Pyrotechnics By: NeonLightDecay Martial Ranged Weapons Weapon Name Damage Weight Cost Properties Small Flamethrower 1d6 Fire 2 lbs 50 gp Light, Ammunition(Range 15/30), Special Medium Flamethrower 1d8 Fire 6 lbs 125 gp Two-Handed, Ammunition(Range 30/60), Special Heavy Flamethrower 2d6 Fire 10 lbs 250 gp Heavy, Two-Handed, Ammunition(Range 30/60), Special Properties Small Flamethrowers do not cause disadvantage when within 5 feet of target.

Heavy Flamethrowers cannot be used while wearing heavy armor.

Special: Flamethrowers can attack a single target as normal, or as an action the user can make a cone attack instead. The cone is 15 ft long and 5 ft wide at the end and uses 2 liters of ammunition. Each creature in the cone must make a dexterity saving throw. The DC for this throw is equal to 8 + your proficiency bonus with flamethrowers + your dexterity modifier. On a failed save the creature takes 2d4 damage or half as much on a successful save. On a failed save the creature is also considered burning. At the start each of the creatures turns it must make a dexterity saving throw, on a failed save it takes 1d6 fire damage, on a successful save the creature takes half damage and the effect ends. The creature may also use half of its movement to end the effect but still takes the full 1d6 damage.

Flamethrowers can attack a single target as normal, or as an action the user can make a cone attack instead. The cone is 15 ft long and 5 ft wide at the end and uses 2 liters of ammunition. Each creature in the cone must make a dexterity saving throw. The DC for this throw is equal to 8 + your proficiency bonus with flamethrowers + your dexterity modifier. On a failed save the creature takes 2d4 damage or half as much on a successful save. On a failed save the creature is also considered burning. At the start each of the creatures turns it must make a dexterity saving throw, on a failed save it takes 1d6 fire damage, on a successful save the creature takes half damage and the effect ends. The creature may also use half of its movement to end the effect but still takes the full 1d6 damage. Whenever an attack is made using a flamethrower, if the attack roll is a natural 1 (a critical failure) roll a 1d10 and consult the “malfunctioning mechanics” table below: Malfunctioning Mechanics d10 Effect 1-5 No Effect 6-8 The flamethrower overheats you cannot make any attacks with it until the effect ends. You may use an action to cool the flamethrower down, ending the effect, otherwise the effect ends at the end of 1d4 rounds. 9-10 The flamethrower overheats as described above and oil sprays out of the tube. This effect ends your current turn, and you become blinded and vulnerable to fire damage (if you have resistance or immunity to fire damage you now take damage normally) until you use an action to wipe the oil off. Canisters Flamethrowers use oil as ammunition. Each use of a flamethrower costs 1 liter of oil. Small flamethrowers only use 1/2 of a liter per attack. When a character buys a flamethrower they also need an oil canister. These come in all shapes and sizes, some are small to be worn around the waist, others are large and worn as backpacks. Each type holds different amounts of oil and weighs more or less depending on the size and oil within. One liter of oil weighs 2 lbs, and oil costs 1 gp per 2 liters. A small canister can hold 4 liters of oil, weighs 1 lb when empty, and costs 5 gp (however they are normally given free of charge when buying a medium or heavy flamethrower). These canisters are meant to be discrete so two small canisters can be worn at the same time. You may also wear a small canister with a medium or heavy canister.

A medium canister can hold up to 20 liters of oil, it is worn as a decent sized backpack, the canister weighs 5 lbs when empty, and costs 10 gp. Medium canisters cause disadvantage on stealth(dexterity) checks if holding 10 liters of oil or more. You can only wear one medium canisters at a time, and cannot wear a medium canister with a heavy canister.

A large canister can hold up to 40 liters of oil, weighs 10 lbs empty, but only 65 lbs when full, and costs 15 gp. This is due to the nature of the harness used to distribute weight when carrying such a heavy item. While carrying a large canister the wearer’s movement speed decreases by 10 feet if holding more than 20 liters, and causes disadvantage on stealth(dexterity) checks. You may only wear one heavy canister at a time. Swapping and Carrying Canisters Small canisters may be worn with or carried in a backpack.

Medium canisters may be worn with a backpack, but cannot be carried in one.

