Firebender (5e Class)
Firebender[edit]
Firebending, one of the four elemental bending arts, is the pyrokinetic ability to control and produce fire. It is unique among the bending arts, as it is the only one in which the performer can generate the element. The first human firebenders lived in a city atop a lion turtle during the era of Raava and the art later spread to the Sun Warriors, the Fire Nation, and the United Republic of Nations. The Earth Kingdom also has a small firebending minority. As described by Iroh, fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires. However, during the Hundred Year War, a militaristic Fire Nation twisted this into firebending being fueled by rage, hatred, and anger. Firebending draws its power from the sun, and the first human firebenders derived their firebending techniques from the dragons.
Firebending is known for its intense and aggressive attacking style and general lack of adequate defensive moves, although firebenders can modify offensive maneuvers to function as a defense, such as creating large walls of fire or shooting down incoming attacks with fire jabs.
Introduction to the Legend[edit]
During the era of Raava, people received the element of fire from the fire lion turtle that was the guardian of their city, who would grant them the power with energybending. They could request it whenever they ventured into the Spirit Wilds and were to return it when they came back. However, Wan stole the power to better his life and that of his impoverished friends, but was captured and banished. He was allowed to keep the power of fire to protect himself and eventually befriended the spirits. As such, he managed to hone his skills by learning the proper way of bending from the dragons that lived in the Spirit Wilds. He developed his style in such a manner that his fire became an extension of his body, rather than a mere tool for protection as the others perceived it. Others learned of his survival and also set out into the Spirit Wilds with the power of fire, no longer wanting to live under the poor conditions they had in the city.
In the years following, people learned firebending from the dragons that had once populated the land. The first people in the era of the Avatar to learn from the dragons were the Sun Warriors, who understood the connection between the fire of their souls, the fire of the dragons, and the sun. In the remains of their once great civilization, Zuko and Aang discovered that firebending represents energy and life, a concept that had been lost to nearly all firebenders in the Hundred Year War. The true meaning of firebending was forgotten as anger, rage and a desire to dominate began to replace the ideals of life and energy, and how they connect to the sun. The Fire Nation Royal Family encouraged this to aid in the propaganda that fire could be used as a tool to destroy and that the Hundred Year War justified.
Firebenders draw their power from the sun and other solar objects, such as comets, as well as the fiery core of the planet. A solar eclipse has the potential to completely negate a firebender's power, which is the result of a direct connection between the sun and firebending. Additionally, after defeating Katara at sunrise during the Siege of the North, Zuko stated that she rose with the moon, but he rose with the sun, further referencing the sun's importance to firebending. Firebenders are also said to draw power from volcanic energy and lightning.
Creating an Firebender[edit]
Example of firebending |
- Quick Build
You can make a Firebender quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence. Second, choose the Soldier.
Class Features
As a Firebender you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Firebender level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Firebender level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Shortsword
Tools: Jeweler's kit
Saving Throws: Charisma and Intelligence
Skills: Choose 2 of Arcana, Athletics, Investigation, Perception, Performance, Persuasion, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Spear or (b) Quarterstaff
- (a) Shortsword or (b) any Simple Weapon
- (a) Dungeoning pack or (b) Entertainer's pack
- Dice Set and Jeweler's kit
- If you are using starting wealth, you have 5d4 GP in funds.
