Firebender

by Guaritor

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The Firebender

Firebending, one of the four elemental bending arts, is the pyrokinetic ability to control fire. It is unique among the bending arts, as it is the only one in which the performer can generate the element. As described by Iroh, fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires.

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.

Origins and Culture

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. In the years following the era of Ravaa, 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 the Sun Warriors 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.

Agni Kai

Among firebenders, or at least those of the upper-class, disputes of honor are settled by a challenge to an Agni Kai, or "fire duel", a traditional firebender duel that is centuries old. Such a duel is conducted in an open-air arena, and it may be witnessed by spectators. The traditional time for an Agni Kai is sunset or sunrise, although it is not a requirement. While not an explicit condition, in the post-Sozin Fire Nation, Agni Kai have become almost exclusively duels to the death. The victor may spare the defeated, but it is generally looked upon as an act of weakness rather than generosity.

Opposed Bending Art

Firebending is the opposing art to waterbending, though they share facets of self-control, diversity, and variation in strength due to external forces and strong emotions. Firebenders use quick strong punches and kicks to shoot fire, while waterbenders use smooth movements and elegant turns and spins to return the momentum of the opponents' attacks. Firebenders attack first, while waterbenders wait and turn their target's attacks against them.

The two bending arts are also opposed by their celestial power source; firebending is fueled by the sun, while waterbending is powered by the moon.


Firebender
Level Proficiency Bonus Features Martial Arts Chi Points Bending Moves Prepared Max Bending Move Level Hotfoot
1st +2 Martial Arts, Armored Mobility 1d4
2nd +2 Firebending, Hotfoot 1d4 5 +10 ft.
3rd +2 Firebending Path, Path Feature 1d4 6 3 1st +10 ft.
4th +2 Ability Score Improvement, Path Feature 1d4 7 3 1st +10 ft.
5th +3 Extra Attack 1d6 8 4 2nd +10 ft.
6th +3 Chi Empowered Strikes 1d6 9 4 2nd +15 ft.
7th +3 Path Feature 1d6 10 5 2nd +15 ft.
8th +3 Ability Score Improvement 1d6 11 5 2nd +15 ft.
9th +4 1d6 12 6 3rd +15 ft.
10th +4 Path Feature 1d6 13 6 3rd +20 ft.
11th +4 1d8 14 7 3rd +20 ft.
12th +4 Ability Score Improvement 1d8 15 7 3rd +20 ft.
13th +5 1d8 16 8 4th +20 ft.
14th +5 Fiery Blood 1d8 17 8 4th +25 ft.
15th +5 1d8 18 9 4th +25 ft.
16th +5 Ability Score Improvement 1d8 19 9 4th +25 ft.
17th +6 Path Feature 1d10 20 10 5th +25 ft.
18th +6 1d10 21 10 5th +30 ft.
19th +6 Ability Score Improvement 1d10 22 11 5th +30 ft.
20th +6 Path Feature 1d10 23 11 5th +30 ft.

Class Features

As an Firebender, you gain the following Class Features:

Hit Points


  • Hit Dice: 1d8 per Firebender level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Firebender level after first

Proficiencies


  • Armor: Medium
  • Weapons: Simple weapons, Longsword, Rapier, Scimitar, Shortsword
  • Tools: One type of Artisan’s tools of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two skills from Acrobatics, Arcana, Deception, Insight, Intimidation, Persuasion, Sleight of Hand

Equipment

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

  • A Shortsword or any Simple Weapon
  • A Dungeoneers pack OR a Diplomats Pack
  • A set of Hide Armor
  • A set of tools that you are proficient with

Martial Arts

At 1st level, your practice of martial arts in the temples of the Fire Nation gives you an understanding of basic combat styles that utilize Firebending and Firebender weapons. Firebender weapons include: Any simple weapons, Longswords, Rapiers, Scimitars, and Shortswords.