Heavy canisters cannot be worn with a backpack, however they do have pockets on them that can carry up to 25 lbs of items at one time. You may wear a bag of holding or any similar item with a heavy backpack.

You may switch from any canister to a small canister as an action.

You may switch from a small canister to any canister as an action.

You may switch from a medium or heavy canister to a medium canister as an action, but you cannot take any actions or movement until the end of your next turn. If you are switching from a heavy to a medium you cannot move unless you drop the heavy canister as a free action.

You may switch from a medium or heavy canister to a heavy canister over the course of 1 minute. You cannot take any actions or reactions during this time and your movement speed is 5 ft. Once you switch to the heavy canister you must drop the other canister as a free action.

Tinkering and Modifications Flamethrowers, like any mechanical device, can be altered to meet the users needs. These alterations are not always easy and can lead to some problems along the way. Below is a list of common modifications and their effect on the performance of the weapon. Each modification requires either an alchemical check or a tinkering check using an Alchemist's Tools or Tinker's Tools respectively, the DC is listed in the modification description. Furthermore these modifications cause the machine to be less stable than normal. Whenever you roll a 1 or a 2 on the attack you must roll on the Mechanical Malfunctions table. You may not have multiple modifications on a single flamethrower at the same time. Tuneable Cone: Upon completion of a DC 10 Tinkering or Alchemical check you are able to increase or decrease the size of the special cone attack as a bonus action. When you modify a flamethrower in this way you may increase the width of the cone by 5 ft increments, but must decrease the length of the cone by an equal amount. Or you may increase the length of the cone by 5 ft while decreasing the width by an equal amount. You cannot decrease the length or width less than 5 ft.

Upon completion of a DC 10 Tinkering or Alchemical check you are able to increase or decrease the size of the special cone attack as a bonus action. When you modify a flamethrower in this way you may increase the width of the cone by 5 ft increments, but must decrease the length of the cone by an equal amount. Or you may increase the length of the cone by 5 ft while decreasing the width by an equal amount. You cannot decrease the length or width less than 5 ft. Tighten Nozzle: Upon completion of a DC 12 Tinkering check you decrease the dimeter of the nozzle. This allows the oil and flames to leave the barrel at a higher velocity, thus increasing the range. When you modify the flamethrower in this way the range increases by 15 ft for both ranges (normal and at disadvantage). However doing so means there is less oil hitting the target at any one time and thus the damage decreases. Because of this normal attacks no longer add any modifiers to damage.

Upon completion of a DC 12 Tinkering check you decrease the dimeter of the nozzle. This allows the oil and flames to leave the barrel at a higher velocity, thus increasing the range. When you modify the flamethrower in this way the range increases by 15 ft for both ranges (normal and at disadvantage). However doing so means there is less oil hitting the target at any one time and thus the damage decreases. Because of this normal attacks no longer add any modifiers to damage. Enhanced Oil: Upon completion of a DC 12 Alchemical check you add a potion to the oil in your canister. It now burns brighter than it ever did before. When you modify the flamethrower in this way your attack rolls have a -2, however on a hit the damage increases by 1d6.

Pyrotec Class The alchemical properties of oil have always interested you. The way it shines in the sun, swirling patterns with all the colors of a rainbow. How it burns unyielding and insatiable. There is a beauty to it all equal to the destruction it can bring. You have dedicated your life to understanding it, finally unlocking its true power. You are a Pyrotec, the first of your kind but certainly not the last. Class Features Quick Build First make Intelligence and Constitution your highest abilities. Then take the Sage (alchemist) background. Hit Points Hit Die: 1d10 per level of Pyrotec

1d10 per level of Pyrotec Hit Points at First Level: 10 + Con

10 + Con Hit Points at Higher Levels: 1d10 (or 6) + Con Saves: Con and Int

Con and Int Armor: Light and Medium Armor

Light and Medium Armor Weapons: Flamethrowers, Simple Weapons, and Shortswords

Flamethrowers, Simple Weapons, and Shortswords Tools: Alchemists Kit

Alchemists Kit Skills: Choose any two from Athletics, Insight, Survival, Perception, Intimidation, Investigation, and History Equipment You start with the following equipment in addition to equipment granted by your background: (a) Chain Shirt, or (b) Leather Armor

