How It Works Primer Guides Tools Pricing About FAQ Blog Contact Sign in Sign Up

D&D Build GuideHow to Build a Pyromancer

Fire Bolt, Fireball and a healthy disregard for the furniture: the classes, species and spells that make a fire caster work, how to handle fire resistance, and three builds.

2024 RULES

What Makes a Pyromancer

Fire has the best area damage in D&D at almost every spell level, from Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireA thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning. to FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. to Meteor SwarmMeteor Swarm9th-level EvocationCastingActionRange1 mileDurationInstantaneousSaveDexterityDamage20d6 FireBlazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw.. A pyromancer is a caster who builds around it:

  • A class with the big fire spells: sorcerer, wizard, Fiend warlock, or a druid or cleric who picks them up.
  • Something that makes fire hit harder, like the Draconic sorcerer's Elemental AffinityElemental AffinityLevel 6 featureYour draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. or the Evoker's Empowered EvocationEmpowered EvocationLevel 10 featureWhenever you cast a Wizard spell from the Evocation school, you can add your Intelligence modifier to one damage roll of that spell..
  • A plan for fire resistance, because devils, red dragons and fire elementals will not care about your Fireball.

This guide uses the 2024 rules. Ability score increases come from your background, so any species can play any pyromancer.

Thrain's take

Fire is honest. Everyone in the room knows what you're about to do, including the innkeeper. Tell me what's flammable before you cast and I'll tell you what catches. Just know the bill comes to the party.

Best Classes for a Pyromancer

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Sorcerer
Draconic Sorcery with a fire dragon gives Elemental AffinityElemental AffinityLevel 6 featureYour draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. at level 6: Resistance to fire and your Charisma modifier added to fire spell damage. Transmuted Spell swaps the damage type when something is immune.
Legendary
Wizard
Every arcane fire spell, and the Evoker shapes them: Sculpt SpellsSculpt SpellsLevel 6 featureYou can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. keeps allies safe inside your FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion., and Potent CantripPotent CantripLevel 3 featureYour damaging cantrips affect even creatures that avoid the brunt of the effect. still singes enemies that dodge.
Legendary
Warlock
The Fiend Patron adds Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireA thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning., Scorching RayScorching Ray2nd-level EvocationCastingActionRange120 feetDurationInstantaneousDamage2d6 FireYou hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage., FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. and Wall of FireWall of Fire4th-level EvocationConcentrationCastingActionRange120 feetDuration1 minuteSaveDexterityDamage5d8 FireYou create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. to the list, and Hellish RebukeHellish Rebuke1st-level EvocationCastingReactionRange60 feetDurationInstantaneousSaveDexterityDamage2d10 FireThe creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. is already on it. Pact slots always cast at full level.
Epic
Druid
Produce FlameProduce FlameConjuration cantripCastingBonus ActionRangeSelfDuration10 minutesDamage1d8 FireA flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again., Heat MetalHeat Metal2nd-level TransmutationConcentrationCastingActionRange60 feetDuration1 minuteSaveConstitutionDamage2d8 FireChoose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell., Flaming SphereFlaming Sphere2nd-level ConjurationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityDamage2d6 FireYou create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration., Wall of FireWall of Fire4th-level EvocationConcentrationCastingActionRange120 feetDuration1 minuteSaveDexterityDamage5d8 FireYou create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. and Fire StormFire Storm7th-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage7d10 FireA storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube.. A Circle of the Land druid who picks arid land adds Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried., Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireA thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning. and FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion..
Epic
Cleric
The Light Domain (Player's Handbook) gets the arcane fire spells as domain spells. Even without it, Flame StrikeFlame Strike5th-level EvocationCastingActionRange60 feetDurationInstantaneousSaveDexterityDamage5d6 FireA vertical column of brilliant fire roars down from above. is half Radiant, so it burns things that shrug off fire.
Rare
Paladin
Searing SmiteSearing Smite1st-level EvocationCastingBonus ActionRangeSelfDuration1 minuteSaveConstitutionDamage1d6 FireAs you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. sets your sword on fire. Fun, but a fire-flavoured paladin, not a pyromancer.
Uncommon

Best Species for a Pyromancer

Tiefling (Infernal)
Fire Resistance and Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. at level 1, Hellish RebukeHellish Rebuke1st-level EvocationCastingReactionRange60 feetDurationInstantaneousSaveDexterityDamage2d10 FireThe creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. at 3. A fire mage from birth, on any class.
Legendary
Dragonborn (Red, Gold or Brass)
Fire Resistance and a fire Breath Weapon. The Breath Weapon replaces one of your attacks, so it shines on a caster who takes the Attack action now and then.
Legendary
Goliath (Fire Giant)
Fire's Burn adds a d10 of fire damage when you hit with an attack roll, spell attacks included, a few times per Long Rest. Great on Scorching RayScorching Ray2nd-level EvocationCastingActionRange120 feetDurationInstantaneousDamage2d6 FireYou hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage..
Epic
Human
Versatile adds an Origin feat. Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. (Wizard) gives a sorcerer or warlock Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. and a free Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireA thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning..
Rare
Elf (High Elf)
The High Elf cantrip can be swapped for Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried., and Misty StepMisty Step2nd-level ConjurationCastingBonus ActionRangeSelfDurationInstantaneousBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see. at level 5 gets you out of the fire you started.
Uncommon