You gain the following benefits while you are unarmed or wielding only Firebender weapons AND are not wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls with your unarmed strikes and Firebender weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or Firebender weapon. This die changes as you gain Firebender levels, as shown in the Martial Arts column of the Firebender table.
  • When you use the attack action with an unarmed strike or a Firebender weapon, you can make one unarmed strike as a bonus action.

Armored Mobility

Beginning at 1st level, when you wear medium armor, you can add your full dexterity modifier to your AC.

Bending

Your training with the monks of the Firebending tribe has connected you to the spark of life around you.

Cantrips

Cantrips are very basic Firebending moves that can be used at will without expending any Chi Points. At level 1, you know the Produce Flame and the Control Flames cantrips.

Chi

Starting at 2nd level, your training allows you to harness the energy of Chi. Your access to this energy is represented by a number of Chi points. Your Firebender level determines the number of points you have, as shown in the Chi points column of the Firebender table.

You can spend these points to fuel various Bending Moves. When you spend a Chi point, it is spent 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 your bending moves require your target to make a saving throw to resist the bending move's effects, or make a bending attack roll to hit with your move. Your Bending Save DC and Bending Attack Modifier are calculated as follows:


  • Bending Save DC = 8 + your proficiency bonus + your Charisma modifier
  • Bending Attack modifier = your proficiency bonus + your Charisma Modifier

At level 2, you know 3 special Firebending moves. You always have these moves prepared and they do not count against the number of bending moves you can have prepared.

Eruption of Blows. Immediately after you take the Attack action on your turn, you can spend 1 Chi point to make two unarmed strikes as a bonus action.

Simmering Defense. You can spend 1 Chi point to take the dodge action as a bonus action on your turn.

Step of the Flame. You can spend 1 Chi point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Preparing and using Bending Moves

Beginning at level 3, you start to learn more advanced Firebending moves.

The Firebender table shows how many chi points you have to use these more powerful bending abilities. The table also shows what the maximum bending move level those moves can be at your level.

To use one of your bending abilities you must expend the amount of Chi points required to use a bending move of that level (Table Below). You regain all your expended Chi points when you finish a short or long rest.

Bending Move Level Chi Point Cost
1 2
2 4
3 6
4 8
5 10

You know all of the Bending Moves of your level or lower for your path (detailed at the end of the class). Each day, you spend 30 minutes at the start of your day meditating and practicing a number of bending moves that you prepare to use during the day. To use a bending move during the day, you must have it prepared.

At level 3, you start by being able to prepare 3 bending moves. That number goes up at certain Firebender levels as shown in the Firebender table above.

Each use of a bending move costs a certain number of Chi Points depending on the level of the bending move as per the table above.

Hotfoot

Starting at 2nd level, your rigorous training as a Firebender enables you to move more quickly. Your speed increases by 10 feet while you are not wielding a shield or wearing heavy armor. This bonus increases when you reach certain levels as shown in the Firebender table.

At 9th level, you gain the ability to jump twice your normal distance, using a jet of flame to assist your leap.

Firebending Path

When you reach 3rd level you commit yourself to a Firebending path, either the Path of the Dragon, or the Path of the Comet.

Ability Score Improvement

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. You can’t increase an ability score above 20 using this feature.

Extra Attack

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

Chi Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.

Fiery Blood

At 14th level, you have learned to raise your internal temperature high enough that you can burn away any foreign disease or poison. You are now immune to disease and poison.

Bending Path

Beginning at level three, you choose to follow the Path of the benevolent Dragon, or the Path of the fearsome Comet.

Path of the Dragon

Disciple of Dragon Fire

When you choose this path at 3rd level, you learn the ways of the Dragon’s bolstering flames. The dragon’s flames serve to heal and strengthen its allies.

You know all of the Dragon Fire Bending Moves for your level or lower listed below. Each day, you spend 30 minutes at the start of your day meditating and practicing a number of bending moves that you prepare to use during the day. To use a bending move during the day, you must have it prepared.

At level 3, you start by being able to prepare 3 bending moves. That number goes up at certain Firebender levels as shown in the Firebender table above.

Each use of a bending move costs a certain number of Chi Points depending on the level of the bending move as per the table under Preparing and using Bending Moves.

