Fire Bender, 2nd Variant (5e Class)

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Fire Bender[edit]

A young criminal tabaxi sits in the shadows of a dark passage, waiting for his next victim, when a seemingly unarmed elf passes by. Encouraged, the tabaxi jumps up, draws a knife and approaches the elf, but little did he know what he just started. Before he can even try to threaten the elf, a blast of flames lands in the tabaxi’s face. Confused, he tries to gather his senses, but his continuing burning flesh makes it hard to concentrate. The next thing he sees is a glowing fist, burning its way through his clothes into his stomach, before his view fades and he knocks down on the ground.

Creating a Fire Bender[edit]

When creating a fire bender character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your fire bender. Did you come from a huge city with more fire benders and were able to train among them? Or did you live in a secluded village and maybe had to hide your special abilities? What led you to take up the adventuring life? Did you feel the urge to explore more than just your little village, maybe to find a master to train you? Did you want to go out into the world to destroy everything standing in your way? Are you part of some kind of military and were sent out as a special fire bender force? Maybe you broke some rules in your town and were banished, leaving you just with your abilities and the things you could carry.

Quick Build

You can make a Fire Bender quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.

Class Features

As a Fire Bender you gain the following class features.

Hit Points

Hit Dice: 1d8 per Fire Bender level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Fire Bender level after 1st


Armor: Light armor
Weapons: Simple weapons, scimitar
Tools: None
Saving Throws: Charisma, Dexterity
Skills: Choose three from Intimidation, History, Persuasion, Deception, Perception, Athletics, Acrobatics


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two scimitars or or (b) a scimitar and any simple weapon
  • a leather armor
  • (a) a dungeoneer's pack or or (b) an explorer's pack

Table: The Fire Bender

Level Proficiency
Chi Burn damage Features Cantrips Known Slot Level
1st +2 2 - Fire Bending, Spellcasting 2 1st
2nd +2 3 1d4 Conflagration 2 1st
3rd +2 5 1d4 Enkai 2 2nd
4th +2 6 1d4 Ability Score Improvement, ASI 3 2nd
5th +3 8 1d6 - 3 3rd
6th +3 9 1d6 Enhanced Bending 3 3rd
7th +3 11 1d6 - 3 4th
8th +3 12 1d6 Ability Score Improvement, ASI 3 4th
9th +4 14 1d6 - 3 5th
10th +4 15 1d8 Logia 4 5th
11th +4 17 1d8 - 4 6th
12th +4 18 1d8 Ability Score Improvement, ASI 4 6t
13th +5 20 1d8 - 4 7th
14th +5 21 1d10 Multi-bender 4 7th
15th +5 23 1d10 - 4 8th
16th +5 24 1d10 Ability Score Improvement, ASI 4 8th
17th +6 25 1d12 Dai Enkai 4 9th
18th +6 27 1d12 - 4 9th
19th +6 28 1d12 Ability Score Improvement, ASI 4 9th
20th +6 30 1d12 Offensive Defense 4 9th

Fire Bending[edit]

At 1st level, you know the cantrips control flame, produce flame and spontaneous combustion.

Also, whenever you walk through flames, they don’t affect you.

As an action, you can allow one creature of your choice within 10 feet of you to be unaffected by flames as well when they walk through them until the start of your next turn and as long as it is within 10 feet of you.


Using the energy in and around you, you can cast spells to shape and use that energy to your will. See chapter 10 for the general rules of spellcasting and further down the section Fire Bender Spells for the fire bender spell list.


At 1st level, you know 2 cantrips of your choice from the fire bender spell list. You learn additional fire bender cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fire Bender table.

Preparing and Casting Spells[edit]

The Fire Bender table shows how many chi points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend chi points according to the spell’s level or higher. You regain a number of your expended Chi points equal to half of your maximum Chi points (rounded up) when you finish a short or a long rest.

You prepare the list of fire bender spells that are available for you to cast, choosing from the fire bender spell list. When you do so, choose a number of fire bender spells equal to your Charisma modifier + your fire bender level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level fire bender, you have 5 chi points. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands and have 2 chi points available, you can cast it as a 1st or 2nd level spell. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of fire bender spells requires time spent in meditation and training: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your fire bender spells, since the strength and accuracy of your abilities depends on your willpower. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a fire bender spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting[edit]

You can cast any fire bender spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus[edit]

You don’t need a spellcasting focus for your fire bender spells. Instead, every fire bender spell automatically gets the Somatic (S) component and you must be able to breath while casting a fire bender spell.


Starting at 2nd level, if a creature takes fire damage from you, it must succeed on a Constitution saving throw against your Spell save DC or is burning for 1 minute. A creature that is burning takes fire damage according to the Burn Damage column of the Fire Bender table on the start of each of its turns. After that, it can make a Constitution saving throw. If it succeeds the burning stops.


