The true pyromancers invoke the first flame, having come to the realization that fire was in fact at the heart of creation. Their symbol is the fireflower. The oldest members of their order are said to reside in secluded temples dedicated to tending its embers. Their order is splintered into many different philosophies.
At 5th level, you must accept one of the following permanent curses:
Flame tenders - You can no longer apply temporary health or block via magic. If by any spell or scroll you would do so, you deal twice the amount of fire damage as the temporary health you would otherwise bestow, and you apply the on-fire condition to creatures per instance of block or temporary block it would grant. non-magical abilities and items, enchanted items, and wands are immune to this effect. On-fire conditions applied in this way feed magical and supernatural fires (subject to GM.)
Zealots of the first flame - All poison and cold damage you deal via spells, scrolls, wands, or enchanted items is instead converted to fire damage. If by any spell you would apply the chilled or poisoned condition, you instead deal an extra 1d4 radiant damage.
The purifying order - You can spend 1 rest dice as an action to deal 2d6 fire damage to a creature within touch or 10ft of you. If you do so, make a religion check vs every curse or magical ailment afflicting the target, removing the effect on a success.
The ember walkers - You gain resistance to fire damage. You can spend 1 rest dice as an action to compel a fire elemental within 15ft, forcing it to make a wisdom save (DC 9 + prof + wisdom bonus,) becoming charmed for 1d8 rounds on a success. If you slay such a fire elemental while it is compelled, you instead gain immunity to fire damage while in any place other than the material.
The chaos flame - You can no longer heal via spells. Any healing you would apply via spells is instead converted into radiant damage.
At 5th level, you can spend 1 rest dice when dealing fire damage with a spell to increase the damage amount by 1 dice. When doing so, the range of any cone, ray, breath, or ranged attack spells is increased by 5ft.
At 5th level, you can learn 1 fire damage dealing spell from any class of magic. It must be lvl 2. Treat is as a druid spell and use wisdom as the casting modifier.
At 6th level, you can learn 1 fire damage dealing spell from any class of magic. It must be lvl 3. Treat is as a druid spell and use wisdom as the casting modifier.
At 7th level, you can learn 1 fire damage dealing spell from any class of magic. It must be lvl 4. Treat is as a druid spell and use wisdom as the casting modifier.
At 7th level, you can use mysticism to reroll any dice of choice in your spells, so long as they are spells that deal fire damage.
At 8th level, you can learn 1 fire damage dealing spell from any class of magic. It must be lvl 5. You can cast it using a lvl 4 spell slot IF you do not have lvl 5 spell slots and even if you could not yet cast lvl 5 spells. Treat is as a druid spell and use wisdom as the casting modifier.
At 8th level, choose one upgrade from the list below:
The healing flame invocation - You can spend 2 rest dice to deal 3d8 fire damage to a creature but granting them regeneration 1d10 for 1d8 rounds. This ability is not affected by any order of pyromancy effect.
The blackflame heresy - You can spend 3 rest dice when dealing fire damage to a creature to increase the damage dealt by 1 dice, change the damage type to necrotic, and cause the damage dealt to become cursed (cannot be healed unless creature is uncursed, or until finishing a long rest.)
Channel chaos fire - When casting a spell that launches fire damage dealing projectiles, you can spend 1 rest dice to increase the amount of projectiles by 1.
The dragonflame heresy - You can spend (max 6.) rest dice or a spell slot as a bonus action to breathe fire in a cone. The size is 20ft + 10ft per rest dice or lvl of the spell slot used, and the damage is 3d8 + 1d8 per rest dice or lvl of the spell slot used. Creatures caught must make a dexterity save (DC 10 + prof + wis bonus) to halve the damage. If you have an innate breath attack, increase the damage and range by half of that of your innate breath attack.