Fire Bender (5e Class)

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Fire Bender

(Please use the talk page to discuss changes before altering the class, otherwise I'll most likely just change it back.) A Half-Orc sends out a mighty roar, releasing red-hot flame from his mouth. His opponents step back in fear, realizing the mistake of challenging such a powerful foe.

As she walks through the fire of her initial attack, completely unaffected by the licking flames, the human draws her scimitars, steam pouring off of them as she heats her blades.

After taking a deep breath, a gnome slowly moves his hands in a circular fashion, as lightning begins forming. He quickly points one hand forward, as the lightning lashes out, directly into the oncoming enemy.

Fire Benders have the innate ability to generate and manipulate fire at will. Most Fire Benders have rather extreme or passionate personalities, much like how a flame can never be lukewarm. Though some are aggressive and domineering, many are known to be quite peaceful.

Energy

Fire Benders draw upon energy for their bending. This means multiple things. To bend, a Fire Bender must have breath in their lungs. The breath becomes energy in the body, extends past the bender’s limbs and becomes fire. They also must have a drive or goal of some sort for their Fire Bending to have any sort of power. Fire Bending forms tend to look like normal martial arts, with many kicks and punches.

Raising and Training

The original Fire Benders were the dragons. The early human Fire Benders learned their techniques from them, and honed them to what they are today.

Most Fire Benders are born and raised in the Fire Nation. The children go to school and are taught the basics of Fire Bending there. Only those who go into the military learn more advanced and powerful techniques, unless they teach themselves or seek out a Fire Bending master not in the military.

The Fire Nation is considered to have the greatest metalwork in the world, so many people from other nations come to do trade. It’s not unusual for some Fire Nation citizens to become interested in other cultures because of the country’s popularity.

The Fire Nation is the most militarized of all of the nations. They once sought to unite the world under the Fire Nation with their powerful military, but were stopped by the Avatar.

For a member of the Fire Nation to leave their homeland, they would need an extreme desire that could not be fulfilled if they stayed. Perhaps there was an enemy that they needed to defeat, but they had to go on a training journey to become strong enough, or they’ve heard stories of amazing adventures that others have gone on, and they want to do the same.

Creating a Fire Bender

As you make your Fire Bender, think about their life in the Fire Nation. Was their childhood normal, or were they bullied or abused? When they grew up, did they go into the military, or did they advance their Fire Bending on their own?

Consider why you left the Fire Nation. Do you have a mission that you must accomplish? Were you cast out for misconduct? Did you go out into the world to find that drive you need?

Most Fire Benders lean towards extreme alignments, whether that be Lawful Evil, Chaotic Good, or vice versa.


Quick Build

You can make an Fire Bender quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the soldier 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

Proficiencies

Armor: Light and Medium
Weapons: Simple, Martial weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose three from Acrobatics, Athletics, Intimidation, Investigation, Performance, Persuasion and Survival.

Equipment

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

  • (a) Explorer’s Pack, or (b) Dungeoneer's Pack
  • (a) two martial weapons, or (b) two simple weapons
  • A hunting trap and 2 sacks of black powder (gun powder, basically)

Table: The Fire Bender

LevelProficiency
Bonus
Extra HeatChi PointsInner FlameBasic/AdvancedTehnique LevelFeatures
1st+2-----Powerful Defense, Elemental Arts
2nd+2-41d4--Chi, Inner Flame
3rd+2-51d41/31-2Fire Block, Fire Bending Techniques
4th+2-61d41/41-3Ability Score Improvement, Controlled Descent
5th+31d471d41/51-3Extra Attack, Intense Release
6th+31d481d42/61-3Flaming Fist
7th+31d491d62/71-4Fire Block Upgrade
8th+31d4101d62/81-4Ability Score Improvement
9th+41d6111d82/91-5Heated Passion
10th+41d6121d82/101-5Fire Bending Master
11th+41d6131d83/111-6
12th+41d6141d83/121-6Ability Score Improvement
13th+51d8151d103/131-7Intense Training
14th+51d8161d103/141-7Elemental Weapon
15th+51d8171d103/151-8Fevered Body
16th+51d8181d103/161-8Ability Score Improvement
17th+61d10191d124/171-9
18th+61d10201d124/181-9Lightning Bending
19th+61d10211d124/181-9Ability Score Improvement
20th+61d12221d12 + Charisma Modifier4/181-9Final Firebending

Powerful Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Elemental Arts

At 1st level, your practice of bending arts has earned you some special abilities.


You can use Dex instead of Strength for attack and damage rolls when making an attack you are proficient in.


