Way of the Flame

Wizards that specialise in the use of fire magic are known as students of the flame. Their destructive tendencies and utter disregard for subtelty in their magics draws the fear of many and the disdain of more. Despite their lack of favor among many of the higher tiers of wizadry, none can deny the effectiveness of the magics known as the way of the flame. This has led many wizard schools, usually those focused on evocation, to attempt to replicate the power of the flame while keeping themselves in line with the standards of wizard society. Some succeeded in this task of control, some did not, but all experienced the way of the flame.

Flame Savant

Beginning when you select this Arcane Tradition at 2nd level, the gold and time you must spend to copy a spell that either deals or interacts with fire or fire damage (Fireball, Protection from Energy, or Control Flames for example) into your spellbook is halved. You also learn the Fire Bolt cantrip. If you already know this cantrip, you learn a different wizards cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

Scorching Flames

Starting at 2nd level, your training in the way of the flame has granted your fire spells extra spontaneity and allows them to lash out more violently than before. When you deal fire damage to a single creature, you may deal extra fire damage equal to half your Wizard level (rounded up). As you increase in level, you may damage other creatures within 5 feet of the target. The number of creatures you can hit with this effect is equal to half your Wizard level (rounded down) and the original target of the spell must be one of these creatures.

Heart of Flames

Starting at 6th level, your body has not only grown accustomed to the heat of the flame, but has began to produce this heat itself. Your skin is warm to the touch but is not hot enough to harm anything. You gain resistance to cold and fire damage and ignore the effects of extreme heat or cold.

Heating Up

Beginning at 10th level, you have learned to channel the heat of the flame through your body and can release it with ease. After casting a spell of 1st level or higher that deals fire damage, you may cast Fire Bolt as a bonus action with advantage on your attack. Fire Bolt cast in this manner has a maximum damage of 2d10.

Wildfire

At 14th level, you become one with the chaotic nature of the flame and have given in to the unpredictable nature of fire magics. You gain a number of Wildfire points equal to your Wizard level + your Intelligence modifier.

Whenever you make a spell attack that deals fire damage, you may take the attack at disadvantage (even when casting Fire Bolt using Heating Up). If the attack hits, you may expend a number of Wildfire dice up to your Intelligence modifier and add 1d6 damage per Wildfire point expended to the damage of the spell.

You regain your expended Wildfire points when you finish a long rest.













































Art by TristBerndtArt

1