(a) One Shortsword and Two Small Flamethrowers, (b) a Medium Flamethrower and a Simple Melee Weapon, or (c) a Heavy Flamethrower

(a) Two Small Canisters, or (b) One Medium Canister

(a) An Explorer’s Pack, or (b) 20 gold pieces

Instead of taking the above items you may roll for starting gold: 5d4 x 10 gp The Pyrotec Level Proficiency Bonus Features Pyro Points 1st +2 Flamethrower Mastery, Heated Defense - 2nd +2 Flame Hurl - 3rd +2 Archetype Feature 2 4th +2 Ability Score Improvement 2 5th +3 Afterburner 3 6th +3 Ember Shield 3 7th +3 Archetype Feature 4 8th +3 Ability Score Improvement 4 9th +4 Dangerous Intellect 5 10th +4 Oil Spill 5 11th +4 Archetype Feature 6 12th +4 Ability Score Improvement 6 13th +5 Fast Hands 7 14th +5 Smokescreen 7 15th +5 Archetype Feature 8 16th +5 Ability Score Improvement 8 17th +6 Improved Afterburner 9 18th +6 Oil Bomb 9 19th +6 Ability Score Improvement 10 20th +6 Fire and Fury Unlimited

Flamethrower Mastery Upon taking this class at 1st level, you may use your intelligence ability score for both the attack and damage rolls of flamethrowers instead of dexterity. This only applies to basic flamethrower attacks. You gain a class DC for features and abilities described later in the class. Class DC: 8 + Proficiency Bonus + Intelligence Modifier Heavy canisters no longer slow you down regardless of how full they are, and medium flamethrowers no longer cause disadvantage on stealth checks regardless of how full they are. Furthermore when you roll on the malfunctioning mechanics table at the start of your next turn you may use a bonus action to end any and all negative effect(s) imposed. Heated Defense Beginning when you take this class at 1st level, you may choose to use your constitution modifier instead of dexterity for light armors. For medium armor you may replace your constitution modifier for the dexterity modifier and increase the maximum bonus to 3. Flame Hurl At 2nd level your flamethrowers gain a secondary fire, Flame Hurl. By allowing the gas ammunition to collect in the chamber the user can spend 4 liters of ammunition and lob a fiery bomb as an action. If using a small flamethrower the ammunition required is 2 liters per use. This bomb has a range of 60 for medium and heavy flamethrowers or 30 for small ones. The bomb explodes upon contact with a solid object and hits every creature in a 10 ft radius. The creatures make a dexterity saving throw vs your class DC. The creatures have advantage if they are within 30 feet of the attacker. On a failed save the creatures take fire damage equal to twice the weapons die (ie 2d6 for small, 2d8 for medium, or 4d6 for heavy) or half as much on a successful save. After this ability is used it cannot be used again until the end of the users next turn. At Pyrotec level 10 the ammunition requirement drops to 2 liters per use for medium and heavy flamethrowers, or 1 liter for small. Pyrotechnic Archetype Once you reach 3rd level in the Pyrotec class you must choose a pyrotec archetype. Choose from the archetypes listed at the end of this class description. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. If your DM allows you may instead take a feat and forgo any ability score improvement this level. Afterburner Once you reach 5th level you have learned to push your machinery to the limit and cause it to burn brighter than normal. When you make a weapon attack with a flamethrower on a hit you may increase the damage by 1d8. You may use this ability twice and regain uses after a short or long rest. This damage increases at higher Pyrotec levels: at 9th level the damage increases to 1d10, at 13th level to 1d12 and at 17th level to 2d8. Ember Shield Upon reaching 6th level you gain resistance to all fire damage. In addition when a melee weapon attack is directed at you, you may use your reaction to flare up your flamethrower and increase your AC by 2. You must do this before you know the outcome of the attack roll. Using this ability costs 1 liter of ammunition. You may use this ability twice and regain spent uses after a short or long rest. Dangerous Intellect Upon reaching 9th level, you may add your intelligence score to any attack with a flamethrower and any damage you do that deals fire damage. This is in addition to any other modifiers or proficiencies you gain with that attack (i.e. Flame Hurl now does 2d6+int damage for small flamethrowers and afterburner adds 1d8+int). Oil Spill At 10th level you gain the following feature. As an action on your turn you may use your ammunition to cover the ground in oil. The area covered is equal to 5 ft x 5ft per liter used. You may spend up to 2 liters per action used to do so. This area is now considered difficult terrain. If the oil, any item, or any creature in the area takes fire damage the entire area is ignited. Upon ignition any creature in the area must make a dexterity saving throw with disadvantage vs your class DC. On a failed save the creature takes 4d6+10 fire damage or half as much on a successful save. Any creature that enters the area on their turn must attempt to make a dexterity save, on a failure they take 2d6 fire damage on a success they take half as much. This save applies to any creature that starts their turn in the area, they must attempt to make the save before they take any actions, and on a failed save they take 2d6 fire damage or half as much on a success. Once a creature leaves the affected area they must take an action or bonus action to put themselves out, if they do not they take 1d6 fire damage per turn until they do so. Fast Hands At 13th level you gain the ability to take another action on your turn, this action can only be used for any class feature that requires an action or to take another attack action.

