Firebender

by tbuckland13

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The Firebender

"Fire is the element of power. The people of the Fire Nation have desire and will and the energy and drive to achieve what they want." - Iroh, the Dragon of the West, 100 AG.

Fire Nation society places a great emphasis on respect and honor, especially toward the nobility and elders; the concept of the famed Agni Kai stems from these beliefs. The Fire Nation's worldview upholds that only unity, centralism and strict order can ensure stability and prosperity. This does not include restricting freedom and creativity, as these aspects of personal expression are critical to societal development and harmony; however, children do not gain this freedom until they have been taught how to improve the Fire Nation with their actions, and the honor it brings them.

"My life I give to my country. With my hands I fight for Fire Lord Ozai and our forefathers before him. With my mind I seek ways to better my country. And with my feet may our March of Civilization continue."

-Fire Nation Oath, during the reign of Fire Lord Ozai

The Power of Self

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.

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

The Best Defense

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.

Firebending uses concentrated barrages of fire to overwhelm opponents before striking a fatal blow. Swift, whirling kicks and punches generate diverse shapes for offensive attacks.

Fuel for the Fire

In order to firebend properly, one must have "inner fire", his or her drive, without which one's firebending becomes weak. Though anger, rage, and other intense emotions can amplify the power of firebending, it can lead to dangerous explosions or wildfires and can also cause any nearby flames to burn out of control.

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Class Features

As an Firebender, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers, darts, slings, sickles, scimitars, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Deception, History, Insight, Intimidation, and Persuasion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack, or (b) an explorer's pack
  • Two daggers

Spellcasting

Your family's pure bloodline imbues you with a powerful font of firebending magic, which fuels your spells. See chapter 10 for the general rules of spellcasting and the end of this document for the firebending spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the firebending spell list. You learn additional firebending cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Firebender table.

Spell Slots

The Firebender table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these firebending spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since their power derives from the fire within you. 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 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

Impassioned Spark

Beginning at 1st level, the fire that burns in your veins ignites to protect you when you are in danger. When you take damage from an attack that reduces you to below half of your hit point maximum, you can use your reaction to magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
  • Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

Font of Magic

At 2nd level, you tap into a deep wellspring of energy within yourself. This wellspring is represented by bending points, which allows you to create a variety of magical effects.

Bending Points

You have 2 bending points, and you gain more as you reach higher levels, as shown in the Bending Points column of the Firebender table. You can never have more sorcery points than shown on the table for your level. You regain all spent bending points when you finish a long rest.

Flexible Casting

You can use your bending points to gain additional spell slots, or sacrifice spell slots to gain additional bending points. You learn other ways to use your bending points as you reach higher levels.

Creating Spell Slots. You can transform unexpended bending points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots

Spell Slot Level Bending Point Cost
1 2
2 3
3 5
4 6
5 7

Converting a Spell Slot to Bending Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Spell Slots per Spell Level

The Firebender
Level Proficiency Bonus Bending Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Impassioned Spark 4 2 2
2nd +2 2 Font of Magic 4 2 3
3rd +2 3 Metamagic 4 2 4 2
4th +2 4 Ability Score Improvement 4 2 4 3
5th +3 5 4 2 4 3 2
6th +3 6 Heart of Fire 4 2 4 3 3
7th +3 7 Eruption of Preservation 4 2 4 3 3 1
8th +3 8 Ability Score Improvement 4 2 4 3 3 2
9th +4 9 Empowered Firebending 4 2 4 3 3 2 1
10th +4 10 Metamagic 4 2 4 3 3 2 2
11th +4 11 Lightning Conduit 4 2 4 3 3 2 2 1
12th +4 12 Ability Score Improvement 4 2 4 3 3 2 2 1
13th +5 13 4 2 4 3 3 2 2 1 1
14th +5 14 Overchannel 4 2 4 3 3 2 2 1 1
15th +5 15 Dragon's Breath 4 2 4 3 3 2 2 1 1 1
16th +5 16 Ability Score Improvement 4 2 4 3 3 2 2 1 1 1
17th +6 17 Form of the Dragon, Metamagic 4 2 4 3 3 2 2 1 1 1 1
18th +6 18 Bending Mastery 4 2 4 3 3 2 2 1 1 1 1
19th +6 19 Ability Score Improvement 4 2 4 3 3 2 2 2 1 1 1
20th +6 20 Restoration of the Solstice 4 2 4 3 3 2 2 2 2 1 1

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can only use one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current 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.

