spend 1 ability charge to use this feature as a reaction.
After using this ability, you cannot use it for 1 minute, unless you choose to spend 1 ability charge to activate it as a reaction.
- Long-Range Heating
Starting at 7th level, your Heat It Up ability extends up to a 20 feet radius.
- Motivational Fumes
Starting at 14th level, creatures affected by your Heat It Up gain advantage against being frightened.
In addition, all creatures under the effect of your Heat it Up feature gain +1 on all attack rolls while under the effect of Heat It Up.
- Exothermic Reactions
Starting at 20th level, creatures affected by your Heat It Up can score a critical hit on a roll of 19 or 20 on the d20.
Cocktail of Fire
You've learnt to master the most battle-effective party trick ever (in your humble opinion). The Cocktail of Fire specialization pyromaniacs are focused on creating alchemical fire to throw at your enemies.
- Cocktail of Fire
Starting at 3rd level, you gain the ability to throw out a vial of highly flammable liquid. As an action, choose a point you can see within 40 feet and spend 1 ability charge. You must make a Dexterity check against a DC 15. On a success, it will land exactly where you intended. On a failure, it lands a number of feet away equal to (15 - the result of your check) feet, in a random direction. When it lands, it instantly combusts, forming a 15 feet wide circle. It remains for 2 rounds before disappearing. If any creature starts, ends or passes through the circle, they take 3d8 fire damage. You are unaffected by it's effects. After using this ability, you may not use it for 1 minute, and you can use this ability a number of times equal to your ability charges before requiring a long rest.
- Flame Fiesta
Starting at 7th level, when you use Cocktail of Fire, you may choose to expend up to 2 additional ability charges. For each additional charge you expend, you throw another Cocktail of Fire within 10-foot of the original. Any overlaps will cause a stack in damage.
- Raging Flame
Starting at 14th level, all damage inflicted by a Cocktail of Fire not produced via Flame Fiesta deal damage twice.
- Hangover Inferno
Starting at 20th level, Raging Flame now applies to Flame Fiesta. Additionally, you can expend one ability charge to deal an extra 8d8 fire damage with your Pyro Gun. This effect wears off at the end of your next turn.
After burning your hand with the exhaust fumes one too many times, you finally realize: "Why waste all this heat on burning me when I could use it to burn others?". The Firestorm specialization focuses on area attacks with fire.
Starting at 3rd level, you gain the ability to do an all-out fire burst. As an action, you can use an ability charge and make a DC 15 Intelligence saving throw. On a success, all creatures within a 30-foot radius of you must make a Dexterity saving throw against your pyro gun DC, taking 2d8 fire damage on a failure, or half on a success. On a failure, you are knocked prone, and your turn ends. After using this ability, you may not use it for 1 minute, and you can use this ability a number of times equal to your ability charges before requiring a long rest.
- Controlled Blast
You've learnt that setting your friends ablaze is probably a bad idea, so you've taken extra care not to. Starting at 7th level, when you use your Firestorm ability, you may choose up to 5 creatures you see. They have advantage on their Dexterity saving throw against your Firestorm. If they succeed their Dexterity saving throw, they take no damage, and only take half damage on a failure. Additionally, they are not set on fire.
- Firestorm Plus
You've significantly improved on your Firestorm ability, and you now have different options. Starting at 14th level, when you use Firestorm, you may either increase the range to 50 feet or add an additional 2d8 fire damage.
In addition, you no longer have to roll to use your Firestorm.
- Boss-Killer Flames
After much tinkering, you've found a way to really hurt the big guys. Starting at 20th level, when you use Firestorm to deal damage to a creature with higher total hit points than you, they take an additional 6d8 fire damage. Additionally, when you use Firestorm, you may choose as many creatures as you wish. They take no damage from your Firestorm.
Proficiencies. When you multiclass into the Pyromaniac class, you gain the following proficiencies: light armor, medium armor, simple weapons, tinker's tools.
- D&D 5e DMG p.110