Pyrokinetic
Hit Points
Hit Dice: d8 per Pyrokinetic level
Hit Points at first Level: 8+Constitution mod
Hit Points at Higher Levels: 1D8 (Or 5)+Constitution mod
Proficiences
Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Dexterity and Constitution
Skills: Choose 2 from the list:
- Acrobatics
- Atheletics
- Intimidation
- Insight
- Survival
- Medicine
Overview & Creation
Fires of Life
A mix between a strong warrior and a powerful fire mage, pyrokinetics utilize their special powers of pyrokinesis. These powers arrive to them at birth, but are usually awakened later on in life, similar to sorcerers. Unlike sorcerers though, pyrokinetics specifically specialize in fire and the different types of pyrokinetics will have different ways on how they use their powers.
Building a Pyrokinetic
Class Features
Flaming Energy
At 1st level, you start off with several attributes unique to being a pyrokinetic.
- You learn the Produce Flame cantrip and use dexterity to make attacks.
- You are resistant to fire damage.
Flaming Origins
At 2nd level, you discover your original source of pyrokinesis. You can choose between either being a Second Generation or Third Generation pyrokinetic.
Heated Strikes
At 3rd level, whenever you land a weapon attack, you can deal an extra D6 of fire damage. This can be done a number of times equal to your constitution modifier and recharges with a short or long rest. This die increases to a D8 at 5th level and then to a D10 at 12th level.
Flame Evocations
At 3rd level, you gain your first 2 types of Flame Evocations. These Evocations allow you to greatly customize your pyrokinetic to your own unique style. See the list of all Evocations. Some of these evocations may have prerequisites that need to be satisfied before taking. You gain an additional Evocation at 6th, 9th, 12th, 15th, and 18th level. Whenever you level up, you may switch out one Evocation for another.
Ability Score Improvement
At 4th level, you can increase one ability score by 2 points or 2 ability scores by 1 point. ASI occurs again at 8th, 12th, 16th, and 19th level.
Extra Attack
At 5th level, whenever you take the attack action, you can attack twice instead of once.
Instant Defense
At 7th level, you gain the instictive ability to give yourself major resistance to attacks by creating a heated barrier around you for a moment. As a reaction, you can give yourself esistance to an incoming attack that is about to hit you. If the incoming attack is fire, you can use the reaction to heal by 1D8. This can be done a number of times equal to your constitution mod and recharges with a long rest.
Planar Link
At 10th level, you establish a strange link with the elemental plane of fire. While this link is normally dormant, you can attempt to access it by forming a mental connection. As an action, you can roll a D20. If the number is 15 or higher, the link established. Once established, you can choose one of the following effects to occur as a bonus action:
- Magma Burst: All creatures within a 15ft radius of you must make a DC-15 dexterity save as a violent blast of energized magma erupts around you. On a fail, the creatures take 8D8 of fire damage and are thrown back 15ft and prone (1/2 damage and no knockback on a success). The radius around you is then rendered as difficult to terrain to everyone who doesn't have fire resistance. Stepping into the burned zone deals 3 fire damage to a non-resistant creature.
- Lava Strike: The next time you land a melee attack against a creature, your weapon deals an extra 3D10 damage. The target is then set on fire for the next 5 rounds will take a solid 5 fire damge at the start of each of their turns. The fire can only be put out if the creature jumps into a body of water.
- Heatwave: Select an area up to a 50ftx50ftx50ft cube. That area is then subjected to a dangerously hot heatwave. All creatures in the zone that do not have fire resistance must make a DC-15 Constitution save. On a fail, they take 2D10 fire damage, their speed is cut in half, and they make all ability checks, saving throws, and attacks with disadvantage. As long as they stay in the zone, they must repeat the save or take another 2D10. On a success, they take 1/2 damage.
After the link is established, it will take 1D6 days before a connection can be made again. You also take 1 level of exhaustion.
Concentrated Attacks
At 14th level, all of your attacks that deal fire damage can be done with advantage at the exchange of forgoing the extra attack.
Piercing Flames
At 17th level, all of your attacks that deal fire damage have the ability to bypass both fire resistance and fire immunity. If the target is fire-vulnerable, your fire attacks automatically crit.
Unleash the Hellfire
At 20th level, your connection with the elemental plane of fire has been fully secured. As an action, you can instantly establish a connection. As a bonus action, you can perform the following abilities, along with the previous ones:
- Summon Elemental: A fire elemental is summoned in front of you and is under your command. You can use your bonus action to control it. This elemental lingers around after summoning for 1 hour and will try to stay within 30ft of you.
- The Chains of Hell: Using your bonus action after securing the link, you can target a creature to have magical chains sieze them(60ft range). The target must make a DC-14 Dexterity save or be wrapped up by the chain. Chains of Hell can be done up to 3 times(bonus action). If the target fails 2 saves, they are fully restrained. Once a creature is fully restrained, you can use an action to have them be pulled into the plane of fire, killing them.
- Fire Dragon's Wrath: As a bonus action after securing the link, you can perform a special attack action. This attack has you breathe a gigantic blast of fire from your mouth. The range is either a 30ft cone or a 60x15ftft line in front of you. All creatures in range must make a DC-16 dexterity save or take 100 fire damage (1/2 on a success). Any metal pieces of gear hit with this attack will be completely melted and unusable.
After fully using any of these, you will be paralyzed for 1D8 rounds.
Starting Equipment
- Leather Armor
- Any Simple Weapon
- 20 Darts
- An Explorer's pack or a Dungeoneer's pack
Subclass Options
Second Generation
Second generation pyrokinetics are people who are born with an innate ability to control fire, but find difficulty in creating fire by themselves beyond a simple cantrip. They will usually require an outside source like a torch, a campfire, or even a candle. As long as a fire is present though, a second generation can fully use it to the best of their abilities.
Fire Control
At 2nd level when you invest in your Second generation abilities, you gain the ability to control any source of fire within a 30ft radius of you. You can do the following things:
- You can use a torch as a proper weapon with proficiency. Torches are now light finesse weapons for you and they can deal 1D6+str/dex fire damage.
- You can use a bonus action to either dim or brighten any fire-based light source that is currently lit. You can brighten the light's max range up to 20ft or dim it down to near-darkness.
Flame Familiar
Starting at 6th level, you can perform a special action that can create a small familiar. Creating the familiar requires an existing flame source that is at least torch-sized. The familiar takes the shape of any small creature of your choosing. However, this creature looks as if it is perpetually on fire. The fire does not cause damage to its surrounding area and only deals damage towards hostile creatures. This flame familiar has the following stats. You can control the familiar to move and attack by using your bonus action:
- AC: 12
- HP: 25
- Speed: 30ft
- Attack: +5 1D8+3 Fire damage
Enhanced Fire Control
At 8th level, you second generation powers have improved some more. You can now do the following:
- You can turn a lit torch into a deadly ranged missile. As an attack, you can turn a lit torch that you are holding into a ranged attack. The attack has a 60ft range and upon impact, all creatures within 5 ft of the target zone must make a DC-13 dexterity save or take 3D6 fire damage. The torch is destroyed after impact.
- You can roll a constitution check of 13 as an action to massively increase the size of a fire. If you make the check, select the source of fire to target. That fire expands an additional 5ft out per successful cast (Up to an additional 25ft). Creatures that enter the enhanced fire zone take 10 points of fire damage.
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