Fire Bender
A young criminal tabaxi sits in the shadows of a dark passage, waiting for his next victim, when a seemingly unarmed elf passes by. Encouraged, the tabaxi jumps up, draws a knife and approaches the elf, but little did he know what he just started. Before he can even try to threaten the elf, a blast of flames lands in the tabaxi’s face. Confused, he tries to gather his senses, but his continuing burning flesh makes it hard to concentrate. The next thing he sees is a glowing fist, burning its way through his clothes into his stomach, before his view fades and he knocks down on the ground.
Creating a Fire Bender
When creating a fire bender character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your fire bender. Did you come from a huge city with more fire benders and were able to train among them? Or did you live in a secluded village and maybe had to hide your special abilities? What led you to take up the adventuring life? Did you feel the urge to explore more than just your little village, maybe to find a master to train you? Did you want to go out into the world to destroy everything standing in your way? Are you part of some kind of military and were sent out as a special fire bender force? Maybe you broke some rules in your town and were banished, leaving you just with your abilities and the things you could carry.
Quick Build
You can make a Fire Bender quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit 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 armor
- Weapons: Simple weapons, Scimitar
- Tools: None
- Saving Throws: Charisma, Dexterity
- Skills: Choose three from Intimidation, History, Persuasion, Deception, Perception, Athletics, Acrobatics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two Scimitars or (b) a Scimitar and any simple weapon
- a leather armor
- a dungeoneer’s Pack or an explorer’s Pack
The Fire Bender
| Level | Proficiency Bonus | Chi | Burn damage | Features | Cantrips Known | Slot Level |
|---|---|---|---|---|---|---|
| 1st | +2 | 2 | — | Fire Bending, Spellcasting | 2 | 1st |
| 2nd | +2 | 3 | 1d4 | Conflagration | 2 | 1st |
| 3rd | +2 | 5 | 1d4 | Enkai | 2 | 2nd |
| 4th | +2 | 6 | 1d4 | ASI | 3 | 2nd |
| 5th | +3 | 8 | 1d6 | — | 3 | 3rd |
| 6th | +3 | 9 | 1d6 | Enhanced Bending | 3 | 3rd |
| 7th | +3 | 11 | 1d6 | — | 3 | 4th |
| 8th | +3 | 12 | 1d6 | ASI | 3 | 4th |
| 9th | +4 | 14 | 1d6 | — | 3 | 5th |
| 10th | +4 | 15 | 1d8 | Logia | 4 | 5th |
| 11th | +4 | 17 | 1d8 | — | 4 | 6th |
| 12th | +4 | 18 | 1d8 | ASI | 4 | 6th |
| 13th | +5 | 20 | 1d8 | — | 4 | 7th |
| 14th | +5 | 21 | 1d10 | Multi-bending | 4 | 7th |
| 15th | +5 | 23 | 1d10 | — | 4 | 8th |
| 16th | +5 | 24 | 1d10 | ASI | 4 | 8th |
| 17th | +6 | 25 | 1d12 | Dai Enkai | 4 | 9th |
| 18th | +6 | 27 | 1d12 | — | 4 | 9th |
| 19th | +6 | 28 | 1d12 | ASI | 4 | 9th |
| 20th | +6 | 30 | 1d12 | Offensive Defense | 4 | 9th |
Fire Bending
At 1st level, you know the cantrips control flame, produce flame and spontaneous combustion.
Also, whenever you walk through flames, they don’t affect you.
As an action, you can allow one creature of your choice within 10 feet of you to be unaffected by flames as well when they walk through them until the start of your next turn and as long as it is within 10 feet of you.
Spellcasting
Using the energy in and around you, you can cast spells to shape and use that energy to your will. See chapter 10 for the general rules of spellcasting and further down the section Fire Bender Spells for the fire bender spell list.
Cantrips
At 1st level, you know 2 cantrips of your choice from the fire bender spell list. You learn additional fire bender cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fire Bender table.
Preparing and Casting Spells
The Fire Bender table shows how many chi points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend chi points according to the spell’s level or higher. You regain a number of your expended Chi points equal to half of your maximum Chi points (rounded up) when you finish a short or a long rest.