Level | Proficiency Bonus |
Features | Unarmed Damage Die | Ki Points | Stacking Flames | Burst Speed |
---|---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Blazing Arts, One with the Fire | 1d4 | - | - | 20 |
2nd | +2 | Ki, Reactive Fires | 1d4 | 2 | 2 | 20 |
3rd | +2 | Firebending Style | 1d4 | 3 | 2 | 20 |
4th | +2 | Ability Score Improvement, Blazon Break Fall | 1d4 | 4 | 2 | 20 |
5th | +3 | Enflaming Attack, Extra Attack | 1d6 | 5 | 2 | 20 |
6th | +3 | Ki Empowered Strikes, Firebending Style Improvement | 1d6 | 6 | 3 | 25 |
7th | +3 | Evasion, Fiery Mind | 1d6 | 7 | 3 | 25 |
8th | +3 | Ability Score Improvement, Built Resistance | 1d6 | 8 | 3 | 25 |
9th | +4 | Reactive Fires Improvement | 1d6 | 9 | 3 | 25 |
10th | +4 | Purity of Body | 1d6 | 10 | 4 | 30 |
11th | +4 | Firebending Style Improvement | 1d8 | 11 | 4 | 30 |
12th | +4 | Ability Score Improvement, Built Immunity | 1d8 | 12 | 4 | 30 |
13th | +5 | Scorching Rebuke | 1d8 | 13 | 4 | 30 |
14th | +5 | Diamond Soul | 1d8 | 14 | 5 | 35 |
15th | +5 | Timeless Body | 1d8 | 15 | 5 | 35 |
16th | +5 | Ability Score Improvement | 1d8 | 16 | 5 | 35 |
17th | +6 | Firebending Style Improvement | 1d10 | 17 | 5 | 35 |
18th | +6 | Fiery Body | 1d10 | 18 | 6 | 40 |
19th | +6 | Ability Score Improvement | 1d10 | 19 | 6 | 40 |
20th | +6 | Incandescent Mastery | 1d10 | 20 | 6 | 40 |
Unarmored Defense[edit]
Starting at first level, when not wearing armor or a shield, you add your Charisma modifier to your AC.
Blazing Arts[edit]
At 1st level, you have mastery of combat styles that use unarmed strikes and simple one-handed, light melee weapons. Gain the following:
- Can use Charisma, instead of Strength, for attack and damage rolls on unarmed strikes.
- Roll your Blazing Art damage die from the table for your unarmed strikes as fire now coats your hands, changing your damage type from bludgeoning to fire.
- When you use your Attack Action with an unarmed attack or Firebender weapon, you may make an unarmed strike as a bonus action.
- When landing an unarmed strike, you may make the creature make a Constitution save (DC 8 + Charisma modifier) or the creature is burning equal to unarmed damage die. Consecutive burns gain stakes of burning damage. After the first burning condition happens add an additional unarmed damage die to the burning damage. See table for Staking Flames to see what is your max number of unarmed damage die you can reach. At level 3 and beyond, you will add your Proficiency Bonus to the DC.
One with the Fire[edit]
At level 1, you gain the ability to shoot flames to give you a burst of speed in the form name as Jet Propulsion that you can do a number of times equal to your Proficiency Bonus per Short Rest. See the table to see your burst speed. You know the control flames cantrip as a bonus action or Reaction.
If someone passes into the flames or ends their turn on top of it, they will take unarmed dice equal to the fire damage proficiency bonus.Unless the target passes a Constitution check to avoid taking any fire damage.
Ki[edit]
Starting at level 2, you can harness the mystical power of Ki that can fuel special maneuvers. All Ki maneuvers and techniques do not require an existing fire to use. Know these maneuvers:
- Fury of Blows: Immediately after you declare an attack action on your turn, you can spend 1 Ki point to make a number of unarmed strikes equal to your Proficiency Bonus as long as the previous Melee Attack hit a target.
- Blocking Fire: You can spend 1 Ki point as a Reaction to send a jab or a kick against one of the following:
- A fire damage attack by dealing a number unarmed damage die that equal your Proficiency Bonus + Intelligence modifier against the damage it would deal. If the damage you deal brings the damage to 0 or more less than the fire is extinguished.
- An ice damage attack by dealing a number unarmed damage die that equal your Proficiency Bonus + Intelligence modifier against the damage it would deal. If the damage you deal brings the damage to 0 or more less than the ice is not only melted but evaporated.
- An armed Melee Attack to target the hands of the creature. The creature must make a Strength save or become disarmed.
- An unarmed Melee Attack to target the weapon of the creature and deal unarmed damage die against them. If the damage you deal is higher than what they deal, the creature loses any bonus attacks this turn.
