1. Notes

Arcane Tradition: Silver Pyromancy

Player Option

Arcane magic is a fact of life in Eberron, it is everywhere and all encompassing. A Silver Pyromancer is an arcane champion of the Church of the Silver Flame, taking their place alongside paladins and clerics in the eternal struggle against evil. Some may lack the faith of a cleric or the conviction of a paladin, whilst others may simply have a mind that is better suited to arcane studies. Regardless of how a Silver Pyromancer got on the path they did, they nevertheless channel the power of the Silver Flame.

Templar Training

When you adopt this tradition at 2nd level, you gain proficiency with light armour, and martial weapons.

Divine Initiate

Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a paladin spell. The spell must be of a level for which you have spell slots. Any paladin spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy paladin spells from your spellbook into their own spellbooks.

Additionally, you can use a Holy Symbol as a spellcasting focus for your wizard spells.

Channel Divinity

At 2nd level, you gain the ability to channel arcane energy directly from the Silver Flame, using that energy to fuel magical effects. You start with only one such effect: Turn the Unholy.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.

Channel Divinity: Turn the Unholy

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Conduit of the Silver Flame

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard spell you cast that deals fire or radiant damage. Additionally, whenever you cast a spell that deals fire damage, you can instead choose to have that spell deal radiant damage.

Channel Divinity: Smiting Spell

Starting at 14th level, whenever you cast a spell that deals fire or radiant damage, you can expend a use of your Channel Divinity to cause that spell to deal maximum damage, rather than rolling.