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Pyrokinesis

Beings such as the phoenix and dragons have had mastery over the element of fire for a long time, those who are blessed with such abilities find themselves
hit dice: 1d6
hit points at 1st level: 6+ your Con Modifier
hit points at higher levels: 1d6+ your Con Modifier
armor proficiencies: None
weapon proficiencies: Daggers, Darts, Quaterstaff
tools: None
saving throws: Constitution, Charisma
skills: Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
starting equipment:
Match box (10 Sticks), Dagger, 10 gold
spellcasting:
Spell Attack Modifier: Proficiency plus CHA mod Spell Save DC: 8+Prof+Cha mod
FireBolt: Cantrip Casting Time: 1 Action Duration: Instant You hurl a mote of fire at a creature or object within range 120ft. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Burning Hands: Level 1 Casting Time: 1 Action Duration: Instant As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Fire Beam: Level 1 Casting Time: 1 action Duration: Instant You hurl an undulating, warbling mass of fiery energy at one creature in range 120ft. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. If you roll the same number on both d8s, the fiery energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the fiery energy to leap again. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Pyrorb: Level 1 Casting Time: 1 action Duration: Instant You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range 90ft. Then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Hellish Rebuke: Level 1 Casting Time: 1 reaction Duration: Instant You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Flaming Beam: Level 2 Casting Time: 1 action Duration: Instant A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Scorching Ray: Level 2 Casting Time: 1 action Duration: Instant You create three rays of fire and hurl them at targets within range 120ft. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Fireball: Level 3 Casting Time: 1 Action Duration: Instant A bright streak flashes from your pointing finger to a point you choose within range 150ft and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Miniature Meteors: Level 3 Casting Time: 1 Action Concentration: 10 Minutes You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
Fire Shield: Level 4 Casting Time: 1 Action Duration: 10 Minutes Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield. The warm shield grants you resistance to cold damage.   In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield.
Wall of Fire: Level 4 Casting Time: 1 Action Concentration: 1 minute You create a wall of fire on a solid surface within range 120ft. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Hells Pillar: Level 5 Casting Time: 1 Action Duration: Instant A vertical column of divine fire roars down from the heavens in a location you specify 60ft. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Immolation: Level 5 Casting Time: 1 Action Concentration: 1 minute Flames wreathe one creature you can see within range 90ft. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash.
Flaming Spirit: Level 6 Casting Time: 1 Action Concentration: 10 Minutes Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits: You are immune to fire damage and have resistance to cold damage. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Delayed Blast Fireball: Level 7 Casting Time: 1 Action Concentration: 1 Minute A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range of 150ft as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.   If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.   The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.   At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
Fire Storm: Level 7 Casting Time: 1 Action Duration: Instant A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Chaotic Flame: Level 7 Casting Time: 1 Action Eight multicolored rays of fire flash from your hand. Each creature in a 60-foot cone must make a Dexterity saving throw. Roll 1d8 for each target in range of the attack on an 8 two beams hit the creature and it makes two saves as two beams hit it. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Sunbeam: Level 8 Casting Time: 1 action Duration: Instant Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.   This spell dispels any darkness in its area that was created by a spell.
Incendiary Cloud: Level 8 Casting Time: 1 Action Concentration: 1 Minute A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range 150ft. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.   The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Meteor Swarm: Level 9 Casting Time: 1 Action Duration: Instant Blazing orbs of fire plummet to the ground at four different points you can see within range 1 mile. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
class features:
Spells(Right) Level(Below) 1 2 3 4 5 6 7 8 9
1 1 0 0 0 0 0 0 0 0
2 2 1 0 0 0 0 0 0 0
3 3 1 0 0 0 0 0 0 0
4 4 2 0 0 0 0 0 0 0
5 4 3 1 0 0 0 0 0 0
6 4 3 2 1 0 0 0 0 0
7 4 3 3 2 0 0 0 0 0
8 4 4 3 2 0 0 0 0 0
9 5 4 3 2 1 0 0 0 0
10 5 4 3 3 1 0 0 0 0
11 5 4 4 3 2 1 0 0 0
12 5 4 4 3 2 1 0 0 0
13 6 5 4 4 3 2 1 0 0
14 6 5 5 4 3 2 1 0 0
15 7 6 5 5 4 3 2 1 0
16 7 6 5 5 4 3 2 2 0
17 7 6 5 5 4 3 2 2 1
18 7 6 5 5 4 3 2 2 1
19 8 7 5 5 4 3 2 2 1
20 8 7 6 5 4 3 2 2 1
Super Powered: As a super powered being you're proficient with your fists and they do substantial damage (1d4+ Dex or Str).   Fiery Spirit: At level 1 your inner fire is ignited, you deal extra fire damage equal to your spellcasting modifier when attacking with your fists.   Flame Retardant: At level 1 your ability to control flames has given you an natural resistance to the heat they exude. You are resistant to fire damage.   Flaming Strike: At level 2 your control over flame improves and you can coat your fists in a fiery covering. Your fists deal an extra d4 fire damage.   Searing Shot (Costs 1 point): At level 3 you get your first ability. As you condense the heat from around you into the palm of your hand you can visibly see the distortion from the heat. As you lob the condensed heat at one enemy, roll a ranged spell attack roll on a hit the target takes 4d6 fire damage and they must make con save against your spell save DC. On a failed save as the searing heat surrounds them they take an extra 2d8 fire damage and are considered to have a Burned effect (multiple searing shots don't stack).
Level Burn Effect
1 disadvantage on perception checks
2 Minus 10 move speed
3 Unable to use reaction
4 Takes 1d4 fire damage at the end of their turn for 1 minute
5 One level of exhaustion
6 Vulnerable to fire damage
 
subclass options:

Created by

Chernandez930.

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