- Jet-stepping: As a bonus action you may spend 1 Ki point to take Dash or Dodge Action and your jump distance is tripled as you have a burst of speed with flame propulsion.
Ki save DC = 8 + Proficiency Bonus + Charisma modifier and 30 minutes of meditation will regain all of your Ki points.
Reactive Fires[edit]
At level 2, when not wearing armor or a shield, you gain a an extra Reaction per round.
At 9th level, you gain an extra bonus action per round.
Firebending Style[edit]
Starting at 3rd level, you choose one of four of earth bending styles. Choose between Way of the Dragon, Way of the Conflagration, and Way of the Fulmination. All are detailed at the end of the class description. Your choice grants you features at 3rd level, 6th level, 11th level, and 17th 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.
Blazon Break Fall[edit]
Beginning at 4th level, you can reduce any falling damage you take up to a distance that equals to three times your Firebender level as a Reaction to blast fire below you as long as it's solid ground.
Enflaming Attack[edit]
Beginning at 5th level, when you hit a creature with a melee attack, you can spend 1 Ki point to attempt to engulf it in flames. The creature must make a Dexterity save or be on fire until its put out. Enflamed creatures take unarmed damage die + Intelligence modifier in fire damage per round.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. And also as long as you are not using any armor or shield, you learn the Fire Bolt Trick and can use it with the Extra Attack.However, you can only use it a number of times equal to your Level
Ki Empowered Strikes[edit]
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion[edit]
Starting at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fiery Mind[edit]
At 7th level, you have hardened your mind to become resistant to effects that is cause you to be dazed or exhausted. Make rolls on Saving Throws with advantage.
Built Resistance[edit]
At the 8th level, you gain resistance to fire damage and Hot Environment.
Purity of Body[edit]
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
Built Immunity[edit]
At the 12th level, you become immune to fire damage, Hot Environment and Searing Environment.
Scorching Rebuke[edit]
Beginning at level 13, you can use a Reaction to circle your arms with fire rings against a Melee Attack, Ranged Attack, fire damage, force damage, and cold damage. Deal damage against the damage that is incoming and the following occurs based on what it does against.
- Melee Attack - Reduce incoming damage and excessive damage beyond the contested damage is dealt to the incoming attacker.
- Ranged Attack - Reduce incoming damage and excessive damage beyond the contested damage is expelled in a 5-foot radial ring around you.
- fire damage - Reduce incoming damage and excessive damage beyond the contested damage is then added to the contested damage and sent back to the attacker.
- force damage - Reduce incoming damage. When the force damage is coming from wind, that is reduced beyond the incoming damage to increase the flames and expel the incoming damage + the contested damage in a 15-foot radial ring around you.
- cold damage - Reduce incoming damage. When reduced to or beyond, negate the effect.
Diamond Soul[edit]
Beginning at 14th level, your mastery of ki grants you proficiency in all Saving Throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Timeless Body[edit]
At 15th level, your Ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Fiery Body[edit]
Beginning at level 18, you can transform your body as a bonus action into living flame. This last as many rounds as your proficiency bonus. You would normally take damage from fire you instead gain 1 temporary hit point for every 3 points of damage the fire attack would normally have dealt (up to a maximum of 60 temporary hit point). Your fiery body is immune to being blinded, deafened, petrified, poisoned, or stunned and you are immune to disease, exhaustion, and poison. You do not need to breathe, eat, drink, or sleep. You gain resistance to acid and lightning damage but gain vulnerability to cold damage.
Your fiery body sheds bright light in a 30-foot radius, and the glare is so bright that creatures within 10 feet of you take a -1 penalty on their attack rolls. Your fiery body allows you to fly with a speed of 40 feet. You are so nimble that you have advantage on Dexterity checks and saving throws and on melee attack rolls you make with your flaming fist. This advantage does not apply when you attack creatures made of water, metal, stone, earth, or other non-flammable substances.
Once you perform this feature, you must finish a short or long rest to do this again.