When you walk through fire, you can chose to temporarily bend the flames away, causing no damage, you and everyone within 10 feet of you are immune to the flames created for 2 turns.


Extra Heat

Whenever you deal fire damage, you can take a bonus action to deal an extra 1d4 points of fire damage to your target. This damage will increase as you level up. Look at the Fire Bender table’s Extra Heat column.


You know the cantrips control flames and produce flame, but you cannot attack with produce flame until you reach the 3rd level.

Chi

Avatar Roku - A Fire Bender Avatar who was friends with Fire Lord Sozin.

At 2nd level, you can start using more advanced Fire Bending techniques. The amount of energy that you have is measured by your number of chi points. Your Fire Bender level determines the number of points you have, as shown in the Chi Points column of the Fire Bender table.

You can use chi points to fuel various Fire Bending features. You start knowing three such features: Fiery Blows, Heated Grip, and Flash Fire. You learn more Fire Bending features as you level up.

When you spend a chi point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chi back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chi points.

Some of the Fire Bending features require you to make a ranged spell attack to hit your target or your target to make a saving throw to resist the feature’s effect. The bending attack bonus and save DC are calculated as follows:

Bending Ability

Dexterity and Charisma are your bending abilities for your Fire Bender features and techniques. You must burn with the speed of a wildfire and the passion of a bonfire. You use Dexterity and Charisma whenever a Fire Bender feature or technique refers to your bending ability. In addition, you use your Dexterity and Charisma modifiers when setting the saving throw DC and attack bonus for a Fire Bender feature or technique that requires you to use them.

Bending Modifier

Dexterity modifier divided by 2 (rounded down) + Charisma modifier divided by 2 (rounded up)

Bending Attack Bonus
Proficiency bonus + Bending Modifier
Save DC
Dexterity modifier + Profeciency Bônus + 8
Fiery Blows
Immediately after you take the Attack action on your turn, you can spend 1 chi point to make two unarmed strikes that deal your Extra Heat fire damage as a bonus action.
Heated Grip
As a bonus action, spend 1 chi point to heat the weapon you’re holding. This increases the damage dealt by the weapon by 1d6 fire damage for 1 minute. If another creature touches or picks up the weapon, they take 1d4 fire damage at the moment of touching and at the end of every turn they keep holding the weapon, unless they have fire resistance. This can also cause your unarmed strike to deal an extra 1d6 points of fire damage. You can expend an extra chi point to make the buff last 2 more rounds (12 seconds).
Flash Fire
When making a melee attack, you can consume 1 chi point to attempt to blind the target as a bonus action. The target must make a Constitution saving throw against your Save DC. Failure results in blindness until the end of your next turn. The target can attempt to cure the effect by making another Constitution saving throw as an action on their turn. This feature can also be done as an action without making an attack. You must be within 5 feet of your target.

Inner Flame

At 2nd level, you can tap into your passion to regain energy. If your chi point total reaches 0, you can roll your Inner Flame die without an action or reaction, which is located in the Inner Flame column of the Fire Bender table, and gain that many chi points. You cannot exceed your maximum number of chi points. This die increases as you level up. You must complete a long rest before using this feature again.

Fire Block

At 3rd level, any time you are hit by a ranged, fire-based Attack (this will apply most often to spells, but counters mundane fire as well), you can spend a number of ki points equal to the level of the spell (0 points if it is mundane fire or a cantrip) to block the flames as a reaction. Roll a d20 and add your Bending Attack Bonus. If the result is higher than the attack roll, you take no damage. If it is equal or lower, you take half. This ability works for flames that require you to make a saving throw as well (such as the Fireball spell). For that, the process is the same, you just follow this process rather than making the saving throw, and the DC of your roll is the save DC, not the attack roll.

Fire Bending Sub-types

Fire bending is a versatile ability with a variety of disciplines, please refer to the end of the class to learn these different disciplines, which will grant extra abilities at 3rd, 6th, 11th and 17th level.

Fire Bending Techniques

Upon reaching 3rd level, you can have up to 3 Advanced Fire Bending Technqiues of levels 1-2 of your choosing, as well as 1 Basic Fire Bending Technique. As you gain levels in this class, you will be able to learn higher level techniques, as seen in the Technique Level column of the Fire Bender table, as well as have more techniques prepared, as seen in the Basic/Advanced column of the Fire Bender table.

To do a technique, you must use a number of chi points equal to the technique's level. Basic techniques don't cost any chi points to do. You can use a basic technique in place of your common attacks.