Smokescreen Beginning at 14th level as a bonus action you can create a smokescreen for yourself to obscure your outline. This smokescreen causes all attacks against you to have disadvantage and all attacks you make to have advantage for a number of rounds equal to your constitution modifier (minimum of 1). However if you move more than 5 feet away from where you laid the smokescreen the effect ends. You can also use this bonus action to apply the same effect to any creature you can see within 30 feet of you. Using this ability costs no ammunition. This ability may be used a number of times equal to your intelligence modifier (minimum of 2) and spent uses are regained after a short or long rest. Improved Afterburner At 17th level you may now use your afterburner ability a number of times equal to 2 + your intelligence modifier and regain expended uses after a short or long rest. In addition when you use afterburner you gain the benefits of Ember Shield until the beginning of your next turn. Oil Bomb Upon reaching 18th level you have modified your flamethrower to be able to lob a ball of hot oil at your enemies. As an action you may lob hot oil up to 60 feet at a point or creature you can see within range. All creatures, objects, or solid surfaces in a 30 ft radius centered on the point of impact become covered in oil. Creatures covered in this manner suffer the following: The oil causes creatures covered to be blinded for the duration and decreases their movement speed by half.

Any creature with flight loses all fly speed when covered in oil.

A creature can attempt a constitution saving throw at the end of each of their turns to try and wipe the oil off of them, the DC for this save is your class DC. Creatures of size small or smaller have disadvantage on this saving throw.

Any creature, object, or surface covered in this oil is subject to the same effects as the Oil Spill feature describes. This attack uses 5 liters of ammunition. Oil Bomb can be used a number of times equal to your constitution modifier (minimum of 2), you regain spent uses of this ability after a short or long rest. Fire and Fury You have mastered your talents upon reaching 20th level. With amazing talents such as yours anything is possible. You have altered your flamethrowers to be as efficient as possible. Your attacks with flamethrowers no longer cost any ammunition to use regardless of the feat or ability. Furthermore when you make any attack with a flamethrower you may immediately take another action. You may only use this extra action once a turn. Black Gold Archetype Slick Upon taking this archetype at 3rd level you gain the following ability. As a bonus action on your turn you can spray an oil slick at a creature within 10 feet of you. The creature must make a dexterity saving throw vs your class DC or be knocked prone. This attack uses 1 liter of oil per use. Oil Rig When you take this archetype at 3rd level you may replace your intelligence modifier with your constitution modifier when determining your class DC. Slippery Dodge Once you reach the 7th level of this archetype you gain the following feature. As a bonus action you may cover yourself in oil by spending 1 liter of ammunition. It becomes difficult for enemies to see your movements and even harder to find purchase when attacking. You gain the benefits of the dodge action and do not take attacks of opportunity, this lasts until the end of your next turn. Improved Oil Spill At 11th level your Oil Spill feature is enhanced, Oil Spill still costs one liter per 5’x5’ area, but you may use up to 4 liters per action. Fire Starter You use your oil to keep the flames alive. You have reached the top of your archetype. At 15th level you gain the following feature. As a bonus action on your turn you can spray 2 liters of oil at a creature within 30 ft of you by making a flamethrower attack against that creature. On a hit if that creature has taken fire damage previously in the turn order they immediately take 6d6 fire damage. If they did not previously take fire damage this turn, they are covered in oil until the end of your next turn. Any creature covered in oil in this way takes an extra 4d6 fire damage for every fire based attack that hits it until the effect ends. You may use this ability a number of times equal to your constitution modifier (minimum of 2) and you regain expended uses after a long rest. At 20th level you may use this ability a number of times equal to your proficiency bonus + you constitution modifier + your intelligence modifier.