Incandescent Mastery[edit]
At 20th level, you can use control flames in the following ways:
- Cantrip (0 Ki Points)
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube per Firebender level. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet cube per Firebender level in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
- If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- 1st Level (1 Ki Point)
You choose nonmagical flame that you can see within range and that fits within a 10-foot cube per Firebender level. You affect it in one of the following ways:
- You instantaneously expand the flame 10 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 3 hours.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 3 hours.
- If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- 2nd Level (2 Ki Points)
You choose nonmagical and magical flame that you can see within range and that fits within a 10-foot cube per Firebender level. You affect it in one of the following ways:
- You instantaneously expand the flame 10 feet per Firebender level in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 3 hours.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 3 hours.
- If you cast this spell multiple times, you can have up to four of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- 3rd Level (3 Ki Points)
You choose nonmagical and magical flame that you can see within range and that fits within a 15-foot cube per Firebender level. You affect it in one of the following ways:
- You instantaneously expand the flame 15 feet per Firebender level in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 9 hours.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 9 hours.
- If you cast this spell multiple times, you can have up to four of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- 4th Level (4 Ki Points)
You choose nonmagical and magical flame that you can see within range and that fits within a 20-foot cube per Firebender level. You affect it in one of the following ways:
- You instantaneously expand the flame 20 feet per Firebender level in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 24 hours.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 24 hours.
- If you cast this spell multiple times, you can have up to four of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- 5th Level (5 Ki Points)
You choose nonmagical and magical flame that you can see within range and that fits within a 25-foot cube per Firebender level. You affect it in one of the following ways:
- You instantaneously expand the flame 25 feet per Firebender level in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 3 days.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 3 days.
- If you cast this spell multiple times, you can have up to four of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- 6th Level (6 Ki Points)
You choose nonmagical and magical flame that you can see within range and that fits within a 30-foot cube per Firebender level. You affect it in one of the following ways:
- You instantaneously expand the flame 30 feet per Firebender level in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 7 days.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 7 days.
- If you cast this spell multiple times, you can have up to four of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- 7th Level (7 Ki Points)
You choose nonmagical and magical flame that you can see within range and that fits within a 35-foot cube per Firebender level. You affect it in one of the following ways:
- You instantaneously expand the flame 35 feet per Firebender level in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 14 days.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 14 days.
- If you cast this spell multiple times, you can have up to five of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- 8th Level (8 Ki Points)
You choose nonmagical and magical flame that you can see within range and that fits within a 40-foot cube per Firebender level. You affect it in one of the following ways:
- You instantaneously expand the flame 40 feet per Firebender level in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 30 days.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 30 days.
- If you cast this spell multiple times, you can have up to five of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- 9th Level (9 Ki Points)
You choose nonmagical and magical flame that you can see within range and that fits within a 45-foot cube per Firebender level. You affect it in one of the following ways:
- You instantaneously expand the flame 45 feet per Firebender level in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 90 days.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 90 days.
- If you cast this spell multiple times, you can have up to six of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Way of the Dragon[edit]
Example of the Dragon Style |
This traditional style of bending derived from the first firebenders, the fire dragons. You learn to over shadow the opponent in a furry of torrential fiery attacks before making your final blow to kill the enemy.
Inferno Technique[edit]
At the 3rd level, you follow the traditional path of firebending that takes the flames around you to be shaped and moved to be in your favor to overwhelm your opponents.
- Gain basic fire techniques, as an action specified
- Blazing Rings and Arcs - Perform a martial form as an attack action that creates an arcing attack with your leg or arms to use your unarmed damaged die to all enemies on hit that are in melee range that is 15 feet across. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Fan the Flames - Perform a martial form as a bonus action you can cause on of your fire actions to deal additional damage by an additional unarmed damage die per Proficiency Bonus. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Fire Knives - Perform a martial form as an attack action that uses your unarmed damage die + Dexterity modifier on hit with a range of 30 feet effective and 90 feet total range. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Fire Whip - Perform a martial form as an action ash out a whip of fire that uses your unarmed damage die + Dexterity modifier and a range of 15 feet. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Fire Blade - Perform a martial form as an action and spending 1 Ki point to slash down with a flaming sword to deal two of your unarmed damage die + Dexterity modifier on hit or use this as a bonus action to embue a sword in flame to deal the sword damage die and your unarmed damage die on hit. You can perform this as many times equal to your Intelligence modifier.