To do techniques at higher levels, you simply expend the chi cost to use it at that level. However, you cannot do techniques at a higher level than you are capable of doing based on the Technique Level column. For example, as a 3rd level Fire Bender, you could increase a 1st level technique to a 3rd level, but you couldn't increase it to 4th level technique.

Additionally, when you gain a level in this class, you can choose one of the Advanced or Basic Fire Bending Techniques you know and replace it with another Advanced or Basic technique from the Fire Bending Technique list, which also must be of a level for which you are capable of.

The only material you need is having air in your lungs. Every technique has the "S" component, and some can have the "V" component instead. The only time a "V" component could be used instead of an "S" component would be if it's reasonable for you to be able to use the technique by releasing the fire from your mouth, like fire bolt or fire bullets. This is up to the DM.

Ability Score Increase

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Controlled Descent

Shooting an intense beam of fire out of an arm and leg (on the same side) you are able to slow your descent when falling. Your fall speed is reduced to 5ft per turn, and you can move 10ft in any horizontal direction. When you make an attack while gliding you can only use basic techniques.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Intense Release

Starting at 5th level, if you are restrained in any way, you can attempt to shoot a small, controlled flame at your bonds to melt them and break the bonds. This is done by rolling a dexterity check against the DM's DC (to fit the situation) to angle yourself properly, a natural one results in the fire bender taking 1d4 fire damage as they burn themselves. Metal bonds, like handcuffs, may take several minutes or maybe hours to break, up to the DM. You must complete a long rest before using this feature again.

Extra Heat

Starting at 5th level, wenever you deal fire damage, you can take a bonus action to deal an extra 1d4 points of fire damage to your target. This damage will increase as you level up. Look at the Fire Bender table’s Extra Heat column.

Flaming Fist

Starting at 6th level, you can make a simple, offensive Fire Bending attack for close-combat. You ignite your fist and make a melee attack against a creature, dealing 1d6 + Bending Modifier points of fire damage. You use your Bending Attack Bonus for this attack. This acts as a normal attack. Additionally, you can chose to light flammable objects that are not being worn or carried on fire by simply touching them.

Fire Block Upgrade

Starting at 7th level, you no longer need to roll to block mundane flames. You do still need to use your reaction. Additionally, if you fail your Fire Block roll when using this feature, you now take half damage instead of full damage. In addition, you can use this feature to protect a creature that is within 30 feet of you. You make the same roll as if you were protecting yourself. If you fail, the creature still takes full damage.

Heated Passion

Starting at 9th level, you gain Heated Passion. Heated Passion is a feature that allows you to tap into what drives your Fire Bending to increase the amount of damage you deal when dealing fire damage. You have 1d4 uses of this feature, which resets every dawn. When you use Heated Passion, you increase the damage dice 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 Heated Passion or not. For example, if you used Heated Passion when you used fire bolt, which deals 2d10 fire damage, you would instead deal 2d12 fire damage.

Fire Bending Master

At 10th level, you are now in a very small, elite minority of what most fire benders are capable of, and thus gain the following perks:

Breath of Fire

A wider, hotter than usual blast of fire arcs out from the user's mouth, all creatures in a 40ft long, 20ft wide cone are required to make a dexterity saving throw, on a failure, take 12d6 fire damage and an additional 1d4 at the end of their next 3 turns due to residual burn damage, on a success, take half damage (rounded up if necessary) and no residual burn effects. Unlike almost all other fire bending techniques, this does not require movement of the arms or legs, and thus can be performed even when bound.

Long Distance Bender

You have perfected the art of sustaining the fire you create, and can double the range of any attack based fire bending you do.

Intense Training

Starting at 13th 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.

Also, when you deal fire damage to a creature, you ignore fire resistance.

Elemental Weapon

Starting at 14th level, as a bonus action, you can create a strand of fire that acts like a whip, except it has a range of 10 feet. It deals 2d6 fire damage. You can land a critical hit with this weapon(s) by rolling a 19 or a 20. When attacking with this weapon, you can expend a chi point to either increase accuracy rolls or damage rolls. Increasing accuracy rolls to or above 19 does not cause a critical hit, and both damage and accuracy cannot be increased by more than 1. This weapon lasts for 10 minutes. You can cause this weapon to disappear or reappear at will without any action or reaction once you have created it.

Heated Body

Starting at 15th level, after honing your Fire Bending skills, you have now gained a natural resistance to all cold damage. You also cannot be frozen for longer than 60 seconds by any means.