You prepare the list of fire bender spells that are available for you to cast, choosing from the fire bender spell list. When you do so, choose a number of fire bender spells equal to your Charisma modifier + your fire bender level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level fire bender, you have 5 chi points. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands and have 2 chi points available, you can cast it as a 1st or 2nd level spell. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of fire bender spells requires time spent in meditation and training: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your fire bender spells, since the strength and accuracy of your abilities depends on your willpower. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a fire bender spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any fire bender spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You don’t need a spellcasting focus for your fire bender spells. Instead, every fire bender spell automatically gets the Somatic (S) component and you must be able to breath while casting a fire bender spell.
Conflagration
Starting at 2nd level, if a creature takes fire damage from you, it must succeed on a Constitution saving throw against your Spell save DC or is burning for 1 minute. A creature that is burning takes fire damage according to the Burn Damage column of the Fire Bender table on the start of each of its turns. After that, it can make a Constitution saving throw. If it succeeds the burning stops. If it or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it stops burning.
Enkai
Starting at 3rd level, you tap into what drives your Fire Bending to increase the amount of damage you deal. You have two uses of Enkai. You regain all your expended uses of Enkai when you finish a short or long rest. You can use Enkai when you are about to throw damage for one of your fire bender spells. When you use Enkai, you increase a number (up to your Fire Bender Level) of damage die 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 Enkai or not. For example, if you use Enkai when you use fire bolt, which deals 1d10 fire damage, you would instead deal 1d12 fire damage. You gain another use at 7th level and one more at 15th level.
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. As normal, you can’t increase an ability score above 20 using this feature.
Enhanced Bending
Starting at 6th level, you've learned to harm even the most elementally attuned creatures with your fire. When you deal fire damage to a creature with resistance to fire damage, you ignore their resistance and they instead take normal damage. In addition, when you deal fire damage to a creature with immunity to fire damage, you treat it as if it is resistant.
Logia
Starting at 10th level, you can transform parts of your body (and clothes) into literal fire.
If another creature hits you with a melee or ranged attack, you can use your reaction to add your Charisma modifier to your AC for that attack, potentially causing the attack to miss you. In addition, whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to gain this bonus.
You also gain resistance towards fire damage.
Multi-bender
Starting at 14th level, you can control your movement and your bending in a way that you can keep up several effects at the same time. You can now concentrate on up to two fire bender spells that require concentration at the same time, without losing concentration on the first one. You can’t concentrate on three spells at once.
Dai Enkai
Starting at 17th level, when you use Enkai for one of your fire bender spells, you can choose to apply both of the following effects for that spell:
- You have advantage on all attack rolls.
- Every creature that must make a saving throw has disadvantage on that saving throw. You can use Dai Enkai again when you finish a short or long rest.
Offensive Defense
At 20th level, when you roll initiative and have no uses of Enkai left, you regain one use.
Additional Feats
Elemental Affinity
Prerequisite: Fire Bender level 8 or higher
When you have contact with fire or are burning, the Chi cost for each of your fire bender spells decreases by 1.
Multiclassing
If you want to multiclass into the fire bender class, the prerequisites and proficiencies are as follows:
- Prerequisite: 13 Charisma
- Proficiencies gained: Light armor, Scimitar
If you multiclass into another class using chi points, your maximum amount of chi points is calculated as the sum of chi points from one class and the chi points from the other class.