- Flaming Charge - Perform a martial form as an action and spending 2 Ki points when you perform a Jet Propulsion towards a creature you can make a grapple with advantage to grab the creature and throw them up to one size category larger than you. You can spend 1 additional Ki point per size category larger than this initial limit.
- Fire Lashes - Perform a martial form as a bonus action and spend 2 Ki points to either to extend your Fire Whip to an additional 5 feet per Proficiency Bonus or create a number of additional whips equal to your Proficiency Bonus that each have their own d20 to hit.
- Fire Streams - Perform a martial form as an action and spending 1 Ki point per round you want to channel a stream of fire from your fingertips, fists, palms, feet, or legs. You can use a reaction to redirect the flames. Creatures must make a Dexterity save. On a failed save, creatures take a number of your unarmed damage die per Firebender level in a 30-foot line or half damage on a successful save.
Each technique is considered a Melee Attack, even if it's ranged.
A Single Spark[edit]
At 6th level, you have learned to channel your emotions into your flames. The following occur when you put yourself under certain emotions:
- Anger - you have a -2 to AC, add your Proficiency Bonus to your damage.
- Joy - grant you and your allies confidence in the abilities they use. Roll a d6 and you and your allies can add that number to ability checks, attack rolls, or saving throws.
- Passion - you have +2 Charisma.
You can perform this as a bonus action. You only have one active at a time and they last for 1 minute per Proficiency Bonus. It takes a bonus action to end this early.
Advanced Inferno Technique[edit]
At 11th level, you further the traditional path of firebending that takes the flames around you to be shaped in more ways and moved to be in your favor to overwhelm your opponents.
- Gain basic fire techniques, as an action specified
- Dancing Dragon - Perform a martial form as a bonus action to collect your resolve and put you into a mind set of dancing flames for a number of minutes equal to your Proficiency Bonus. You gain advantage to Dexterity checks, advantage to your bonus actions and reaction. You can perform this as many times equal to your Intelligence modifier.
- Charged Fire - Perform a martial form as an action that will lose any reactions, bonus actions, and movement while you are in this mode for each turn. You may channel this technique for an number of rounds up to your Intelligence modifier. For each round you channel this technique add one additional unarmed damage die to the next technique you use. You may perform a bonus action at the beginning of one of your next turns after the initial to end the channel to perform a modified technique from this technique. You can perform this as many times equal to your Intelligence modifier.
- Blazing Pinwheel - Perform a martial form as an action to create a pinwheel of fire that will go through enemies in a line up to 60 feet. Creatures must make a Dexterity saving throw to negate or take your unarmed damage die. Creatures that take damage must also make a Constitution saving throw or be caught on fire and take burning damage equal to the your unarmed damage die until it's put out. You can perform this as many times equal to your Intelligence modifier.
- Wall of Flames - Perform a martial form as an action to produce a solid wall of flames as if you casted wall of fire. You can perform this as many times equal to your Intelligence modifier. You can spend 1 Ki point per additional 1d8 of damage up to four times when creating this wall.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Fire Comets - Perform a martial form as an action and spending 5 Ki, but you lose your bonus actions for this turn, to send four large balls of fire in an area. This can be sent as far as 300 feet of you that covers a 40-foot radius per ball of fire. Each creature in a radial sphere centered on each point you choose must make a Dexterity saving throw. On a failed save, creatures will take a number of unarmed damage die equal to your Proficiency Bonus + Intelligence as fire damage, or half as much damage on a successful one. The sphere spreads around corners. A creature in the area of more than one fiery burst is affected only once.
