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Firemage

The wizard most classically associated with war, firemages can manipulate powerful conflagrations against their foes. Despite its roots in battle however, these mages are often far more complex than many expect—much like how fire destroys but also gives warmth, firemages tend to be highly spiritual and understand the cycle of creation and destruction more intimately than any other wizard.

Cleansing Fire

When you choose this archetype at 2nd level, you learn how to use flame to not just harm but heal. When you cast a spell of 1st-level or higher that deals fire damage, you can choose one creature that would take damage from the spell. Instead of taking damage from the spell, it is healed for a number of hit points equal to the spell’s level plus your proficiency bonus.

Rituals of Fire

Also at 2nd level, you can peer into flames to learn of what lies ahead. By spending 10 minutes meditating while staring into a flame that fills at least a 5-foot cube, you can cast augury without spending any spell slots.

At 6th level, by burning an object with a connection to a creature and spending 10 minutes in meditation, you can cast locate creature in this way. 

At 10th level, by creating a fire large enough to fully immerse yourself in and stepping into it (taking no damage), you can cast dream , with yourself as the messenger. If the fire goes out before you end the spell, you take 4d6 psychic damage and the spell ends. After casting it in this way, you cannot do so again until you finish a short or long rest .

Clinging Flames

At 6th level, when you cast a spell that deals fire damage and forces a saving throw , creatures that fail their first saving throw against it suffer ongoing fire damage equal to your Intelligence modifier. At the start of each of its turns a creature repeats the saving throw, ending the ongoing fire damage on a success.

Blazing Mastery

At 10th level, your flames can scorch even those typically resilient to them. Fire damage from your spells treats immunity to fire as though it were fire resistance , and ignores fire resistance entirely. Additionally, you gain resistance to fire damage, and you ignore fire damage dealt by your own spells.

Offerings in Kind

At 14th level, you can seek the aid of higher powers in your time of need. As an action, you urge the spirits of fire to intervene, and roll 1d100. If the result is equal to or lower than your wizard level, the intervention comes immediately. If not, the spirits make a demand in turn (which may be a high price) and do not intervene until the price is paid. The Narrator determines the price, and the exact nature of the intervention, though a wizard spell of any level is usually appropriate. If intervention occurs, this feature can’t be used again for 7 days. Otherwise, you can try again after a long rest. The complete scope of this power is dependent on the Narrator’s discretion—for a high enough price, anything is possible.

Finally, your insight into fire magic deepens as a result of your connection to fire spirits. If you can find a written record of it, you can copy any fire spell into your spellbook as if it were a wizard spell. Once you do, it is a wizard spell for you.