Blue Fire

Bending blue fire is a skill that almost no fire benders possess, even Fire Lord Ozai with the strength of Sozin's comet wasn't able to produce it. At 18th level, by exerting all your will, you're able to bend flames that glow a bright blue, rather than the traditional orange, and all your fire bending techniques do max damage for the next 5 turns. Once this period is over, the user suffers 3 points of exhaustion. This ability cannot be used again until all exhaustion points have been removed.

Final Firebending

At 20th level, you have become a true master of Fire Bending. You gain the following abilities:

Controlled Flame

Any time you do an attack that deals fire damage, you can expend either 1 ki point to grant yourself advantage on the attack, or a number of ki points equal to the damage dice minus your proficiency bonus (10d8 fire damage would require 4 ki points if your proficiency bonus was +6) to gain advantage on that damage roll (just like having advantage on an attack roll, you would roll the dice twice, adding the relevant modifiers each time, and then use the higher total).

Heat Control

If you or an ally within 20ft of you are hit by a fire based attack (Lightning benders can use this with lightning as well) you can absorb the heat from the attack and shoot it out either harmlessly away from enemies or at another attacker. By expending chi points equal to the level of the spell (mundane fire and cantrips count as 0) and rolling higher than or equal the opposing attack roll with a d20+bending attack modifier, you can redirect the attack wherever you desire. If the roll is lower than the opposing attack roll, the attack effects you and you take half damage.

Subclasses

Lightning Bender

Lightning bending is a rare skill that can only be learned by a select few with great abilities, those who can lightning bend are often met with a mix of fear and respect by those who know of the abilities. Characterized by slow, graceful movements and a clear line of energy throughout the body, lightning bending is dangerous to both the user and the target in equal measures, and even those taught the basics are often stressed not to use it unless absolutely necessary.

Lesser Lightning Redirection

At 3rd level, your knowledge of energy allows you to expand your fire block abilities to any lightning or electricity as well, by channeling and redistributing it throughout your body and into the ground. Any time you are hit by a ranged, lightning-based attack (this will apply most often to spells, but counters mundane lightning as well), you can spend a number of ki points equal to the level of the spell (0 points if it is mundane fire or a cantrip) to block the lightning as a reaction. Roll a d20 and add your Bending Attack Bonus. If the result is higher than the attack roll, you take no damage. If it is equal or lower, you take half. This ability works for lightning that requires you to make a saving throw as well. For that, the process is the same, you just follow this process rather than making the saving throw, and the DC of your roll is the save DC, not the attack roll.

Greater Lightning Redirection

At 6th level, any time you are hit by a ranged, lightning-based attack, and on level ground you can spend a number of ki points equal to the level of the spell (0 points if it is mundane lightning or a cantrip) to redirect it as a reaction. Roll a d20 and add your Bending Attack Bonus. If the result is higher than or equal to the attack roll, you take no damage and can redirect the lightning as if you were casting the spell or summoning the lightning yourself, all the rules of that spell (range, damage, etc) apply as if you were the caster. If it is lower, you take half. This ability works for lightning that requires you to make a saving throw as well (such as the "call lightning" spell). For that, the process is the same, you just follow this process rather than making the saving throw, and the DC of your roll is the save DC, not the attack roll.


A simple example of lightning bending.

Lightning Generation

At 11 level, the art of generating one's own lightning comes into play. Characterized by slow, graceful movements and a respect for the flowing of energy, lightning bending is a skill that only precious few can attain. You gain access to the following techniques, which don't count against your basic or advanced technique list, but other than that work the same as any other technique: Shocking Grasp, Force Lightning, Lightning Bolt, Chain Lightning,

Proper energy flow is at the heart of lightning bending, and is nearly as dangerous to the caster as the target. If you roll a natural 1 while attempting to perform one of these techniques, the lightning cannot flow out of your body properly and will instead harm the user, roll damage for the technique and take half of the result.

Superior Lightning Generation

At 17th level, For all intents and purposes, you are now a master at lightning bending, and can use the following techniques in addition to those of the previous subclass feature, as with last time, these don't count against your technique count: Lightning Blast, Electrical Storm, 10 000 Bolts, Lightning Field.

As with the previous Subclass feature, rolling a natural 1 on an attack roll results in the user taking half damage and the spell failing.

An example of a fully fledged combustion bender.

Combustion Bender

Combustion benders are benders who use a specialized form of bending that relies on mentally controlling explosions. Rather than physically acting out their moves, combustion benders require little more than a sharp inhale to send a devastating explosion towards their foes, on top of that, combustion benders can change the direction their explosion travels, navigating it around corners and through tight gaps. It is a specialized form of fire bending that takes extreme practice to pull off, and a significant number of those who attempt to learn it end up destroying their own bodies in pursuit of their goal. Once mastered, however, combustion bending is a skill feared by peasants and kings alike.

