Pyromancer

As a Pyromancer, you gain the following class features

* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Pyromancer level after 1st

#### Proficiencies

* **Armor:** Light Armor, Light Shields
* **Weapons:** Simple, Martial (Swords), Special (Swords)
* **Tools:** Glassblowing Kit, Smithing tools

* **Saving Throws:** Constitution, Wisdom
* **Skills:** Chose 3 from: Acrobatics, Animal Handling, Arcana, Athletics, History, Insight, Perception, Religion, Smithing, and Survivial.

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* *(a)* 2 Simple Weapons, or *(b)* Any Simple Weapon and any Light Shield, or *(c)* any Martial Sword
* *(a)* Leather Armor and any Simple Ranged Weapon (20 Ammo), or *(b)* Studded Leather Armor
* *(a)* 1 Tool Kit you are proficient in, or *(b)* Any Martial Ranged Weapon (20 Ammo)
* *(a)* an Explorer's Pack, or *(b)* a Priest's Pack

## Spellcasting

Using your Pyromancer's Flame, you are able to summon forth a variety of elements coming from your soul. You use Constitution to cast your spells, as it resembles your willpower and ability to resist pulling parts of your soul to form heavy and powerful magics. Pyromancers, not unlike Warlocks, gain their power from a powerful creature gifting them a "flame". This Flame is what Pyromancer's use to cast their spells, requiring no focus.

### Cantrips

You know two cantrips of your choice from the Pyromancer spell list. You learn additional Pyromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pyromancer table.

### Spell Slots

The Pyromancer table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

### Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Pyromancer spell list. The Spells Known column of the Pyromancer table shows when you learn more Pyromancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can pick a new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Pyromancer spells you know and replace it with another spell from the Pyromancer spell list, which also must be of a level for which you have spell slots.

### Preparing and Casting Spells

The Pyromancer table shows how many spell slots you have to cast your spells. To cast one of your Pyromancer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Pyromancer spells that are available for you to cast, choosing from the Pyromancer spell list.

### Spellcasting Ability

Constitution is your spellcasting ability for your Pyromancer spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Pyromancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

### Ritual Casting

You can cast a Pyromancer spell as a ritual if that spell has a ritual tag and you have that spell prepared/that spell is in your spell book.

## Pyromancy Flame

At 1st level you are able to cast pyromancy spells using nothing but your hands. You can also use this flame as a melee attack and deal 1d4+Proficiency bonus fire damage.

## Pyromantic Origin

Starting at 1st level, chose a pyromantic origin, which describes the source of your burning will, chose one from the list of available origins.

* Draconomancy
* Electromancy
* Endermancy
* Glaciermancy
* Hemomancy
* Infernomancy
* Obsidianborn
* Ordiomancy
* Radiantemomancy
* Zielomancy
* Cryomancy

Your choice grants your features at 1st, 6th, 12th, and 18th level.

## Meditation

Starting at 2nd level, you gain the ability to hold focus on your spells. Whenever you make a Concentration saving throw for a Pyromancer spell, you have advantage.

*at 9th level, if you fail a saving throw for losing concentration, you may instead take half your hit die in psychic damage rather than losing concentration*

## Combustible Weaponry

Starting at 7th level, whenever you make an attack roll with a melee weapon or unarmed attack and critically hit or critically fail, you may deal 1d10+Your level x2 fire damage to your target.

## Extra Attack

Starting at 10th level, you may attack twice when using the attack action instead of once.

## Pyromantic Resilience

Starting at 11th level You become resistant to fire damage, and at the end of a long rest you may chose to become resistant to radiant damage or immune to fire damage, but at the cost of being weak to cold damage.

*at 16th level, you become immune to fire damage indefinitely*

## Stable Mind

Beginning at 17th level, you become immune to being Frightened. In addition to this, you have advantage on saving throws made against being Charmed or Magically put to sleep.

*At 19th level, you are immune to being Charmed or magically put to sleep*

## Beast Within

Starting at 20th level, you may become an avatar of your pyromantic origin for 1 minute. You gain the benefits listed from your Pyromantic Origin.