The Pyromancer
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Pyromancer
Core Fantasy: The Pyromancer is a Charisma-based Breaker who turns fire into precise battlefield tools. In Dungeon Break operations, they act as mobile artillery for GGA fireteams, controlling space with controlled blasts and heat zones while burning through Gate threats.
Level 1 Features
Furnace-Blooded (Level 1)
Your body is adapted to heat and Gate-flame.
Rules:
You have resistance to fire damage from nonmagical sources.
You have advantage on Constitution saving throws you make to maintain concentration on spells from this class.
Artillery Routine (Level 1)
Your fire is drilled for maximum impact.
Rules:
Once on each of your turns when you cast a spell from this class that deals fire damage, you can add your Charisma modifier (minimum 1) to one of that spell’s damage rolls against a single creature or object.
Level 3 Feature
E-Rank: Fireline Discipline (Level 3)
At E-Rank, you learn to place blasts around your squad instead of through them.
Rules:
When you cast a spell from this class that affects an area and deals fire damage, you can choose a number of creatures you can see equal to your Charisma modifier (minimum 1).
A chosen creature automatically succeeds on any saving throw it makes against that spell and takes no damage from the spell.
You can see normally through nonmagical smoke, dim light, or fire created directly by your spells from this class. Those areas are not considered heavily obscured for you.
Level 7 Feature
D-Rank: Scorch Zones (Level 7)
At D-Rank, your hits leave behind pockets of dangerous heat that slow the field.
Rules:
The first time on your turn that you deal fire damage to a creature with a spell from this class, the ground in a 5-foot radius around that creature’s space becomes a scorch zone until the start of your next turn.
A scorch zone is difficult terrain for hostile creatures.
You and your allies ignore difficult terrain created by scorch zones.
Level 10 Feature
C-Rank: Inferno Momentum (Level 10)
At C-Rank, each burn you finish feeds your endurance and tempo.
Rules:
When a hostile creature you can see drops to 0 hit points from fire damage you dealt with a spell from this class or a weapon attack on your turn, you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (minimum 2).
You can gain temporary hit points from this feature only once on each of your turns.
When you roll initiative and you have no 1st-level spell slots remaining for this class, you regain one expended 1st-level spell slot for this class.
Level 13 Feature
B-Rank: Overheat Field (Level 13)
At B-Rank, you can superheat a section of the Gatefield to push damage through resistances and break focus.
Rules:
As an action, you choose a point you can see within 60 feet. You create a 20-foot-radius overheat field centered on that point that lasts for 1 minute.
The area is lightly obscured by heat shimmer but does not block line of sight.
When a creature in the area takes fire damage from you or from a spell cast by an ally, that creature cannot benefit from resistance to fire damage against that instance of damage.
In addition, when a creature in the area that you can see takes fire damage from you, it has disadvantage on the next Constitution saving throw it makes to maintain concentration before the start of your next turn.
You can have only one overheat field active at a time. Creating a new one ends the previous one.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Living Blaze (Level 16)
At A-Rank, your presence bends how fire and cold interact with you and your targets.
Rules:
You have resistance to cold damage.
You gain a flying speed equal to your walking speed.
When you deal fire damage to a creature with a spell from this class, that creature cannot treat you as having half cover or three-quarters cover until the end of your next turn.
When a creature has resistance to fire damage, your fire damage against that creature ignores that resistance. If a creature has immunity to fire damage, it instead takes half damage from your spells from this class that deal fire damage.
Level 20 Feature
S-Rank: Gatebreaker Conflagration (Level 20)
At S-Rank, you become the center of a controlled inferno that rewrites how fire works around a Gate.
Rules:
As an action, you enter a conflagration state that lasts for 1 minute.
While this state lasts:
You have immunity to fire damage.
The area within 10 feet of you is searing ground for hostile creatures. Searing ground is difficult terrain for hostile creatures.
Once on each of your turns when you cast a spell from this class that deals fire damage, you can choose one creature damaged by that spell. That creature takes extra fire damage equal to your Pyromancer level.
Your spells from this class that deal fire damage ignore resistance to fire damage, and creatures with immunity to fire damage instead take half damage from those spells.
The conflagration state ends early if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.