Best Fire Spells

Cantrips

Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. Long range, big die, lights things up
Produce FlameProduce FlameConjuration cantripCastingBonus ActionRangeSelfDuration10 minutesDamage1d8 FireA flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. The druid's Fire Bolt, plus a torch
Sorcerous BurstSorcerous BurstEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d8You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. Fire, or any other type when you need it
ElementalismElementalismTransmutation cantripCastingActionRange30 feetDurationInstantaneousYou exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Light candles, warm hands, look the part

1st and 2nd Level

Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireA thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning. A cone of fire for the goblin crowd
Chromatic OrbChromatic Orb1st-level EvocationCastingActionRange90 feetDurationInstantaneousDamage3d8You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. Fire until something resists it
Hellish RebukeHellish Rebuke1st-level EvocationCastingReactionRange60 feetDurationInstantaneousSaveDexterityDamage2d10 FireThe creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. Burn whoever hit you
Scorching RayScorching Ray2nd-level EvocationCastingActionRange120 feetDurationInstantaneousDamage2d6 FireYou hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Three rays, one or several targets
Heat MetalHeat Metal2nd-level TransmutationConcentrationCastingActionRange60 feetDuration1 minuteSaveConstitutionDamage2d8 FireChoose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. No attack roll, ruins anyone in metal armor
Flaming SphereFlaming Sphere2nd-level ConjurationConcentrationCastingActionRange60 feetDuration1 minuteSaveDexterityDamage2d6 FireYou create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. A rolling fire you steer each turn

3rd Level and Up

FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. The reason to play a pyromancer
Wall of FireWall of Fire4th-level EvocationConcentrationCastingActionRange120 feetDuration1 minuteSaveDexterityDamage5d8 FireYou create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. Split the battlefield and cook one side
Fire ShieldFire Shield4th-level EvocationCastingActionRangeSelfDuration10 minutesDamage2d8 FireWispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. Burn anything that hits you in melee
Flame StrikeFlame Strike5th-level EvocationCastingActionRange60 feetDurationInstantaneousSaveDexterityDamage5d6 FireA vertical column of brilliant fire roars down from above. Half Radiant, so it ignores fire Resistance
Fire StormFire Storm7th-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage7d10 FireA storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. A huge area shaped to miss your allies
Meteor SwarmMeteor Swarm9th-level EvocationCastingActionRange1 mileDurationInstantaneousSaveDexterityDamage20d6 FireBlazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. Fire and Bludgeoning at the very top

Handling Fire Resistance

Fire is one of the damage types monsters most often resist. Devils, red dragons, hell hounds and fire elementals are immune, and plenty of demons resist it. Plan for it before the campaign heads to the Nine Hells:

  • Carry one non-fire option. Sorcerous BurstSorcerous BurstEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d8You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. and Chromatic OrbChromatic Orb1st-level EvocationCastingActionRange90 feetDurationInstantaneousDamage3d8You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. let you choose the damage type each cast. A wizard should prepare one cold or force spell, such as Cone of ColdCone of Cold5th-level EvocationCastingActionRangeSelfDurationInstantaneousSaveConstitutionDamage8d8 ColdYou unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. or Magic MissileMagic Missile1st-level EvocationCastingActionRange120 feetDurationInstantaneousDamage1d4 + 1 ForceYou create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several..
  • Change the type. The sorcerer's Transmuted Spell metamagic turns fire into cold, lightning or another listed type for a Sorcery Point.
  • Take Elemental Adept (Fire) (Player's Handbook) at level 4. Your fire spells ignore Resistance and treat 1s on the damage dice as 2s. It does nothing against Immunity.
  • Pick mixed spells. Flame StrikeFlame Strike5th-level EvocationCastingActionRange60 feetDurationInstantaneousSaveDexterityDamage5d6 FireA vertical column of brilliant fire roars down from above. and Meteor SwarmMeteor Swarm9th-level EvocationCastingActionRange1 mileDurationInstantaneousSaveDexterityDamage20d6 FireBlazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. deal half their damage as another type.
  • Switch to control. Against a fire elemental, your Wall of FireWall of Fire4th-level EvocationConcentrationCastingActionRange120 feetDuration1 minuteSaveDexterityDamage5d8 FireYou create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. is wasted, but a Slow, a hold or an Invisibility on the party is not.