Fire Bender Spells
Cantrips (0 Level)
- Create Bonfire (EEPC, pg. 152)
- Dancing Lights (PHB, pg. 230)
- Fire Bolt (PHB, pg. 242)
- Fire Punch
- Flame Blast
- Sacred Flame (PHB, pg. 272)
1st Level
- Bane (PHB, S. 216)
- Blaze
- Burning Hands (PHB, pg. 220)
- Chromatic Orb (fire damage only) (PHB, pg. 221)
- Ignition
- Detect Magic (PHB, pg. 231)
- Expeditious Retreat (PHB, pg. 238)
- Faerie Fire (PHB, pg. 239)
- Feather Fall (Self only) (PHB, pg. 239)
- Fire Rune
- Flame Cloak
- Guiding Bolt (PHB, pg. 248)
- Hellish Rebuke (PHB, pg. 250)
- Jump (PHB, pg. 254)
- Kagerou
- Longstrider (Self only) (PHB, pg. 256)
2nd Level
- Aganazzar’s Scorcher (EEPC, pg. 150)
- Blindness/Deafness (blindness only) (PHB, pg. 219)
- Blur (PHB, pg. 219)
- Dragon’s Breath (fire damage only, target self only) (XGtE, pg. 154)
- Flame Blade (PHB, pg. 242)
- Flaming Sphere (PHB, pg. 242)
- Heat Metal (PHB, pg. 250)
- Higan
- Pyrotechnics (EEPC, pg. 163)
- Scorching Ray (PHB, pg. 273)
- Sea of Fire
3rd Level
- Blaze Net
- Counterspell (PHB, pg. 228)
- Elemental Weapon (fire damage only) (PHB, pg. 237)
- Fireball (PHB, pg. 241)
- Flame Charge
- Flame Step
- Hypnotic Pattern (PHB, pg. 252)
- Lightning Bolt (PHB, pg. 255)
- Melf’s Minute Meteors (EEPC, pg. 161)
- Shinka: Shiranui
4th Level
- Conjure Minor Elementals (fire only) (PHB, pg. 226)
- Elemental Bane (fire only) (EEPC, pg. 155)
- Fire Shield (PHB, pg. 242)
- Fire Avatar
- Thunderbolt
- Wall of Fire (PHB, pg. 285)
5th Level
- Bigby's Hand (fire damage instead of bludgeoning damage) (PHB, pg. 218)
- Conjure Elemental (fire only) (PHB, pg. 225)
- Fiery Dance
- Flame Strike (PHB, pg. 242)
- Immolation (EEPC, pg. 158)
6th Level
- Chain Lightning (PHB, pg. 221)
- Investiture of Flame (EEPC, pg. 159)
- Magma Storm
- Sunbeam (PHB, pg. 279)
7th Level
- Delayed Blast Fireball (PHB, pg. 230)
- Fire Storm (PHB, pg. 242)
8th Level
- Sunburst (PHB, pg. 279)
9th Level
- Meteor Swarm (PHB, pg. 259)
Additional Spells
Flame Blast
Evocation cantrip
- Casting Time: 1 action
- Range: 20 feet
- Components: V, S
- Duration: Instantaneous
A blast of fire, hot flames streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. In addition, if the target makes a saving throw against a spell you cast before the end of your next turn, it must roll a d4 and subtract the number rolled from the saving throw.
You don't have disadvantage with this attack if you attack some within the reach of 5 feet.
This spell's range increases by 5ft when you reach 5th level (25 ft), 11th level (30 ft) and 17th level (35 ft). Additionally, you can target one more creature or the same targeted creature(-s) an additional time when you reach 5th level, 11th level and 17th level.
Spontaneous Combustion
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Choose a creature within range that is burning. It stops burning, and takes 2 times the burning damage as fire damage. You also regain 1 chi point. The amount of chi points you regain increases by 1 when you reach 5th level (2 chi points), 11th level (3 chi points) and 17th level (4 chi points).
Fire Punch
Evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
You ignite one of your fists and hit a target within melee range. Make a melee spell attack against the target. On a hit, the target takes 1d12 fire damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Blaze
1st-level transmutation ritual
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a lizard tail and herbs worth at least 2 GP, which are consumed in the process)
- Duration: 1 hour
With less and less hit points left, you focus more and more on the fire within yourself. Until the spell ends and if you are at or below ⅓ of your maximum hit points, the fire damage you inflict increases by ¼. You can use an action to end this spell.
Ignition
1st-level evocation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Every creature within 5 feet of a burning creature within range must succeed on a Constitution saving throw or is now burning according to Conflagration and additionally takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.
Fire Rune
1st-level transmutation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: 1 hour
You place a 5-foot square rune on a surface within range that you can see. If a creature steps onto it (e.g. when placed on the ground) or next to it (e.g. when placed on a wall), each creature in a 5-foot sphere around the rune must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage, or half as much damage on a successful one. The creature stepping onto the rune or next to it automatically fails this saving throw.
The rune is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the rune before walking next to it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.
Flame Cloak
1st-level abjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You hurl yourself into a cloak made of fire. Every creature that ends its turn within 5 feet of you must succeed on a Constitution saving throw or take 1d8 fire damage. A creature that is burning additionally takes its burning damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 1st.
Kagerou
1st-level abjuration
- Casting Time: 1 reaction, which you take in response to being targeted by a ranged attack by a creature or an object that you can see before you know the result
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You shoot a stream of fire from the palm of your hand towards the ranged attack. Roll 2d10s and reduce the damage you would take from the ranged attack by that amount. Also, if your roll is higher than the damage rolled for the ranged attack, make a ranged spell attack against the creature or object targeting you. On a hit, it takes the difference of the two rolls as fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the roll increases by 1d10 for each slot level above 1st.