Flames of the Phoenix Archetype Continuous Fire: When you take this archetype at 3rd level you gain the following feature. If you use your flamethrower to take the attack action on your turn you may make a second flamethrower attack as a bonus action. This attack may be used with Flame Hurl. Furthermore you may add your intelligence modifier to the damage of Flame Hurl at any time. Fiery Touch: When you take this archetype at 3rd level you gain the following feature. You can ignite any oil or flammable object you touch with your hand as a bonus action without spending any oil. Phoenix Flames: When you reach 7th level of this archetype you gain the following feature. Whenever Ember Shield is active any creature that hits you with an attack immediately takes fire damage equal to your Pyrotec level + your intelligence modifier. If the attacker is covered in oil they instead take 1d8 + your Pyrotec level + your intelligence modifier. In addition if you are reduced to 0 hit points you may choose to instead fall to 1 and deal 2d6 fire damage to all creatures within 5 feet of you. This secondary effect may be used regardless of whether or not Ember Shield is active. This secondary effect may only be used once, you regain this use after a long rest. Flame Spin When you reach 11th level of this archetype you gain the following feature. As an attack action on your turn you may spin 360 degrees firing in all directions. Each creature within 15 feet of you must make a dexterity saving throw vs your class DC. On a failed save the creature takes 4d6 + your intelligence modifier in fire damage or half as much on a successful one. Regardless of the roll each creature subject to this effect is now considered burning. At the start of each of the creatures turns they take 2d6 fire damage and must make a constitution saving throw. Upon a success the effect ends after they take the damage, on a failure the effect continues. This attack uses 2 liters of ammunition. You may use this feature a number of times equal to your intelligence modifier, you regain spent uses once you finish a long rest. Phoenix Feathers When you reach 15th level of this archetype you gain the following feature. As a bonus action you can aim your flamethrower at the ground and let the fire burn bright. Upon doing so you gain a flying speed of 40 feet and can hover. Furthermore if you fly over a creature and they are no more than 30 feet below you the creature must make a dexterity saving throw vs your class DC. The creature takes 6d6 fire damage on a failed save or half as much on a successful one. If you are hovering over a creature they make this saving throw at the start of each of their turns and take the associated damage. While you are flying creatures have disadvantage on attack rolls attempting to hit you. This effect lasts for up to 1 minute or until you land or dismiss it as a bonus action. While you are using this effect you cannot take any actions that require your flamethrower. This feature uses 1 liter of ammunition every two rounds (i.e. 5 liters for the full minute). You may use this feature a number of times equal to your intelligence modifier and regain uses after a long rest. At 20th level this effect lasts until you land or use a bonus action to end it. Elemental Burner Archetype Pyro Points: When you take this archetype at 3rd level you gain the following feature. This archetype requires use of pyro points. You have spent time mastering alchemical skills, your pyro points represent alchemical potions you have learned to create. You have a number of pyro points to use each day based on your Pyrotec class level. All spent pyro points are regained once you take a long rest. At level 15 you regain spent pyro points once you take a short or long rest. The points you have per level are listed in the Pyrotec Class Table. Element Shift: Starting when you take this archetype at 3rd level you may pick 2 basic elements from the basic element list below. As a bonus action on your turn you may change the damage type of your flamethrower attacks from fire to one of the elements you’ve taken. This damage type change lasts for a minute, until you end it as a bonus action, or use another bonus action to activate this feature again. Activating this feature or changing the damage type costs 1 pyro point for basic elements and 2 pyro points for advanced elements. At Pyrotec level 7 you may pick a third basic element and one advanced element to use with this feature, at Pyrotec level 11 you gain a fourth basic element and a second advanced element to use with this feature, and at Pyrotec level 15 you may use this ability with any basic element and pick a third advanced element.