And protect your friends: Protection from EnergyProtection from Energy3rd-level AbjurationConcentrationCastingActionRangeTouchDuration1 hourFor the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder. gives an ally Resistance to fire, and a Draconic sorcerer's Careful Spell or an Evoker's Sculpt SpellsSculpt SpellsLevel 6 featureYou can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. keeps them out of your own blasts.

Three Pyromancer Builds

Dragonborn sorcerer
SorcererThe Red Bloodline
Species
Dragonborn (Red)
Class
Sorcerer (Draconic Sorcery, fire)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
8STR
13DEX
14CON
10INT
13WIS
17CHA

Fire BoltFire BoltEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 FireYou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. and Burning HandsBurning Hands1st-level EvocationCastingActionRangeSelfDurationInstantaneousSaveDexterityDamage3d6 FireA thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren't being worn or carried start burning. at level 1, Scorching RayScorching Ray2nd-level EvocationCastingActionRange120 feetDurationInstantaneousDamage2d6 FireYou hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. at 3, FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. at 5. Elemental AffinityElemental AffinityLevel 6 featureYour draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison. at 6 adds Charisma to every fire spell. Take Transmuted Spell and Careful Spell as your metamagic.

Build the Red Bloodline
Free to start. No card needed.
Tiefling wizard
WizardThe Controlled Burn
Species
Tiefling (Infernal)
Class
Wizard (Evoker)
Background
Sage (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
8STR
13DEX
15CON
17INT
12WIS
10CHA

Fire Bolt from your species, Hellish RebukeHellish Rebuke1st-level EvocationCastingReactionRange60 feetDurationInstantaneousSaveDexterityDamage2d10 FireThe creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one. at 3, and every fire spell in your spellbook. Sculpt SpellsSculpt SpellsLevel 6 featureYou can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level. at 6 means you drop FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. on the melee and your fighter walks out unsinged.

Build the Controlled Burn
Free to start. No card needed.
Goliath warlock
WarlockThe Cinder Pact
Species
Goliath (Fire Giant)
Class
Warlock (Fiend Patron)
Background
Acolyte (Magic InitiateMagic InitiateOrigin featChoose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.)
10STR
13DEX
14CON
8INT
13WIS
17CHA

Eldritch BlastEldritch BlastEvocation cantripCastingActionRange120 feetDurationInstantaneousDamage1d10 ForceYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. with Agonizing Blast for the everyday damage, Fire's Burn on the beams that matter, and the Fiend's fire spells at full pact level. Dark One's BlessingDark One's BlessingLevel 3 featureWhen you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points. keeps you topped up with Temporary Hit Points.

Start an adventure free
Bring your idea to the table. Free to start.

Playing a Pyromancer at the Table

  • Ask what burns. Hay bales, oil lamps, rope bridges, dry forests. Fire changes the battlefield, and your DM will happily tell you what catches.
  • Count your allies before you cast. A FireballFireball3rd-level EvocationCastingActionRange150 feetDurationInstantaneousSaveDexterityDamage8d6 FireA bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. covers a lot of ground. Position first, or use Careful Spell and Sculpt SpellsSculpt SpellsLevel 6 featureYou can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus the spell's level..
  • Know when to stop burning. The fire elemental, the devil, the red dragon: have a plan B ready rather than wasting turns.
  • Think about the aftermath. Burned bodies do not answer questions and burned rooms hold no treasure. Sometimes the cantrip is the right call.
Try it

Build any of the pyromancers above and set a real campaign alight, with a Dungeon Master who knows what is flammable.

Build a pyromancer

FAQ

What is the best class for a fire mage in D&D?

Sorcerer with Draconic Sorcery, which adds fire Resistance and extra damage on every fire spell. A wizard (Evoker) is just as strong and can sculpt its fireballs around allies.

What is the best species for a fire caster?

Tiefling (Infernal), for Fire Resistance, Fire Bolt and Hellish Rebuke. Dragonborn with a red, gold or brass ancestor and the Fire Giant Goliath are close behind.

How do you deal with fire resistance in D&D?

Carry a spell that lets you choose the damage type, like Sorcerous Burst or Chromatic Orb, take Elemental Adept (Fire) to ignore Resistance, or use the sorcerer's Transmuted Spell. Nothing beats fire Immunity, so keep a non-fire option prepared.

Is Fireball still good in D&D 2024?

Yes. Fireball is still the best area damage spell at 3rd level, and nearly every arcane caster can learn it.

Keep reading

Light the first fire tonight

Build a fire caster in a couple of minutes and start an adventure in your browser. Play solo, or bring friends who know to stand back.

This guide includes material from the System Reference Document 5.2 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.