School of Pyromancy
Pyromancy Savant
Beginning when you select this school at 2nd level, the gold and
time you must spend to copy a spell that deals fire damage into
your spellbook is halved.
Flickering Flames
At 2nd level, you can weave a wreath of flames around yourself
to punish attackers. When you cast a spell of 1st level or higher
that deals fire damage, you can simultaneously conjure wisps of
flame that flit around you until they’re expended or until you
finish a long rest. The number of wisps you conjure is equal to
your Intelligence modifier + half your Wizard level.
Whenever a creature makes an attack against you while you
have these wisps, one of the wisps hurls at your attacker, dealing
it 1d4 fire damage and expending the wisp. The attacker is dealt
this damage after the attack completes.
Until you finish a long rest, subsequent spell casts conjure
fewer wisps. When you cast a spell of 1st level or higher that
deals fire damage, you conjure a number of wisps equal to
half the spell’s level (rounded up). The total number of
wisps you can have at once can never exceed your
Intelligence modifier + half your Wizard level.
Controlled Wisps
Starting at 6th level, you can use your bonus
action to send some of the wisps conjured by
your Flickering Flames feature to flit
around another creature you can see
within 30 feet of you, or return back
to you. The maximum number of
wisps you can send or return equals your Intelligence modifier
(minimum 1). While the wisps flit around another creature, they
hurl at that creature’s attackers just as they would for you.
Also, whenever you hurl a wisp at a creature attacking you (not
another creature), you can use your reaction to hurdle more wisps
at your attacker. The maximum number of additional wisps you
can hurdle equals your Intelligence modifier (minimum 1), and
those wisps deal damage and are expended as normal.
Scorching Fire
Beginning at 10th level, fire damage you deal ignores resistance.
Also, whenever you deal fire damage, you add 1 to the result of
any damage die that rolls half of that die’s maximum or lower. For
example, if you roll a d6 a 1 would become a 2, a 2 would become
a 3, and a 3 would become a 4.
Master of the Inferno
Starting at 14th level, the damage die of your Flickering Flames
feature becomes a d6, rather than a d4.
Also, whenever creatures within 30 feet of you would take fire
damage from a single source, you use your reaction to grant up to
3 of those creatures resistance to that instance of damage. If you
were the source of that damage, you instead grant those creatures
immunity to that instance of damage.
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