Firebending Origin (5e Subclass)
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Firebending Origin[edit]
Sorcerous Origin
You have been born with the ability to control fires, through the use of firebending, one of the four elemental bending arts, which grants you the ability to generate fire and control it. To control this innate power, you must use strong emotions, such as a strong drive and purpose to accomplish a task, passion in your life or rage and hatred towards your enemies.
To control and generate flames, the Firebender must draw this power from a source. The sun is the main source of this energy, constantly emitting heat to the world, but there are other sources, such as fire breathing dragons or even nearby comets, that can enhance temporarily the powers of a fire bender to a greater degree.
- Fire Bending
Starting at 1st level, you have the innate ability to control flames, through the use of fire bending. You learn the Fire Bending spells shown below, as you gain sorcerer levels. These spells don't count against the maximum number of spells you can cast.
In addition, whenever you learn a new sorcerer spell or cantrip that causes damage, you can choose to learn it as a Fire Bending spell. When you do so, the spell causes fire damage, instead of its normal damage. If the spell causes multiple types of damage, the damage is totally fire by learning as a fire bending spell.
Sorcerer Level | Fire Bending Spells |
---|---|
1st | burning hands, searing smite, control flames |
3rd | flame blade, scorching ray |
5th | fireball, haste |
7th | fire shield, wall of fire |
9th | flame strike, immolation |
- Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and martial arts weapons, which are scimitar and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only martial arts weapons and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or martial arts weapon. This die changes as you gain sorcerer levels, becoming 1d6 at 6th level, 1d8 at 14th level and 1d10 at 18th level.
- When you use the Attack action with an unarmed strike, or a martial arts weapon on your turn, you can make one unarmed strike or attack with a scimitar as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
- Bending Adept
At 6th level, your control over fire bending develops even further. Whenever you cast a fire bending spell as an action, you can make an unarmed strike as a bonus action.
In addition, when you take the Attack action and attack with an unarmed strike or a martial arts weapon, you can cast a fire bending cantrip as part of the same action, after or before making the attack.
- Blue Flames
Starting at 6th level, you become a prodigious in fire bending, and can produce hotter blue flames. Your fire damage caused by your Fire Bender spells and features ignores resistance to fire damage.
- Lightning Bending
When you reach the 14th level, you learn the power of lightning bending. Whenever you cast a spell that causes fire damage, you can choose to cause lightning damage instead.
In addition, when you take lightning damage, you can attempt to redirect the lightning using your reaction. Make a Charisma check, adding your proficiency bonus, against the result of the attack or the DC of the effect. On a success, you take no damage and can choose another target for the effect, using the same attack or DC, within 60 feet.
- Dragon's Breath
When you reach the 18th level, you control the legendary ability of the masters of fire bending: the dragon's breath. As an action, you force all creatures in a 90-foot cone to make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d6 fire damage, plus 1d6 per sorcery point spent.
Once you use this feature, you can't use it again until you finish a long rest.
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