- Fireball Jabs - Perform a martial form an attack actions and spending 1 Ki point per attacks you want to perform to make jabs and punches to send small fireballs. They have a range of 150 feet. The fireballs expelled from your fists to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes a number of your unarmed damage die equal to your half your Proficiency Bonus (rounded down) + Intelligence modifier of fire damage on a failed saving throw, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
- Fire Missles - Perform a martial form as a bonus action and spending 2 Ki points while performing Fire Streams to increase the range by 10 feet per proficiency bonus, in crease the width by 5 feet, and have a chance to ignite creatures that fail their saves. Creatures must make a Constitution saving throw or become ignited and take your unarmed damage die each turn until put out as burning damage.
Each technique is considered a Melee Attack, even if it's ranged.
Breath of the Dragon[edit]
At 17th level, you gain the technique of the fire dragon. You have the Breath of fire that is a body warm technique that you constantly have to grant restance to cold damage and cold environments.
Additionally, you can use your action to exhale destructive fire as a breathe weapon that you can do a number of types equal to your Charisma modifier per long rest. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your Proficiency Bonus. A creature takes a number of your unarmed damage die equal to your Intelligence modifier of fire damage on a failed save, and half as much damage on a successful one. This can be channeled up to your Constitution modifier of rounds and rotated as a bonus action up to 10 feet per turn.
Way of the Conflagration[edit]
Example of blue firebending |
This style of firebending works with the very core manipulation technique of the fires themselves. This is to cause short, intense bursts of flames or to quiet the roar of the fires.
Ignition Fusillade Technique[edit]
At the 3rd level, you learn the finer fire techniques of the flickering flame and use this versatility to your advantage.
- Gain basic fire techniques, as an action specified
- Energy Reading - Perform a martial form as an action to check a creature's energy flows as if you casted Detect Poison and Disease. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Fiery Reprimand - Perform a martial form as an reaction you can wrap a melee attacker in fire. The creature may make a Dexterity saving throw instead of their attack. On a failed save or when it attacks, the creature takes your unarmed damage die + Intelligence modifier as fire damage. Each round for a number of rounds up to your Proficiency Bonus. It takes a bonus action to end this effect. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Heat Control - Perform a martial form as an action to control heat in various forms and alter the temperature of solids, liquids, and gases. You can effect an area around you equal to 10 feet per Proficiency Bonus.You can perform this as many times equal to your Intelligence modifier per short rest or long rest. This technique will last for 1 minute. You can do one of the following:
- You can take the ambient heat and increase it to create a Hot Environment. If it is already a hot environment, it becomes an Searing Environment.
- You can heat liquids until they boil. If the water is already at a boil, then evaporate it.
- You can heat hot solids and make them scorching, burning creatures that come into contact with it by 1d4 fire damage. If they are already scorching, it becomes seering that will cause creatures that come into contact with it to be burned and take your unarmed damage die as fire damage.
- Scorching Embers - Perform a martial form as an action to send fire embers to creatures up to 20 feet. Creatures must make a Constitution modifier or become burned. Burned creatures take your unarmed damage die each round for a number of rounds equal to your Proficiency Bonus. You can perform this as many times equal to your Intelligence modifier.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Energy Reading - Perform a martial form as an action and spending 1 Ki point to see if you casted detect poison and disease from touching a creature. You may spend an additional 1 Ki point to remove a poison or disease as if you casted lesser restoration on what you detected.
- Fire Absorption - Perform a martial form as a reaction and spending 3 Ki against a fire attack. You can deal your unarmed damage against a fire attack to negate the amount taken and to add to your next technique in this way of firebending. Any damage that is below zero is gained as temporary life that lasts for 1 hour.
- Intention Reading - Perform a martial form as an action to read the energies of creature's around you within 30 feet as if you casted detect evil and good.
- Pressurized Fire - Perform a martial form as a bonus action and spending 2 Ki points while performing a basic fire technique. You grant the an additional radius of effect by 15 feet, an additional damage die if it deals damage, and a further distance (excluding touch or self ranges) to send out your attack by 15 feet.
