You have a magical connection to the essence of fire that lets you control and manipulate flames. It could be that your bloodline was touched by a being of fire, such as a devil of Hell or an Efreeti prince from the Plane of Fire. Perhaps you were burned by a magical fire and it left a permanent scar on you, deeper than your skin and into your being. Whatever the origin of your powers, sorcerers bestowed with this gift wield wider magics through their connection to this essential element of the multiverse.

The power that comes with being a pyromancer affects sorcerers differently. It’s common for pyromancers to let their connection to fire manifest in other areas of their personality; being quick to anger or showing outstanding passion. Some love fire with a mania, never wanting to let a flame and die reflexively feeding fire whenever they encounter it. Others feel terrified of the awesome destructive potential they wield, and fear losing control.


Starting at 1st level, you can light fires just by touching flammable materials.

You learn the produce flames cantrip and it doesn’t count against the number of cantrips you know.

You also gain a new way to attack with the flame created by the spell. When you cast this spell, or as an action on a later turn, you can focus on an object that you are touching and it will ignite if flammable. If the object is being worn or carried, you must first hit the creature wearing or carrying it with a melee spell attack.

The item will continue to burn until a creature takes an action to extinguish it, dealing 1d8 fire damage to the targeted object at the end of each of your turns.

This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Starting at 1st level, you’ve learned to channel the fire that flows through your veins, unleashing its burning power in a fearsome display. As a bonus action, you can expend a 1st level spell slot, and gain the following benefits for 1 minute:

  • You shed bright light for 30 feet and dim light for an additional 30 feet.
  • The first time a creature hits you with a melee attack or touches you each turn, that creature takes fire damage equal to your Charisma modifier.
  • Damage dealt by your attacks and spells ignores resistance to fire damage.
  • You have resistance to fire damage.

The appearance of this manifestation is up to you.

Your body could become wreathed in flames, or your eyes could glow like coals, or maybe your hair turns bright orange and you leave trails of fire behind you when you move your body.

Roaring Flame

At 6th level, when you use your Ignite feature and cast a spell using a spell slot that deals fire damage, targets who take that fire damage are also burned.

You can use this feature once and must finish a short or long rest before you can do so again. At 14th level, you can use this feature twice between rests.

Spirit of the Phoenix

At 14th level, when you are reduced to 0 hit points or would be killed outright, your body erupts in a glorious blaze and your essence is reformed from the Plane of Fire for a time. For the next minute, your body is unconscious but stable, but your spirit remains and manifests itself in the nearest unoccupied space. Your fiery spirit is under your control and uses the fire elemental game statistics, except it understands the language you know but can’t speak. After one minute or if your spirit is reduced to 0 hit points, it disappears and you begin dying. Likewise, if you recover any hit points, your fiery spirit disappears.

Once you use this feature, you must finish a long rest before doing so again.


Starting at 18th level, as an action you can create a hellfire landscape in the area around you. The ground in a 60 foot radius centered on you turns molten and burst in flames. Each creature in the affected area must make a Constitution saving the first time it enters the area or starts its turn there or take 4d10 fire damage, or half as much on a successful save.

You also can carve out niches of safety in the inferno. When you use this feature you can choose to begin to concentrate as though concentrating on a spell. If you do so, you can choose a number of creatures equal to your Charisma modifier to automatically succeed on their saving throws against the effect, and they take no damage instead taking half damage for the successful save. This protection lasts as long as you keep concentration, and permanently ends if your concentration is broken as fire spreads throughout the affected area.

Once you use this feature, you must finish a long rest before you can do so again.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

This is not the complete section 15 entry - see the full license for this page