Way of Combustion Bending (5e Subclass)
Way of Combustion Bending[edit]
Monastic Tradition
Combustion benders are a special breed of fire benders, that can bend trough telekinesis, instead of using martial movements to do so. They use a magical third-eye tattoo on their forehead, that can concentrate their ki into a single point, firing a concentrated beam that explodes on contact with a solid surface. This deprives them from basic fire bending, but replaces it with a powerful form of fire bending, making them living cannons.
Combustion Bending OC by Zachary Wolff |
- Limited Bending
When you choose this tradition at 3rd level, your focus in combustion have limited your fire bending, although you are still capable of some control over flames. You learn the control flames cantrip, and Wisdom is your spellcasting ability for this spell.
In addition, you can use your Deflect Projectiles feature to reduce any fire damage taken by you due to a failed Dexterity saving throw or by an ranged spell attack.
- Third Eye
Starting at 3rd level, you have tattooed on yourself a third eye, a magical tattoo that concentrates the flow of chi from your body trough it, enabling you to use the powerful and rare technique of combustion bending. This third eye, however, is not only a source of power, but of weakness. When you suffer a critical hit, or if a creature aims an attack targeting the eye (by making an attack with -5 penalty against you). When this happens, you become unable to use the eye until the end of your next turn, and on the start of that turn, you must succeed on a Wisdom saving throw against your spell save DC, or you take bludgeoning and fire damage equal to your martial arts die.
- Combustion Beam
Once per turn when you take the Attack action, you can spend 1 ki point to replace one of your attacks and, instead, fire a beam of concentrated chi towards a target within 30 feet. All creatures in a 5-foot radius from that location must succeed on a Dexterity saving throw. On a success, the target takes 1d4 bludgeoning damage. On a failure, the target takes additional 1d4 fire damage, is pushed 10 feet back and knocked prone.
your beams leave behind a path of destruction. Whenever you use your beams against structures and objects that aren't worn or carried, they automatically fail the save and take maximum damage (you don't roll for it). Any water in the area of the explosion automatically evaporates, and flammable non-magical objects that aren't being carried catch fire.
Both damage increases as your martial arts die increases. The range of the beam and radius of the explosion also increases, becoming 60 feet of range and 10-foot radius at 6th level, and 120 feet of range and 20-foot radius at 11th level.
In addition, when you roll damage for a spell, you can spend 1 ki point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.
- Combustion Cannon
At 6th level, you can use your Action to fire a more concentrated beam, by spending 3 ki points. When you do so, the radius and range of the beam is doubled, and you roll 2d6 for bludgeoning damage and 2d6 for fire damage. This becomes 2d8 bludgeoning and fire at 11th level and 3d10 bludgeoning and fire at 17th level.
In addition, you can spend 2 ki points to fire your Combustion Beam or your Combustion Cannon as a bonus action, or to replace one of the unarmed strikes granted by flurry of blows by a Combustion Beam or Cannon.
- Unstoppable Blasts
At 11th level, you achieve mastery over your beams. When you use your Combustion Beam, you don't spend ki. You still can use it only once per turn.
In addition, you can spend up to 3 ki points when you fire a Combustion Beam or Blast, to impose disadvantage to the saving throw of one creature per ki point spent.
- Third Eye Mastery
At 17th level, you become able to unleash ultimate destruction with your beams. Your beams now ignore resistances to bludgeoning and fire damage, and treat immunity as resistance.
In addition, whenever you use the beams, you can choose a number of creatures equal to your Wisdom modifier to be unaffected by their effects.
Finally, your concentrated beams automatically disintegrates a Large or smaller nonmagical object (as the disintegration spell). If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
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