Follower of the Dragon

Starting at 4th level, your healing bending moves are more effective. Whenever you use a bending move that restores hit points to a creature, the creature regains additional hit points equal to 2 + the moves level.

Warding Flare

At level 7, you learn to use firebending to protect allies. When a creature within 30 feet of you that you can see makes an attack, you can use your reaction to impose disadvantage on the attack roll, causing flames to flare in front of the attacker. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Hotman

Starting at 10th level, you have become accustomed to the constant heat of the fire Chi inside of you. You become resistant to fire damage.

Cleansing Breath of Ran and Shaw

When you reach level 17, the true life-giving nature of firebending reveals itself to you. As an action, you can exhale a majestic wave of multi-colored flames in a 30 foot cone in front of you. Each creature in that area that you choose regains 4d10 hit points and is cleansed of any blindness, deafness, or disease affecting it. Once you use this ability, you can not use it again until you complete a short or long rest.

Aspect of the Dragon

At 20th level you become a living embodiment of the creators of Firebending, the Dragons.

You gain immunity to fire damage, a fly speed of 80 ft, and any time you use Chi to Firebend, you can choose one creature within 30 ft of you to regain 1d8 + your charisma modifier hit points.

Path of the Comet

Disciple of the Comet's Flame

When you choose this path at 3rd level, you learn the ways of the Comet’s destructive force. The Comet’s fire burns everything in its path to ash.

You know all of the Comet’s Flame Bending Moves for your level or lower listed below. Each day, you spend 30 minutes at the start of your day meditating and practicing a number of bending moves that you prepare to use during the day. To use a bending move during the day, you must have it prepared.

At level 3, you start by being able to prepare 3 bending moves. That number goes up at certain Firebender levels as shown in the Firebender table above.

Each use of a bending move costs a certain number of Chi Points depending on the level of the bending move as per the table under Preparing and using Bending Moves.

Follower of the Comet

Starting at 4th level, your damaging fire disciplines are more effective. Whenever you use a discipline to cast a spell of 1st level or higher to damage a creature, the creature also takes additional fire damage equal to 2 + the spell’s level.

Concentrated Flame

By 7th level, your mastery over fire has enabled you to focus your flames on a targets weak points. Any fire damage you deal is not affected by resistance to fire damage.

Fiery Rage

At level 10 you learn to harness a fiery rage that builds in you. Before you roll damage for a fire spell/discipline, you can choose to deal maximum damage instead of rolling.

You can use this feature once. You recover all uses of this ability after a short or long rest.

Azula's Arced Lightning

At level 17 you've learned an art perfected by Azula herself. As an action you create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

Once you use this ability, you can not use it again until you complete a short or long rest.

Aspect of the Comet

At 20th level you become a living embodiment of the destructive power of Sozin’s Comet.

You gain immunity to fire damage, a fly speed of 80 ft, and any time you use Chi to Firebend, you can choose one creature within 30 feet of you to take 1d10 + your charisma modifier fire damage.

Firebending Moves

Beginning at level 3 when you select a Path to follow, you start to learn how to empower your Firebending with Chi. The different ways you shape your Chi are called bending moves.

All Firebenders draw power from the sun, but there are two seperate paths to enlightenment for Firebenders. The Path of the Dragon uses it’s Chi to bolster allies internal resolve and heal their wounds. While the Path of the Comet uses its sheer power to incinerate its foes. The path you follow determines how you can shape your Chi, and each path has access to a different set of bending moves depending on where they draw their inspiration for Firebending from.

Listed below are the bending moves that each Firebending path learns.

