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Scourge

fluff quote

(snippets of the class in action, in character)

(brief paragraph describing the class)

section A

describing the source

section B

fluff and relation to abilities

dXtable of some kind
dXtable of some kind

LevelProf. BonusSpecialArts KnownFP
1+2Gather Flame, Power of Flame24
2+2Burn Health, Flame Power39
3+2Desperate Inspiration (d4), Kindling313
4+2ASI418
5+3Flame Power422
6+3Kindling Feature527
7+3Greater Flame531
8+3ASI, Flame Power636
9+4Kindling Feature640
10+4Desperate Inspiration (d6)745
11+4Flame Power749
12+4ASI854
13+5Desperate Inspiration (2 dice)858
14+5Kindling Feature, Flame Power863
15+5Supreme Flame967
16+5ASI972
17+6Flame Power976
18+6Desperate Inspiration (d8)1081
19+6Epic Boon1085
20+6Kindling Capstone, Flame Power1090

Hit Die: d8
Focus Die: d8 (Charisma)

Hit points at 1st level: 8 + Constitution score
Hit points each level beyond 1st: 5 + constitution modifier

Proficiencies:

Armor: Unarmored Defense (Charisma)
Weapons: Axes, Clubs, Daggers
Saving Throws: Constitution, Dexterity
Skills: Choose two of: Acrobatics, Athletics, Arcana, Insight, Intimidation, Medicine
Tools: none

Starting Equipment:

  • Menu A (Weapons)
  • Menu B (Armor or ranged weapon)
  • Menu C (kits)
  • accessory items

Creating a Scourge

Example Build:











Arts: Charisma is your attribute for using arts and determining their saving throws. You may learn pyromancies and invocations of any color.

Gather Flame: You learn the produce flame pyromancy if you have not already. You may have two additional flames, or flame effects, active from this art at 1st level, three additional flames at 7th level, and four additional flames at 15th level.

Power of Flame: You may add your charisma modifier to damage dealt with pyromancies. In addition, you learn one flame power, which you may use when casting a pyromancy. Flame powers require you to consume one of the flames created by your produce flame pyromancy, or take temporary hit point burn up to a maximum your proficiency bonus, to add additional effects or change some aspect of the cast pyromancy. You learn one additional flame power at 2nd level, and another every 3 levels afterward.

Burn Health: Beginning at 2nd level, you may take temporary hit point burn to break the normal limits of augmenting your pyromancy. When casting a pyromancy, you may choose to take 1d6 points of true damage to increase the effective FP you spent on that casting by +1 (possibly exceeding your maximum FP limit) for the purposes of augmenting that art. When you reach 4th level, you may instead choose to increase the amount of true damage you suffer by +1d6 to also increase the effective FP spent by +1, and again at 8th, 12th, 16th, and 20th levels.

Desperate Inspiration: Beginning at 3rd level, you gain 1 desperate inspiration die whenever you complete a short rest, the first time after a long rest your hit points become less than 3/4ths your normal maximum, and again when it reaches 1/2 and 1/4th your normal maximum (temporary hit point burn counts for reaching these thresholds), and whenever you roll a 6 on a d6 when you use your Burn Health ability. At 13th level, you gain an additional desperate inspiration die upon completing a short rest. You lose any unused desperate inspiration dice whenever you complete a long rest. At 3rd level, your inspiration die is a d4, becoming a d6 at 10th level, and a d8 at 18th level. You may use the inspiration die from desperate inspiration in the following ways.

  • Desperate Flame - Whenever you make an attack roll with a pyromancy, before the roll is made, you may spend an inspiration die to gain a bonus to that attack roll equal to the result.
  • Lucky Catch - Whenever you make an acrobatics or athletics check, even after the roll is made, you may spend an inspiration die to gain a bonus to that check equal to the result plus your charisma modifier, potentially turning a failure into a success.
  • Pleading Miracle - Whenever you make a skill check to cast an invocation, even after the roll is made, you may spend an inspiration due to gain a bonus to that skill check equal to the result, potentially turning a failure into a success, or increasing the benefit granted.
  • Refresh - If your current focus points are less than your proficiency bonus, you may spend an inspiration die to gain temporary FP equal to the result. These temporary focus points persist until the end of your next turn.

Flame Powers

[gets 7, so needs 12~15; Each has a basic, weak, effect, plus an additional effect for burning HP]
Burn effect: HP burn limit is equal to proficiency bonus

Ashen Cloud

When creating or expending a flame, you may create a cloud of obscuring ash in a 5ft radius of yourself or one target of the effect. This cloud provides soft cover against ranged attacks and persists for a number of rounds equal to your proficiency bonus. Burn: By taking any hit point burn when activating this flame power, you may cause it to deal fire damage to any creature that remains in its cloud (you may choose to exclude creatures of your choice when creating the cloud); a creature that starts its turn in the cloud or moves into it on the first time on their turn takes fire damage equal to your proficiency bonus. For every 2 points of temporary hit point burn you take when activating this flame power, the cloud's radius increases by +5 feet.