Each technique is considered a Melee Attack, even if it's ranged.
Intense Training[edit]
Starting at 6th level, you have trained your combat skills with great intensity, increasing your skills notably. You gain proficiency in Athletics and Intimidation. If you already have proficiency in one or both of these abilities, you gain double proficiency. Double your jump length.
Advanced Ignition Fusillade Technique[edit]
At 11th level, you learn to further your fire techniques of the flickering flame and use this versatility to your advantage.
- Gain basic fire techniques, as an action specified
- Fire Intensity - Perform a martial form as a bonus action to remove an enemies fire resistance or reduce their immunity to just a resistance within a 10-foot radius of you. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Inner Flame - Perform a martial form as a bonus action and when your Ki points are at zero, roll a 1d4. Gain a number of Ki points equal to the result of the die. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Passionate Heat - Perform a martial form as a bonus action you can roll your unarmed damage die and can use that result to add to an damage you perform during this turn before other modifiers are added to it. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Stoke the Inner Flames - Perform a martial form as an action to touch a target to all a creature to start a healing process as if you casted Regeneration, expect the target must be touched and only lasts 1 minute. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Fire Bomb - Perform a martial form as an action and spend 2 Ki points, you lob a moderate sized ball of fire up to 60 feet away that explodes on impact
- Blazing Body - Perform a martial form as a reaction and spend 2 ki points, when restrained by ice to break the ice restraining you. You cannot be chilled or frozen for 1 minute per Charisma modifier.
- Flaming Scimitars - Perform a martial form as a bonus action and spend 3 Ki points create flaming scimitars or spend 5 Ki points for both hands, and you have proficiency with these scimitars. They last for one minute. When wielding a scimitar in each hand like this, you gain an extra attack for that weapon and can use your stat modifier to damage on the second attack. They have a to hit equal to your stat modifier + proficiency bonus + Charisma modifier, they have a 5-foot reach, they have use 2 of your unarmored damage die + stat modifer + Charisma modifier.
- Flash of Fire - Perform a martial form as a reaction and spending 1 Ki point, when a creature makes a Melee Attack against you or an ally within 10 feet of you, attacking creature within 10 feet must make a Constitution save and surrounding creatures must make a Dexterity save or become blinded.
Each technique is considered a Melee Attack, even if it's ranged.
Blue Fire[edit]
At 17th level, you have learned that your firebending can get so hot that they change color. When you conducting a technique that would deal damage to can choose to have blue flames instead of orange before performing the technique. You can choose this a number of time equal to your Firebender level. Gain the following when you choose blue fire:
- Add a number of additional damage die equal to your Charisma modifier to your damage.
- All firebending techniques that have a chance to burn take a number of additional damage die equal to your Charisma modifier in damage and requires a lesser restoration to remove or water that equals 5 gallons per your Proficiency Bonus to stop the fire but doesn't rid the burn effect until a lesser restoration is performed. The burn damage is reduced to the base burn damage that the technique had performed when the fire isn't present.
When this is feature is used beyond your Proficiency Bonus before a short or long rest has been completed, take 1 level of exhaustion per usage beyond your Proficiency Bonus.
Way of the Fulmination[edit]
Example of Lightningbending |
Lightning generation is an advanced sub-skill within firebending that allows the user to produce electricity by separating the positive and negative energies internally, before directing it up through the arm and out the fingertips. The technique is extremely precise and deadly and is referred to by some as the "cold blooded fire".
Crackling Technique[edit]
At the 3rd level, <!-Description->.