Starting at 3rd level, you tap into what drives your Fire Bending to increase the amount of damage you deal. You have one use of Enkai. You regain all your expended uses of Enkai when you finish a short or long rest. You can use Enkai when you are about to throw damage for one of your fire bender spells. When you use Enkai, you increase a number (up to your Fire Bender Level) of damage die that you use by one size (d4 to d6, d6 to d8, d8 to d10, and d10 to d12. You can't go beyond a d12). You must decide before you roll for damage if you want to use Enkai or not. For example, if you use Enkai when you use fire bolt, which deals 1d10 fire damage, you would instead deal 1d12 fire damage.

You gain another use at 7th level and one more at 15th level.

Ability Score Improvement[edit]

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.

Enhanced Bending[edit]

Starting at 6th level, you've learned to harm even the most elementally attuned creatures with your fire. When you deal fire damage to a creature with resistance to fire damage, you ignore their resistance and they instead take normal damage. In addition, when you deal fire damage to a creature with immunity to fire damage, you treat it as if it is resistant.


Starting at 10th level, you can transform parts of your body (and clothes) into literal fire.

If another creature hits you with a melee or ranged attack, you can use your reaction to add your Charisma modifier to your AC for that attack, potentially causing the attack to miss you. In addition, whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to gain this bonus.

You also gain resistance towards fire damage.


Starting at 14th level, you can control your movement and your bending in a way that you can keep up several effects at the same time. You can now concentrate on up to two fire bender spells that require concentration at the same time, without losing concentration on the first one. You can’t concentrate on three spells at once.

Dai Enkai[edit]

Starting at 17th level, when you use Enkai for one of your fire bender spells, you can choose to apply both of the following effects for that spell:

  • You have advantage on all attack rolls.
  • Every creature that must make a saving throw has disadvantage on that saving throw.

You can use Dai Enkai again when you finish a short or long rest.

Offensive Defense[edit]

At 20th level, when you roll initiative and have no uses of Enkai left, you regain one use.

Additional Feats[edit]

Elemental Affinity[edit]

Prerequisite: Fire Bender level 8 or higher

When you have contact with fire or are burning, the Chi cost for each of your fire bender spells decreases by 1.

Fire Bender Spell List[edit]

Cantrips (0 Level)

Create Bonfire (EEPC, pg. 152), Dancing Lights (PHB, pg. 230), Fire Bolt (PHB, pg. 242), Fire Punch, Flame Blast, Sacred Flame (PHB, pg. 272)

1st Level

Bane (PHB, S. 216), Blaze, Burning Hands (PHB, pg. 220), Chromatic Orb (fire damage only) (PHB, pg. 221), Ignition, Detect Magic (PHB, pg. 231), Expeditious Retreat (PHB, pg. 238), Faerie Fire (PHB, pg. 239), Feather Fall (Self only) (PHB, pg. 239), Fire Rune, Flame Cloak, Guiding Bolt (PHB, pg. 248), Hellish Rebuke (PHB, pg. 250), Jump (PHB, pg. 254), Kagerou, Longstrider (Self only) (PHB, pg. 256)

2nd Level

Aganazzar’s Scorcher (EEPC, pg. 150), Blindness/Deafness (blindness only) (PHB, pg. 219), Blur (PHB, pg. 219), Dragon’s Breath (fire damage only, target self only) (XGtE, pg. 154), Flame Blade (PHB, pg. 242), Flaming Sphere (PHB, pg. 242), Heat Metal (PHB, pg. 250), Higan, Pyrotechnics (EEPC, pg. 163), Scorching Ray (PHB, pg. 273), Sea of Fire

3rd Level

Blaze Net, Counterspell (PHB, pg. 228), Elemental Weapon (fire damage only) (PHB, pg. 237), Fireball (PHB, pg. 241), Flame Charge, Flame Step, Hypnotic Pattern (PHB, pg. 252), Lightning Bolt (PHB, pg. 255), Melf’s Minute Meteors (EEPC, pg. 161), Shinka: Shiranui

4th Level

Conjure Minor Elementals (fire only) (PHB, pg. 226), Elemental Bane (fire only) (EEPC, pg. 155), Fire Shield (PHB, pg. 242), Fire Avatar, Thunderbolt, Wall of Fire (PHB, pg. 285),

5th Level

Bigby's Hand (fire damage instead of bludgeoning damage) (PHB, pg. 218), Conjure Elemental (fire only) (PHB, pg. 225), Fiery Dance, Flame Strike (PHB, pg. 242), Immolation (EEPC, pg. 158),

6th Level

Chain Lightning (PHB, pg. 221), Investiture of Flame (EEPC, pg. 159), Magma Storm, Sunbeam (PHB, pg. 279)

7th Level

Delayed Blast Fireball (PHB, pg. 230), Fire Storm (PHB, pg. 242)

8th Level

Sunburst (PHB, pg. 279)

9th Level

Meteor Swarm (PHB, pg. 259)


Prerequisites. To qualify for multiclassing into the Fire Bender class, you must meet these prerequisites: Charisma 13 or higher

Proficiencies. When you multiclass into the Fire Bender class, you gain the following proficiencies: light armor, scimitar

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