Dragon Fire Bending Moves List

1st Level
  • Absorb Elements
  • Armor of Iroh**
  • Cure Wounds (Cauterize wounds)
  • Faerie Fire (Outlined in harmless flames)
  • Guiding Bolt (Fire damage, bolt of fire)
  • Healing Word
  • Heroism
2nd Level
  • Aid
  • Continual Flame
  • Dragon’s Breath
  • Enhance Ability (Spark of Inspiration/ Fire of Motivation)
  • Healing Spirit
  • Heat Metal
  • Lesser restoration (Cleansing Flames)
  • Pyrotechnics
3rd Level
  • Beacon of Hope
  • Blinding Smite
  • Daylight
  • Elemental Weapon (Limited to fire damage)
  • Fireball
  • Flame Arrows
  • Haste (Movements are sped up by jolt of lightning)
  • Mass Healing Word
  • Revivify (Jolt of lightning)
4th Level
  • Conjure Minor Elementals (Limited to Firey Elementals)
  • Elemental Bane
  • Fire Shield (Can be cast on others)
5th Level
  • Conjure Elemental (Limited to Fire Elemental)
  • Greater Restoration (Cleansing Flames)
  • Mass Cure Wounds
Important Notes

Some spells will need minor reflavoring of their text to translate into something that an Firebender may be able to do. I.E. Healing is cauterizing wounds or igniting an inner spark to survive.

*Minor limitations/changes to certain bending moves for flavor reasons are listed in parentheses.

**Spells that needed more than minimal re-flavoring are listed in part 2.

*** For the purposes of translating spells in the DnD world to Bending moves for the Firebender:


  • Bending Move Level = Spell Level

Comet's Flame Bending Moves List

1st Level
  • Absorb Elements
  • Armor of Iroh**
  • Burning Hands
  • Cause Fear (Target terrified of your intimidating visage)
  • Faerie Fire (Outlined in harmless flames)
  • Guiding Bolt (Fire damage, bolt of fire)
  • Searing Smite
2nd Level
  • Aganazzar's Scorcher
  • Continual Flame
  • Flame Blade
  • Flaming Sphere
  • Heat Metal
  • Moonbeam (Fire damage, Column of fire)
  • Pyrotechnics
  • Scorching Ray
3rd Level
  • Blinding Smite
  • Call Lightning
  • Elemental Weapon (Limited to Fire damage)
  • Fear (Target terrified of your intimidating visage)
  • Fireball
  • Flame Arrows
  • Haste (Movements are sped up by jolt of lightning)
  • Lightning Bolt
  • Melf’s Minute Meteors
4th Level
  • Confusion (Loud, blinding explosin)
  • Sickening Heat**
  • Wall of Fire
5th Level
  • Dawnbreak**
  • Flame Strike
  • Immolation

Part 2

Re-flavored Bending Moves

Armor of Iroh

1st-Level Firebending


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: 1 Hour

A protective magical force surrounds you, manifesting as flames licking across you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 fire damage.

At Higher Levels. When you use this bending move with by expending the chi points of a 2nd level or higher bending move, both the temporary hit points and the fire damage increase by 5 for each bending move level above 1st.

Sickening Heat

4th-Level Firebending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: S
  • Duration: Concentration, up to 10 minutes

Dim, bluish-white flames spread within a 30-foot-radius sphere centered on a point you choose within range. The flames spreads around corners, and last until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 2d10 fire damage, suffer one level of exhaustion, and catch fire.

While on fire, the target takes 1d10 fire damage at the start of each of its turns, and emits a dim blue light in a 5 ft radius that makes it unable to benefit from invisibility.

A creature can douse the flames on itself by spending an action on its turn to do so.

The fire and any levels of exhaustion caused by this spell go away when the spell ends.

Dawnbreak

5st-Level Firebending


  • Casting Time: 1 Action
  • Range: 60ft
  • Components: S
  • Duration: Concentration, up to 1 minute

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

Firebenders who end their turn in the cylinder take half damage from a failed save, and 1/4 damage on a successful one. They also have their bending powers amplified. Until the end of the Firebenders next turn, whenever the Firebender uses a bending move, they only need to expend half the normal amount of Chi Points required for that move.

If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Change Log and Credits

Change Log


Credits

  • Class Flavor Text: http://avatar.wikia.com/wiki/Firebending
  • Zuko: ZDragonX
    (https://www.zerochan.net/user/ZDragonX)
 

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