Burning Pyre

By expending an additional flame when casting a pyromancy, you may cause all creatures affected by it to be ignited (1d6) for 1 round. If the pyromancy already causes ignite, then the damage of the ignite is increased by +1d6 for 1 round.
Burn: For every 2 points of temporary hit point burn you take when activating this flame power, the damage from any ignited condition caused by the cast pyromancy increases by +1d6.

Branding Flames

As a reaction when a creature saves against one of your pyromancies that inflicts Ignite (or condition that replaces Ignite), you may spend a flame to mark that creature. This mark lasts for 1 hour or until expended. Burn: As a reaction, you may take temporary hit point burn to force any number of creatures of your choice Branded by this flame power to suffer a penalty to an attack roll, saving throw, or skill check. This penalty is equal to the amount of hit point burn you suffer. You may use this ability after the roll has been made, potentially turning a success into a failure. Once a brand has been activated in this way, the creature suffers fire damage equal to your proficiency bonus and the brand is expended.

Eager Flames

By expending an additional flame when casting a pyromancy, you may reroll a number of damage dice of that pyromancy equal to your proficiency bonus, treating any roll of a 1 or 2 as a 3 instead.
Burn: For every point of temporary hit point burn you take when activating this flame power, you deal +2 points of damage with that pyromancy.

Embers to Ashes

You may expend a flame as a reaction to reduce the ignite damage a single creature or object (up to one 10 foot cube in volume) takes. You reduce the number of dice of damage the ignite deals by an amount of dice equal to your proficiency bonus. If this reduces the damage dice to 0, the ignite effect ends.
Burn: For every point of temporary hit point burn you take when activating this flame power, you may target one additional creature or object, or increase the maximum volume for an ignited object by another 10 foot cube.

Embers to Flames

You may expend a flame as a reaction when a creature suffers ignite damage to increase that damage taken by +1d6, to a maximum total number of ignite damage dice equal to your proficiency bonus. This additional ignite damage persists for the duration of the original ignite. Burn: For every 3 points of temporary hit point burn you take when activating this flame power, you increase the ignite damage by +1d6, and the maximum total number of ignite damage dice for this ability is increased by +2.

Fan the Flames

By expending a flame as a reaction when you ignite a creature or when a creature takes damage from being ignited, you may also deal damage to a creature or object adjacent to it for the same damage, and ignite it for the same duration, but reducing the damage dice by 1 (to a minimum of 0). A successful dexterity saving throw negates this additional ignite.
Burn: For every 2 points of temporary hit point burn you take when activating this flame power, you may choose to ignite one additional creature or object adjacent to one you already ignited.

Fickle Flames

By expending an additional flame when casting a pyromancy, you may exclude a number of creatures from the effect of that pyromancy equal to your charisma modifier (minimum 1).
Burn: As a reaction when a pyromancy or fire effect that covers an area is cast or produced, you may expend a flame and take at least 2 temporary hit point burn to exclude a number of 5 foot cubes from it; you may exclude one 5 foot cube, plus two additional cubes for every 3 points of hit point burn you took.

Knowledge of Death

You learn one red or black necromancy from the circles you have available. These necromancy arts count as pyromancies for purposes of your class abilities. You may take this flame power up to 3 times.

Knowledge of Flames

You learn one additional pyromancy from the circles you have available. You may take this flame power up to 3 times.

Life from Fire

You may use your charisma modifier in place of your constitution modifier to determine your hit points, constitution saving throws, and the amount of HP you recover when spending health dice. Burn: You may take temporary hit point burn as a move action, gaining 5 temporary hit points per point of burn you suffer.

Pyroclastic Bouquet

By expending an additional flame when casting a pyromancy, you are surrounded by a swirl of power for a number of rounds equal to the number of FP spent on that pyromancy. Creatures within 5 feet of you that attack you take fire damage (or damage of the same type as the pyromancy you cast if it did not deal fire damage) equal to your focus die.
Burn: For every 2 points of temporary hit point burn you take when activating this flame power, you gain 5 temporary hit points that last for the duration of the swirl, and deal +5 damage with the retaliation effect.

Scouring Flame

By expending an additional flame when casting a pyromancy, you may convert an amount of the damage it deals into true damage, up to a maximum of your level.
Burn: For every point of temporary hit point burn you take when activating this power, it increases the maximum amount of damage you may convert by the amount of FP spent on that pyromancy.

