Monastic Tradition - Way of Firebending

by CaduKotaka

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Way of Firebending

Fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires, it draws its power from the sun, and the first human firebenders derived their firebending techniques from gold dragons.

Firebending is known for its intense and aggressive attacking style and general lack of adequate defensive moves, although firebenders can modify offensive maneuvers to function as a defense, such as creating large walls of fire or shooting down incoming attacks with fire jabs.

Features

This monastic tradition grants you features at 3rd, 6th, 11th, and 17th levels. At each of these levels, you can learn a new Bending Discipline and unlock a different Chakra.

The disciplines allow you to learn magical abilities that harness the power of the chosen element. A discipline requires you to spend ki points each time you use it, unless otherwise specified. You learn a basic bending discipline and one other discipline of your choice at 3rd level. Then at 6th, 11th, and 17th levels, you gain access to a new set of disciplines and can choose an additional one. You can also replace one elemental discipline that you already know with a different discipline from the same level by meditating during a short or long rest.

The chakras grant you new advanced bending techniques. To master the element you choose, you must learn all the disciplines and unlock all of your chakras, allowing yourself to grow more powerful as you do so.

Firebending Discipline I

At 3rd level, all your work finally starts to pay off and you can focus your ki to produce some firebending tricks. You learn magical disciplines that harness the power of fire. You learn the Bend Fire discipline, which you always know and cannot change at later levels, plus one other waterbending discipline of your choice from the following options:

Bend Fire: You can cast Control Flames at will, as a bonus action, and at a range of sight.

Cinder Strike: You can spend 2 ki points to cast Burning Hands.

Burning Vengeance: You can spend 2 ki points to cast Hellish Rebuke.

Blazing Weapon: You can spend 2 ki points to cast Searing Smite.

To cast one of these spells, you use its casting time and other rules, but you don't need to provide material or verbal components for it.

You can also replace one elemental discipline that you already know with a different discipline from this level by meditating during a short or long rest.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level. The spell's level increases by 1 for each additional ki point you spend. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Monk Levels Maximum Ki Points for a Spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6

Finally, Wisdom is your spellcasting ability for these spells.

Note

Some of the spells listed here are variations of already existing spells, just modified to suit specific elements.

Firebending

Chakra of Power

When you choose this tradition at 3rd level, you officially start your journey as a firebender. To master the element of fire you must unlock all of your chakras, growing more powerful as you do so. To unlock this chakra you must spend at least 3 hours meditating (which can be taken during a long rest) and succeed on a DC 5 Wisdom check.

The first chakra you must unlock is the Chakra of Power, which is located at the base of your spine. When you unlock this chakra, you gain a new attack option that you can use with the Attack action called a Fire Jab. This special attack is a ranged attack with a range of 15 feet, and increases by 5 feet when your Martial Arts die increases. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. This attack produces d4 fire damage. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you're able to make an unarmed strike with a Monk feature such as Extra Attack or Flurry of Blows, you can replace any of the strikes with this special attack, but you are unable to use the Stunning Strike ability when you hit a creature with this attack.

Additionally, you can use your action to cause flames to descend on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. The target gains no benefit from cover for this saving throw. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Firebending Discipline II

At 6th level, your control over your firebending technique improves. You learn another firebending discipline of your choice from the following options:

Scorching Ray: You can spend 3 ki points to cast Scorching Ray.

Flaming Sphere: You can spend 3 ki points to cast Flaming Sphere.

Heat Metal: You can spend 3 ki points to cast Heat Metal, at a range of touch.

You can also replace one elemental discipline that you already know with a different discipline from this level by meditating during a short or long rest.

Firebending

Chakra of Flames

At 6th level, your journey as a firebender continues. The second chakra you must unlock is the Chakra of Flames, which is located on your stomach. The stomach is very important in firebending, beacause it is the font of our energy. Unlocking this chakra helps you to absorb incoming energy using it in your favor, but also to protect yourself and your allies when necessary. You gain two new abilities: Fire Absorption and Fire Shield. To unlock this chakra you must spend at least 6 hours meditating (which can be taken during a long rest) and succeed on a DC 10 Wisdom check.