Heart of Fire

At 6th level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your firebender level, rounded down.

Eruption of Preservation

Starting at 7th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.

If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the dragon. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your firebender level + your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

Empowered Firebending

Beginning at 9th level, you can add your Charisma modifier (minimum of +1) to the damage roll of any spell that you cast that deals fire damage. The damage bonus applies to one damage roll of a spell, not multiple rolls.

Lightning Conduit

Beginning at 11th level, if you are hit with a spell or effect that deals lightning damage, you can use your reaction to absorb the lighting. When you do so, the damage you take from the attack is reduced by 1d10 + your Charisma modifier + your firebender level.

If you reduce the damage to 0, you can spend 1 bending point to make a ranged attack with the lightning, as part of the same reaction. You make this attack with proficiency, and the range and damage are equal to those of the source of the lightning damage.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a spell of 5th level or lower that deals damage and isn't a cantrip, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Dragon's Breath

Starting at 15th level, your draconic ancestry burns stronger within your veins, allowing you to use your action to exhale a wave of fiery breath, which you can do so even when your hands and feet are restrained. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw and the DC of which is the same as your Spell Save DC. A creature takes fire damage equal to 5d10 + your firebending level on a failed saving throw, and half as much damage on a successful one.

After you use your breath weapon, you can’t use it again until you complete a short or long Rest.

Form of the Dragon

At 17th level, you finally master the spark of fire that dances within you, granting you the following benefits:

  • You have immunity to fire damage
  • You have advantage on saving throws made to maintain concentration on spells
  • You have a flying speed equal to your walking speed. While flying, you may only cast spells with a casting time of 1 action or 1 bonus action.

Bending Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that you know. You can cast those spells at their lowest level without expending a spell slot if you do not use any Metamagic options in doing so. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Restoration of the Solstice

At 20th level, you regain 4 expended bending points whenever you finish a short rest.

Firebender Spell List

Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Produce Flame
1st Level
  • Burning Hands
  • Compelled Duel
  • Faerie Fire
  • Hellish Rebuke
2nd Level
  • Aganazzar's Scorcher
  • Blindness
  • Continual Flame
  • Flame Blade
  • Flaming Sphere
  • Heat Metal
  • Pyrotechnics
  • Scorching Ray
3rd Level
  • Daylight
  • Elemental Weapon~
  • Fireball
  • Flame Arrows
  • Melf's Minute Meteors
4th Level
  • Conjure Minor Elementals~
  • Elemental Bane~
  • Fire Shield
  • Summon Elemental~
  • Wall of Fire
5th Level
  • Conjure Elemental
  • Dawn
  • Flame Strike
  • Immolation
  • Wall of Light
6th Level
  • Chain Lightning*
  • Disintegrate
  • Investiture of Flame
  • Sunbeam
7th Level
  • Call Lightning*
  • Delayed Blast Fireball
  • Firestorm
  • Lightning Bolt*
8th Level
  • Glibness
  • Illusory Dragon~
  • Incendiary Cloud
  • Sunburst
9th Level
  • Chain Lightning*
  • Foresight
  • Meteor Swarm
Note

Lightning is a terrifyingly powerful force of nature, and one that requires a very high level of firebending skill to control. Spells marked with a * are found among lower level spells in the Player's Handbook than in your spell list, however they count as the level noted here for you. Whenever you roll damage for a spell that deals lightning damage, you roll double the amount of dice listed for the spell.

Note

Spells noted with ~ list choices for damage types; for you, they deal fire damage.

 

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