- Gain basic fire techniques, as an action specified
- Lightning Reflexes - Perform a martial form as a bonus action to add your Dexterity modifier to the number of reactions you can perform until the start of your next turn. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Charged Strikes - Perform a martial form as a bonus action you coat your unarmed strikes in wreaths of lightning instead of fire. When landing an unarmed strike, you may make the creature make a Constitution save or the creature is shocked for 1 minute unless soaked. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Energy Fulmination - Perform a martial form as a reaction upon having fire, force, lightning, radiant, or thunder sent to you to effect you, you roll your unarmed damage die to convert the result of damage that would be dealt as lightning to the source of the initial damage. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Lightning Redirection - Perform a martial form as an action and spend 3 Ki points to redirect Lightning that is directed at you. Roll a d20 + proficiency bonus + [5e SRD:Charisma|Charisma]] against the DC of the incoming lightning. If you fail, only redirect your unarmed damage die of the lightning and take the rest. When matching the DC, redirect 50% (rounded down) of the incoming lightning damage. When beating the DC, redirect 75% (rounded down) of the incoming lightning. The lightning deals its damage to a target of your choice.
- Lightning Ball - Perform a martial form as an action and spend 2 Ki points to send a slow moving ball of lightning. The lightning ball moves at a rate of 5 feet per round to a maximum of 5 feet per proficiency bonus. Creatures of your choice within 5 feet per Charisma modifier takes your unarmed damage die as lightning damage.
- Thunder Redirection - Perform a martial form as a reaction against thunder damage in your direction within 5 feet per proficiency bonus and spend 2 Ki points to redirect as a cone in an area of your choice.
- Lightning Javelin - Perform a martial form as an action and spend 2 Ki points to form a javelin of lightning to hurl to a target at 60 feet, dealing two of your unarmed damage die.
Each technique is considered a Melee Attack, even if it's ranged.
Fulguration[edit]
At 6th level, <!-Description->.
Advanced Crackling Technique[edit]
At 11th level, <!-Description->.
- Gain basic fire techniques, as an action specified
- Charged Reflexes - Perform a martial form as a reaction against an attack to increase your Dexterity modifier against attacks by your proficiency bonus until the start of your next turn. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Flashing Strikes - Perform a martial form as a reaction after you have immediately performed an unarmed strike through a bonus action this turn. Perform an additional unarmed strike that deals lightning damage and have that creature must make a Constitution save and other creatures within 10 feet of that creature must make a Dexterity save or become blinded. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- After Image - Perform a martial form as a movement you create mirror images of yourself equal to your proficiency bonus that lasts until the start of your next turn. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Lightning Charge - When performing Jet Propulsion, it's converted to lightning instead. Your body is converted to the lightning that can pierce a target, dealing a number of your unarmed damage die equal 1 for every 10 feet of movement. You can perform this as many times equal to your Intelligence modifier per short rest or long rest.
- Gain advanced techniques, as an action specified and spending Ki points as directed
- Fulminating Bolts - Perform a martial form as an action and spend 2 Ki points to fire a small bolt of lightning that deals your unarmed damage die as lightning damage. You may spend 1 additional Ki point to send additional bolts immediately following the first bolt or a bolt that was spent in this way on this turn.
- Charged Bolt - Perform a martial form as an action and spend 3 Ki points to send as if you casted lightning bolt but you deal a number of your unarmed attack equal to your proficiency bonus. Creatures must make a Dexterity save to only take half damage.
- Static Field - Perform a martial form as an action and spend 3 Ki points to create an electric field that has a radius of 5 feet per proficiency bonus that lasts for 1 minute or you can spend 1 additional Ki point to maintain it before the minute is completed for each additional round. Creatures of your choice must make a Dexterity save to take half damage or take your unarmed strike damage die per times it was been directly struck during its duration.
- Chain Lightning - Perform a martial form as an action and spend 4 Ki points to send a bolt of lightning that will arc to 3 additional targets within 30 feet of the last target it struck. Targets must make a Dexterity save to take half damage; otherwise it deals a number of your unarmed damage die that is equal to your proficiency bonus.
Each technique is considered a Melee Attack, even if it's ranged.
Coruscation of Being[edit]
At 17th level, <!-Description->.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into a Firebender, you must meet these prerequisites: Not A bender of any other type or a Monk, Strength 13, Constitution 13
Proficiencies. When you multiclass into the Firebender class, you gain the following proficiencies: Simple weapons, Warhammers
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