With fire absorption, you gain the ability to deflect and absorb fire. As a reaction to being targeted by an attack, spell or area of effect that deals fire damage, you inhale the flames, reducing the damage by 1d10 + your Wisdom modifier + your monk level. If the damage you take is reduced to zero, you can choose to exhale the energy, restoring 1 ki point, or alternatively, you can choose to keep this energy stored within you, as if you were concentraiting on a spell, and the next time you cast a spell, reduce the ki point cost by 2.

With fire shield, you gain the ability to protect yourself and your allies from incoming fire damage. As a reaction, when you or an allie within 5 feet of you is targeted by an attack, spell or area of effect that deals fire damage, you move your arms in a circular motion and make a fire swirl that absorbs the fire impact. For every ki point you spend, reduce the damage by 1d6.

Blue Fire

Also at 6th level, you learn one more technique. Only the most prestigious firerbenders are able to bend this kind of fire. Blue flames are a lot hotter than normal fire, that's because a firebender must pour their ki into their fire, this makes it magically enhanced. What this means is that your fire can overcome resistance and immunity to fire. You may use this enhancement at will on your fire jabs and shrouds of flame, but in order to use it on your disciplines, you must spend 1 ki point. This ki point doesn't count against the number of ki points you may spend on the disciplines table.

Firebending

Firebending Discipline III

At 11th level, your control over your firebending technique improves. You learn another waterbending discipline of your choice from the following options:

Firestorm: You can spend 4 ki points to cast Fireball.

Fire Bolts: You can spend 4 ki points to cast Melf's Minute Meteors.

Schorching Weapon: You can spend 4 ki points to cast Fire Weapon.

You can also replace one elemental discipline that you already know with a different discipline from this level by meditating during a short or long rest.

Chakra of Balance

At 11th level, your journey as a firebender continues. The third chakra you must unlock is the Chakra of Balance, which is located on the back of your head. When you unlock this chakra, you learn one of the most advanced techniques a firebender can ever master: Lightning Generation. To unlock this chakra you must spend at least 12 hours meditating and succeed on a DC 15 Wisdom check.

Lightning Generation is an advanced sub-skill within firebending that allows the user to produce lightning by separating the positive and negative energies internally, before directing it up through the arm and out the fingertips. The technique is extremely precise and deadly and is referred to by some as the "cold blooded fire". Mentally, it involves a complete absence of emotion and peace of mind, and physically, it requires separating the energies of yin and yang, also interpreted as positive and negative electric potential respectively. When the yin and yang collide together to become whole again, lightning is created, with the bender only guiding, rather than controlling, the lightning's direction. If one attempts to conjure lightning without the required emotional discipline, it can instead result in a huge explosion of fire.

In order to conjure lightning you must spend 5 ki points and your whole turn in order to prepare the attack, that means you cannot do anything else during your turn, including using your movement or bonus action. Then, at the start of your next turn, as an action, you make a DC 12 Wisdom check. On a success you create a bolt of lightning that arcs toward a target of your choice that you can see within 100ft. The target must make a Dexterity saving throw, taking 1d8 lightning damage per your monk level on a failed save, or half as much damage on a successful one. On the other hand, if you fail the Wisdom check, the air around you ignites causing an explosion in a 10-foot-radius sphere centered on you. Each creature in this area must make a Dexterity saving throw or suffer your monk level in fire damage on a fail, or half as much on a success. You automatically fail your save.

This ability requires you to maintain your concentration, when you first start to create the lightning until the start of your next turn, when it is released. If during this time you break your concentration, the air ignites as if you had failed your Wisdom check.

At 17th level, you make a DC 7 Wisdom check instead. Additionally, the initial range increases to 150ft. You can use this ability once per short rest.

Also at 11th level, you learn how to Redirect Lightning. After observing the redirecting techniques of waterbending, firebenders developed a technique to redirect the course of lightning strikes by absorbing it through one arm, guiding it through the stomach, and out the other arm.

As a reaction, when you are targeted by an attack, spell or area of effect that deals lightning damage, you may attempt a Wisdom saving throw, with a DC equal to 10 or half the damage of that attack, whichever is lower. On a success you can redirect that attack to any creature within 100ft of you, which then, must make a Dexterity saving throw, taking the original damage on a failure or half as much on a success.