Secret of Flame

Select one pyromancy you know. You increase the FP maximum for purposes of augmenting its abilities by +1. Burn: You may turn 2 points of temporary hit point burn from your Burn Health ability into full HP burn to pay for this additional increase, and increase the FP limit and payment by +1 for each additional 2 points converted. You may convert a maximum number of temporary hit point burn this way equal to your proficiency bonus for each casting.


Kindling

You are kindling of flame, dedicating yourself to burn with purpose.

Blackflame Kindling

blackflame subclass; Blasty and doubles down on the risky nature of the class. Blackflame deals bonus damage against Corrupted creatures and the Dark. Applies blackflame to even non-mutable pyromancies.

3rd

Empower Flames. (move action to boost the damage of your flames?

6th

Blackflame. You learn the blackflame pyromancy. Any ignite you inflict is half radiant damage, half true instead of fire damage.
Other

9th
14th
20th

Dancing Kindling

3rd

Bonus Proficiencies. You gain proficiency in Performance, or expertise if you already possessed it. You also gain proficiency in Polearms and Whips, and may use the weapon masteries for these weapons.
Fire Dance. You learn one Dance from the Dancer class, and may select more dances whenever you would gain a new pyromancy from your class. Activating and maintaining a Dance requires use of a flame, counting against the number of flames you may have active at one time.
Fire Walk. You can dash as swift action and during this movement you may take the attack action, but must use your flash fire ability for any attacks made during it (you do not need any hands free to make these attacks, only have your flame active). You may use this ability a number of times equal to your proficiency bonus, regaining all expended uses upon completing a short rest.

6th

Extra Attack. Whenever you take the attack action, you may attack twice. You may step or move in between these attacks, but you still expend the action to do so, if any.
Extra Dance. You learn an additional Dance from the Dancer class. Fiery Shield. You may spend a flame as reaction to reduce damage you would take by an amount equal to your cantrip dice plus your dexterity bonus plus your level.

9th

Extra Dance. You learn an additional Dance from the Dancer class.
Other

14th

Extra Dance. You learn an additional Dance from the Dancer class.
Other

20th

Natural Body. (see carniphage)

Storm's Kindling

lightning and thunder subclass; can convert pyromancy damage to lighting and deals bonus thunder damage with flame. Long-range focused, can ignore stormy conditions and gains bonuses in them.

3rd

Levin Spear. You learn the Levin Spear pyromancy if you have not already; otherwise learn one of the following pyromancies Branding Iron, Fire Lash, Inner Fire, Searing Rebuke.
Lightning Rod. You gain resistance to lightning damage, and further decrease the non-magical lightning damage you take by an amount equal to your level. As a reaction, you may choose to become the target of a lightning art or effect that is cast within a 60 foot column of you (the upper limit is the atmosphere above you), or the center-point of one if it targets an area. Every 5 points of lightning damage negated by this ability is converted into 2 storm points, which may be used in place of temporary hit point burn when using flame powers to modify pyromancies that deal lightning or thunder damage.
Winds of the Storm. You learn a minor art, howling wind. It is treated as a pyromancy for you.

Howling Wind. As a standard action, you may force a creature of your choice within 30 feet to make a basic strength save or take bludgeoning damage based on your cantrip dice, and be pushed 10 feet either directly away from you, or directly toward you. In addition, when creating a flame from your produce flame art, you may make it into a zephyr whorl that deals bludgeoning damage. If you expend a zephyr whorl when casting howling wind, it instead affects a 30ft line. A zephyr whorl can be used as if it were a flame.
6th

Levin Quiver. You learn the Levin Quiver pyromancy, and create 1 additional levin bolt when using its base ability to create multiple levin bolts.
Multi-shot (Lightning). When taking the attack action with your levin sparks, you may make an additional attack with levin sparks. In addition, when you throw a levin bolt, you may spend a swift action to throw a second bolt at the same target, or another target within 15 feet of the first target. When throwing a levin bolt in this way, you suffer 2 points of static that persist for 3 rounds; this duration resets and the amount of static stacks with itself if you throw a levin bolt as a swift action again before the original duration expires.

9th

I am the Storm. As a standard action, you may discoporate into a storm cloud. Your size increases by 1 step, and creatures may freely move through your spaces and you may freely move through the spaces of other creatures, as well as gaps of up to 1 inch wide. Creatures are in your space gain the soaked condition, which lasts for as long as they are in your space and 3 rounds afterward. While in this state, you gain the benefit of levin sparks for free and without spending any FP (treat this art as if you spent the maximum amount of FP on it); you may also use howling wind as a swift action, and while in this state you may push affected creatures in any direction instead of the usual limitation. This state lasts for 1 minute, and you may use this ability twice at 9th level, three times at 13th level, and four times at 17th level, regaining all expended uses upon completing a long rest.
Strengthened Winds. Your howling wind can push a creature up to 20 feet if it fails its strength save, and it can affect up to a 60ft line if you expend a zephyr whorl.

14th
20th
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