HP, XP, Saving Throws, and Combat Abilities as a Cleric.
|from dark souls|
Every pyromancer has a piece of Fire in them. Not fire, but primordial Fire, the bright, smokeless flame from which the djinn were made, a spark of the flame that ignited the Sun.
Pyromancers are invulnerable to ordinary fire and receive a +2 bonus to saving throws versus magical fire and dragon breath. When they do take fire damage, they subtract 1 from each die of damage. they take.
Pyromancers have a number of Fire dice equal to half their level, rounded up. This represents the size of their internal Fire.
Level 1: (1d6) torchflame: can fit in the palm of their hand.Pyromancer can use pyromancy to do the following within 40 ft/sling range:
Level 3: (2d6) campfire: can fit in a bucket
Level 5: (3d6) bonfire: can fit in the bed of a pickup truck, requires two hands to hold
Level 7: (4d6) pyre: can fit in a bedroom, requires two hands to hold
Level 9: (5d6) conflagration: can fit in a barn, requires two hands to hold
- conjure a flame the size of their Fire or smaller in the palm of their hand for 1 Turn.
- hurl a flame the size of their Fire or smaller.
- extinguish a flame the size of their Fire or smaller.
- move an existing flame the size of their Fire or smaller to any other spot in range
A pyromancer can recover 1 Fire die by drinking a flask of oil. Pyromancers recover all of their Fire dice by resting in a warm, safe place. They can never have more Fire dice than the limit indicated by their level.
But What About Fireball?
Magic as practiced by wizards is fundamentally antithetical to fire. Spells like Fireball, Wall of Fire, and so on produces actinic wer-light that burns without heat and smells like burning metal. There is a piece of forbidden war magic known as False Sun that can create true fire, but only the most unsavory of sorcerers speak of it, and even then quietly.