Durable Body

Training in the art of combustion bending is a dangerous thing to tackle, but with that danger come various boons. Starting at 3rd level, the injuries you've sustained from training have toughened your physical form, providing the following benefits:

Heightened Strength

Your strength increases by 1, and all your unarmed attacks now do bludgeoning damage equal to your Extra Heat dice.

Resilience

Once per long rest, as a reaction you can choose to take half damage from any attack that deals bludgeoning, slashing, or piercing damage.

Psychogenic Bending

After toughening oneself physically, the next step towards combustion bending is learning how to bend without moving one's extremities. Starting at 6th level, you can now spend an additional chi point to use any fire bending technique that you know without moving your arms or legs, even when bound or magically restrained. the fire is considered to originate from the forehead when this technique is used.

Attack Redirection

Redirecting one's attack is another core pillar of combustion bending. Starting at 11th level, when you miss a fire bending attack, on your next turn, for the cost of only one chi point instead of however much the technique originally cost, you can redirect your attack back at the enemy you previously tried to attack (another attack roll is still required). This ability only works on techniques that require an attack roll, so spells that require a saving throw are exempt from it.

Combustion Bending Master

At last, your training in the art of combustion bending is complete. You gain the ability to use the following techniques, none of which count against your technique list: Minor Explosion, Arcane Explosion, Explode, Delayed Blast Fireball, Explosion Additionally, you also gain resistance to damage from all types of explosions, whether mundane (tnt) or magical (see above).

Basic Techniques

Hopefully you'll be this cool with your skills.

Ball of Flame

Create Bonfire (no concentration, but the fire isn't magical)

Fire Bolt

Fire Bullets

Fire Claws

Fire Flash

Firesweep

Flames

Flame Burst

Flame Swathe

Fireblast

Firelash(concentration)

Luminous Fire

Elemental Blast (fire damage only)

Elemental Blow (fire damage only)

Elemental Edge (fire damage only)

Advanced Techniques

1st Level

Flamethrower

Licking Flames

Heat Earth (requires contact)

2nd Level

Bolster Flame

Extinguish Flames

Flame Spiral

Fire Dragon’s Breath

Heat Metal(requires contact)

3rd Level

Ball of Abyssal Flame

Flame Burst

Flame Slash

Fireball

Firebeads

Firedance

Seeking Flame

Flame Jump

Quench

Fire Slash

4th Level

Burmudas Flame

Chaotic Fire Storm

Flame Cyclone

Flame Float

Fire Shield(concentration)

Fire Fly(only self)

Torrent of Flame

Wall of Fire

5th Level

Blazing Circle

Chaos Flame

Din’s Fire

Fire Snake

Fireball Barrage

Fire Volley

Phoenix Fire

link Sunfire

Flame Strike (all of the damage is fire damage)

6th Level

Investiture of Flame

Phoenix Flames

7th Level

Delayed Blast Fireball

Fire Storm

8th Level

None

9th Level

Flame Whirl (only self)

Draconic Fire

Custom Techniques

The player can attempt to think of their own Fire Bending technique if they so choose. It is up to the DM to determine (a) if the Fire Bender is at a high enough level to accomplish this technique and (b) how many ki points it would cost, as well as casting time (action, bonus action, etc.) A suggestion to the DM for making this decisions would be to look at the Fire Spells and abilities the Fire Bender already has at this level and compare them to the technique the player wants to create. If you think the custom technique is stronger than what they are currently capable of, you reject the idea, or cause a nasty side effect to occur if they attempt this technique, if you think it's only a little bit outside of their skill level. You could also force them to roll a check or saving throw of some sort to see if they are successful at doing the technique or not. A custom technique takes up 1 spell on the player's Fire Spell list.

Multiclassing

Prerequisites. To qualify for multiclassing into the Fire Bending class, you must meet these prerequisites: you cannot be a bender of another element, and you have to have some sort of Fire Bending ancestry, or Harmonic Convergence happens (Explanation of Harmonic Convergence) and you gain Fire Bending.. Talk to your DM to make it work.



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gollark: Just enumerate all possible strings in order, silly.
gollark: Or "possibly TC but you can't know unless you throw ridiculously insane amounts of computing power at it".
gollark: Hmm, perhaps if you make it use the most recent likely-true-but-hard-to-prove maths problem somehow...
gollark: The twin prime conjecture, say?
gollark: For "probably TC but very hard to prove", maybe tie it to unsolved maths problems?
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