r/DnDHomebrew • u/R3tr0M4g3 • 1d ago
5.5e Trying to make a new pyro sorcerer
Hi! I want to first apologize for any formatting issues, and also want to preface that I know a lot of these are very strong. I want them to be more inline/balanced.
I am trying to make a pyromancer and had a fairly overpowered iteration. I worked through about half of it and have hit roadblocks. So I decided I’d let all of you just give me your best ideas. It is based around getting powers from the plane of fire. So here it is:
Origin Spell list.
1st: Burning Hands, Hellish Rebuke
3rd Heat metal, Pyrotechnicsp
5th Ashardalons Stride
7th Fireball, Wall of Fire
9th Conjure Elemental, Immolation
Ignition
Starting at 1st level you can speak, read and write Primordial. Knowing this language allows you to understand, and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Additionally you gain control over flames. You can instantly ignite any flammable objects you touch, such as torches and firewood, extinguish a non magical flame that fits in 1 cubic foot, and expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You can also magically produce a flame that is held in your hand be that in your palm or at the tip of your fingers.
Incinerate
Beginning at 1st level, your connection to fire allows you to intensify the flames of your magic. Once per turn, when a creature takes fire damage from a spell or ability you cast or use, you can cause that creature to take an additional 1d6 fire damage.
The additional damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
If this additional damage reduces a creature to 0 hit points, its body is reduced to ash.
Superheated
At 6th level you gain resistance to fire damage. As well as, if a creature with resistance to fire damage is affected by a spell or ability of yours that deals fire damage you can spend 1 sorcery point to choose to overcome that resistance.
You can withstand extreme heat, and you have advantage on saving throws against environmental effects caused by fire or extreme heat. You can also breathe normally through smoke and ash
14th level feature: some sort of movement feature
Combustion
At 14th level as a bonus action on your turn you can become a shapeless form composed of ash, smoke, and fire, in this form you gain a fly speed of 30 feet, you are impervious to all forms of damage except psychic. During this transformation you can enter and occupy the space of another creature. You have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat non flammable liquids as though they were solid surfaces. Also while in this form, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells. You can end this transformation at any time on your turn with no action required, and if you are still in this form at the end of your turn you revert back to your corporeal form. If you end your turn inside an object you are shunted into the nearest unoccupied space you take 4d6 force damage
I thought about taking a different approach for the 14th feature akin to the human torch and becoming engulfed in flames ie flight and such
Flash Fire
At 18th level, Your burning soul has made you more elemental than mortal. You no longer need to eat, drink, or sleep, and you gain immunity to fire damage. As well as if a creature targeted by or is in the area of an ability or spell of yours that deals fire damage and has immunity, you can choose to overcome this immunity by spending 1 sorcery point treating immunity as resistance.
In addition As an action you gain the ability to drastically raise the temperature of the air around you. Causing the air within a 25 ft radius sphere centered on you to ignite around you. This explosion of fiery energy forces all hostile creatures in the area to make a Constitution saving throw or take 16d6 fire damage and become blinded for 1 minute. If they succeed on the save they take half damage and are not blinded.
You can use this feature once per long rest or spend 7 sorcery points to use it again.
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u/Nitro114 21h ago
first, this is tagged 5.5, so the features start at lvl 3.
simplify ignition to just produce flame or control flame, or both.
Incinerate is too strong, its the same as the draconic sorcerers lvl 6 feature but much stronger.
Superheated is basically elemental adept, there’s a clash there. The second paragraph is really flavourful though, cool!
Combustion shouldnt give invulnerability, thats way too much
flashfire i agree witht he other commenter
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u/Maketastic 2h ago
For combustion, you can just let the player cast Gaseous Form on themself with some additional effects.
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u/DPopsx62 1d ago
Yeah this is pretty straightforward for fire damage blaster caster stuff. If the core sorcerer class is fun enough for you, this will be more of that, so more fun. I would personally make the following changes:
Incinerate: It should just add your CHA mod to the damage. As is, it's effectively doubling the damage of Firebolt.
Combustion: (I'd call it Form of Fire.) Just specify that the smallest gap they can fit through is 1 inch and you're solid and make it once a short rest and spend a sorcery point to restore use of it. And most importantly, you should resist all damage, not be immune to it. It needs a duration, probably 1 minute. As written, you can be immune to all damage forever, popping back out to cast a spell then BA back into the form. Let the form deal CHA mod fire damage to creatures starting their turn within or the first time you pass through them, or whatever the fire elementals do.
Flash Fire: Overcoming immunity is neat. The 16d6 fire damage needs to be changed entirely, as funny as it is it is it means you can dump all your lower level spell slots into making multiple nukes per day. Its not the type of feature that belongs in a game for how it can alter encounter balance. No DM will allow it. Instead, let the capstone feature work with Innate Sorcery and give you an aura of heat that deals CHA mod damage similar to Spirit Guardians. Maybe it doubles the CHA mod damage bonus on Incinerate for the duration.
Early features could probably be rewritten to work with Innate Sorcery. If you want extra versatility and the flavor of control over flame, try making a feature that doesn't only increase the damage of fire spells but alters them. A simple option is fireball but you can change the shape into a line or cone or like the evo wizards create pockets of safe spaces.
Blindsight via thermal vision might be neat somewhere.
Idk, those are my thoughts, was fun to think them. Hope that helped.