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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 Dexterity instead of Strength for attack and damage rolls when making an attack
you are proficient in.
When you walk through fire, you are unaffected by the flames. You can use your reaction to
allow any creature of your choosing within 10 feet of you to be completely unaffected by the
flames as well.
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 3rd level.
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 your Bending
Modifier 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 3 (rounded up) + Charisma modifier divided by 3 and multiplied
by 2 (rounded up)
Bending Attack Bonus
Bending Modifier + Proficiency Bonus
Save DC
8 + Bending Attack Bonus
Fiery Blows
Immediately after you take the Attack action on your turn, you can spend 1 chi point to make
two melee attacks that deal your Extra Heat fire damage as a bonus action. You are proficient
with these attacks.
Heated Grip
As a bonus action, spend 1 chi point to heat the weapon you’re holding. This is treated as a
concentration spell. This increases the damage dealt by the weapon by 1d6 fire damage for 1
minute. If you ever release the weapon, the effect will end on the weapon at the start of your
next turn. As long as you maintain concentration, you can still pick the weapon back up and
immediately gain the damage bonus again. If another creature touches or picks up the weapon
before the start of your next turn, they take 1d4 fire damage at the moment of touching and at
the end their turn if they keep holding the weapon, unless they have fire resistance. This feature
can also cause your unarmed strike to deal an extra 1d6 points of fire damage.
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 Bending Save DC.
Failure results in blindness until the end of your next turn. The target can attempt to end the
effect by making another Constitution saving throw at the end of 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[edit]
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 immediately, 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[edit]
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 Techniques[edit]
Upon reaching 3rd level, you can have up to 2 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.
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[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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice
instead.
Scimitar Training[edit]
As a member of the Fire Nation, you have a scimitar (or a pair of scimitars) that you have
trained with since an early age. All children of the Fire Nation are taught to wield scimitars to
some level of proficiency. Being a Fire Bender, you have mastered the art of using your scimitar
skills in tandem with your Fire Bending. Upon reaching 4th level, when you make an attack
with your scimitar(s), you can use a bonus action to do a Basic Technique that normally takes 1
action.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
Intense Release[edit]
Starting at 5th level, if you are restrained in any way, you can cause your body to reach
extremely high temperatures to break the bonds as an action. Metal bonds, like handcuffs, may
take several minutes or maybe hours to break, up to the DM. This ability can also be used so
that if anyone makes physical contact with you, they will take 1d6 points of Fire damage. This
buff lasts for 1 hour, or you can cancel it without taking an action. It can instead be used to
create an explosion around you as an action. It has a 15 foot radius centered on you, dealing 6d8
damage to all creatures and objects within the radius besides you. You must complete a long
rest before using this feature again.
Flaming Fist[edit]
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[edit]
Starting at 7th level, you no longer need to roll to block mundane flames. You do still need to
use your reaction. 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[edit]
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,
d10 to d12, and d12 to 1d12 + Charisma Modifier.). 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.
Electric Redirection[edit]
Starting at 10th level, you have mastered the energy inside of yourself enough so that you can
redirect lightning-based attacks. If a lightning-based Attack is directed at you, as a reaction and
expending 1 chi point, you must first make a Dex saving throw higher than the attack’s accuracy
or save DC. A failure results in you getting hit as normal. If you succeed, you must then make a
Charisma saving throw to calm yourself and let the energy flow in, through, add your Cha
bonus to this roll. If you roll a 10 or lower, you take half of the original damage and are stunned
until the beginning of your next turn. If it is 11 to 15, you successfully redirect the attack, but it
is redirected in a direction of your choice that is not in the direction the attack came from. If it is
16 or higher, you have complete control over the attack and where it goes. The same rules for
the initial lightning-based attack apply to you in relation to range, damage, and number of
targets.
Intense Training[edit]
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[edit]
Starting at 14th level, as a bonus action, you can expend 3 chi points to create a scimitar or 5 chi
points to create 2 scimitars out of fire. This scimitar(s) 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(s), you can expend chi points to either increase accuracy rolls or damage rolls.
Increasing accuracy rolls to or above 19 does not cause a critical hit. 1 chi point results in an
increase of 1 to the roll. 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.
Hot Bod[edit]
Starting at 15th level, after honing your Fire Bending skills, you have now gained a natural
resistance to all fire and cold damage. You also cannot be frozen by any means.
Lightning Bending[edit]
You have mastered the art of separating energy to create lightning. Starting at 18th level, as an
action, make a Charisma saving throw as you attempt to calm yourself for this attack (If you've
taken damage since the beginning of the round, you roll with disadvantage). If you roll less than
a 10, you take 6d8 points of Fire damage as your attempt to Lightning Bend blows up in your
face, literally. If your roll is greater than or equal to 10 and less than 21, you consume 8 chi
points and use the technique blasting bolt, dealing only lightning damage. If your roll is 21 or
higher, you consume only 5 chi points. If you reduce a creature to less than one third of their
total hit points with this technique, they must make a Constitution saving throw against your
Bending Save DC, falling unconscious for one minute if they fail.
Final Firebending[edit]
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).
Combustion
There’s fire, then there’s lightning. But there is one firebending technique that rises above the
rest when it comes to raw power: combustion. Many fire benders can create explosions, but it
often takes a lot out of them. But not you. You can now use the technique fireball without
consuming any chi points. The fireball technique no longer counts towards the maximum
number of Advanced Techniques you know.

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