Firebending

Firebending Discipline IV

At 17th level, your control over your firebending technique is unmatched. You learn another firebending discipline of your choice from the following options:

Fire Shield: You can spend 5 ki points to cast Warm Shield.

Wall of Fire: You can spend 5 ki points to cast Wall of Fire.

Fire Bane: You can spend 5 ki points to cast Fire Bane.

You can also replace one elemental discipline that you already know with a different discipline from this level by meditating during a short or long rest.

Chakra of the Dragon Soul

At 17th level, your journey as a firebender is in its final stages. The fourth, and last, chakra you must unlock is the Chakra of the Dragon Soul, which is located in your lungs. The lungs are the soul of firebending, because breathing is the key to every firebending ability. Unlocking this chakra brings you closer than ever to the original firebending masters, the Gold Dragons, and by focusing on your ki, you can conjure a flaming golden dragon. This technique is called The Dancing Dragon. To unlock this chakra you must spend at least 24 hours meditating and succeed on a DC 20 Wisdom check.

As an action, you can cast The Dancing Dragon. After the spell ends, or your concentration is broken you are stunned for 1 round and you gain 2 levels of exhaustion. You may use this ability once per long rest.

The Avatar State

When in the Avatar State, one is at its most powerful, but also as its most vulnerable. If you are killed in the Avatar State, you cannot be resurrected by any means short of a wish spell.

Avatar State

At 17th level, you are granted access to the infinite wisdom of the original firebenders, the Gold Dragons, which kicks in when you are in mortal danger. When you are reduced to 0 hit points, but not killed outright, you may use your reaction to enter the Avatar State and spring back to your feet.

When you do so, you gain a number of temporary hit points equal to the amount of ki points you have left (minimum of 1), after that, your number of ki points is reduced to zero, if it isn't already. Then, as part of the same reaction, you can stand up and move, up to your movement speed, without provoking attacks of opportunity.

While in this state you carry the wisdom of all the greatest firebending masters that already passed away. Your eyes shine with a bright white light, as flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. The flames don't harm you. Until the transformation ends, you gain the following benefits:

  • You are immune to fire damage and have resistance to cold damage.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

This form lasts for 1 minute, or until you fall unconscious. After the transormation, you also gain a level of exhaustion. Once you use this feature, you can't use it again until you finish a long rest.

At 20th level, you may use this transformation as an action on your turn, without gaining temporary hit points nor levels of exhaustion at the cost of 7 ki points.

Firebending

Adapted Spells

Firebending

Fire Weapon

3rd level, Evocation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 fire damage when it hits.

At Higher Levels.

When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Fire Bane

4th level, Evocation


  • Casting Time: 1 Action
  • Range: 90ft
  • Components: S
  • Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes fire damage, the target takes an extra 2d6 damage of this type. Moreover, the target loses any resistance to fire damage type until the spell ends.

At Higher Levels.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Warm Shield

4th level, Evocation


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

Choose one creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes fire damage, the target takes an extra 2d6 damage of this type. Moreover, the target loses any resistance to fire damage type until the spell ends.

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield which grants you resistance to cold damage.

The Dancing Dragon

8th level, Conjuration


  • Casting Time: 1 Action
  • Range: 120ft
  • Components: S
  • Duration: Conjuration, 1 minute

By gathering threads of flames, you create a Huge fiery golden dragon in an unoccupied space that you can see within range. This dragon lasts for the spell's duration and occupies its space, as if it were a creature.

When the dragon appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the dragon, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the dragon up to 60 feet. At any point during its movement, you can cause it to exhale a blast of flames in a 60-foot cone originating from its space. Each creature in the cone must make a Dexterity saving throw, taking 7d6 fire damage on a failed save, or half as much damage on a successful one.

The dragon is tangible because of the flames used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions.

Disclaimer

Most of the information about the philosophy and fighting styles of the bending arts in this homebrew is directly copied from the Avatar Fandom Wiki.

Image credit in order of appearance

Firebending

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