Higan
2nd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You point the index and middle finger of both of your hands like guns at a creature, turn your fingertips into flames and shoot bullets made of fire from them. Make a ranged spell attack with advantage against a target. On a hit, the target takes 4d8 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd.
Sea of Fire
2nd-level transmutation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
On the ground in a 20-foot radius centered on a point within range flames arise. The area becomes difficult terrain for the duration.
When a creature moves into or within the area, it takes 2d4 fire damage for every 5 feet it travels./
Blaze Net
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You create a 15-foot square net out of fire and throw it at a point within range. For the duration, this net turns the ground in the area into difficult terrain.
Every creature in the square must succeed on a Strength saving throw or is caught by the net, taking 4d8 fire damage. Until the spell ends, a creature that is caught in the net is restrained and takes 2d6 fire damage at the end of each of its turns. A creature restrained by the net can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and is not restrained anymore.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the initial damage increases by 1d8 for each slot level above 3rd.
Flame Charge
3rd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You cloak yourself in flame and rush forward in a up to 30 feet long line. Each creature that you pass through must make a Dexterity saving throw. On a failed save, the target takes 3d8 fire damage, 2d8 bludgeoning damage and is knocked prone. On a successful save, the target takes only half as much damage and is not knocked prone. You don’t provoke opportunity attacks by using Flame Charge.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d8 for each slot level above 3rd.
Flame Step
3rd-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately when you reappear, fire sprouts out of you in all directions, and every creature within 10 feet of the space you appeared must make a Constitution saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Shinka: Shiranui
3rd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You hurl two long lances made out of fire. You can hurl them at one target or several. Make a ranged spell attack for each lance. On a hit, the target takes 2d6 fire damage and 2d6 piercing damage. In addition, the target automatically fails the Constitution saving throw for Conflagration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage of each lance increases by 1d6 for each slot level above 3rd.
Fire Avatar
4th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You shoot a little ball of fire at a point you can see within range. A 20-foot-radius sphere of whirling fire expands from the ball centered on that point. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d8 radiant damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of fire to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 3d8 fire damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to see.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the damage increases for each of its effects by 1d8 for each slot level above 4th.
Thunderbolt
4th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You try to seperate the energy in your body to create a lightning. Make a Charisma saving throw. If you roll less than a 10, you take 6d4 force damage as your attempt to create lightning blows up in your face. If you succeed, make a ranged attack roll with advantage against a creature or an object within range that you can see, directing a literal lightning at it. On a hit, the target takes 6d10 lightning damage and must succeed on a Constitution saving throw or falls unconscious for a minute. At the end of each of its turns it can make a Constitution saving throw. On a successful save, it is no longer unconscious by this spell.
If you cast this spell using a spell slot of level 7 or higher you automatically succeed on the Charisma saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage you take on a failed save increases by 1d4 and the damage a target takes on a hit increases by 1d10 for each slot level above 4th.
Fiery Dance
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You cloak yourself in flames and revolve around yourself while shooting some of the flames. Choose 3 points on a surface within range that you can see. An explosion of hot fire arises from each point. Each creature within 10 feet of the point must make a Dexterity saving throw. A creature takes 5d10 fire damage on a failed save, or half as much damage on a successful one.
The explosions leave a burning field in a 10-foot-radius circle centered on each point for the duration of this spell behind, turning the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 2d10 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d10 for each slot level above 5th.
Magma Storm
6th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create an up to 20-foot-radius, up to 30-foot-tall cylinder of storming magma and flames centered on a point on the ground that you can see within range. Any creature starting its turn in the cylinder or that moves into the cylinder must make a Strength saving throw. On a failed save, a creature takes 5d10 fire damage and is restrained as long as it is in the cylinder. On a successful save, it takes half as much damage and isn’t restrained by this spell. A creature restrained by this spell can use its action to make a Strength saving throw. On a success, it’s not restrained anymore.
As a bonus action, you can move the cylinder up to 30 feet.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
The
Fire Bender
Class
This class is heavily inspired by fire benders known from Avatar: The Last Airbender, Ace from One Piece, various moves and abilities from Pokémon, as well as different spells from The Elder Scrolls V: Skyrim.
Designed, written and made by Kevidiffel
Credits
Special thanks to my friend Lukas for helping me balancing several features and spells, as well as Eike for giving me the opportunity to playtest this class in his campaign.