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Fire Bending Forms

Cantrips

Basic Fire Bending

Incarnate: The Last of the Lacers

Basic Fire Bending

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instantaneous
Anyone who is a fire bender can initiate the following effects within a 5-foot cube:
  • You cause fire to form into simple shapes and animate at your direction.
  • You can cause a flickering flame to appear from your body (usually in your hand). The flame remains there as long as you concentrate, and harms neither you nor your equipment. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
  • You can instantly expand any existing flame in one direction, provided that wood or other fuel is present in the location.
  • You instantly extinguish any flames within a 5-foot cube.
  • At higher levels: The area you can affect increases by 5 feet and the amount of bright light your fire produces increases by 10 feet when you reach 5th level (10-foot cube, 40 feet of bright light), 11th level (15-foot cube, 50 feet of bright light), and 17th level (20-foot cube, 60 feet of bright light).
    Available for: Fire Bender

    Elemental Bolt (Samsari Class)

    Incarnate: The Last of the Lacers

    Elemental Bolt

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 5ft
    Components: Somatic
    Duration: Instantaneous
    You hurl a bolt of your element. Make a ranged ki attack against one creature within range, or against two creatures within range that are within 5 feet of each other. On a hit, a target takes 1d6 bludgeoning damage.
    At higher levels: This form's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Available for: Samsari

    Elemental Strike (Bender Class)

    Incarnate: The Last of the Lacers

    Elemental Strike

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: Melee or Ranged, 20/60 feet
    Components: Verbal, Somatic
    Duration: Instantaneous
    Your elemental strike is a ranged weapon with a normal range of 20 feet, or a long range of 60 feet. When attacking a target beyond normal range, you have disadvantage on the attack roll.   You can't attack a target beyond the strike's long range. Despite being a ranged weapon, you do not have disadvantage on attack rolls with your elemental strike when a hostile creature is within 5 feet of you, nor when attacking a creature that is prone within 20 feet of you.   You can use Strength instead of Dexterity for the attack and damage rolls of your elemental strike.   When you reduce a creature to 0 hit points, you can choose to avoid killing them with your elemental strike, leaving them unconscious.   When you take the Attack action with a weapon with which you have proficiency on your turn (including your elemental strike), you can make one elemental strike as a bonus action.
    At higher levels: The base damage dice is 1d6. It increases to 1d8 at 5th level, 1d10 at 11th and 1d12 at 17th
    Available for: Elemental Bender

    1st Level

    Backfire

    Incarnate: The Last of the Lacers

    Backfire

    1-level Transmutation

    Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
    Range/Area: 30ft
    Components: Somatic
    Duration: Instantaneous
    You create a whirl of fire, and the creature that damaged you is momentarily surrounded by flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
    At higher levels: When you initiate this form at a higher level, the damage increases by 1d10 for each level above 1st.
    Available for: Fire Bender

    Battering Flames

    Incarnate: The Last of the Lacers

    Battering Flames

    1-level Transmutation

    Components: Verbal, Somatic
    Duration: Instantaneous
    Tendrils of fire erupt from you and batter all creatures within 10 feet of you. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 2d6 bludgeoning damage and can't take reactions until its next turn. On a successful save, the creature takes half as much damage, but suffers no other effect.
    At higher levels: When you initiate this form at a higher level, the damage increases by 1d6 for each level above 1st.
    Available for: Fire Bender

    Blazing Missile

    Incarnate: The Last of the Lacers

    Blazing Missile

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    You create three glowing darts of burning flame. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 fire damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At higher levels: When you initiate this form at a higher level, the form creates one more dart for each level above 1st.
    Available for: Fire Bender

    Blinding Spray

    Incarnate: The Last of the Lacers

    Blinding Spray

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: Self (15-foot cone)
    Components: Verbal, Somatic
    Duration: 1 round
    You work with your fire, heating it to incredible colors before flashing it into the eyes of your enemies. Roll 6d10; the total is how many hit points of creatures this form can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this form is blinded until the form ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
    At higher levels: When you initiate this form at a higher level, roll an additional 2d10 for each level above 1st.
    Available for: Fire Bender

    Dragontongue

    Incarnate: The Last of the Lacers

    Dragontongue

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: Self (15-foot cone)
    Components: Verbal, Somatic
    Duration: 1 round
    You form a cone of swirling fire, which shoots forth from your mouth. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
    At higher levels: When you initiate this form at a higher level, the damage increases by 1d6 for each level above 1st.
    Available for: Fire Bender

    Flashbang

    Incarnate: The Last of the Lacers

    Flashbang

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: Self (15-foot cone)
    Components: Verbal, Somatic
    Duration: Instantaneous
    A wave of powerful fire sweeps out from you. Each creature in a 15-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. The fire ignites any flammable objects in the area that aren't being worn or carried.
    At higher levels: When you initiate this form at a higher level, the damage increases by 1d8 for each level above 1st
    Available for: Fire Bender

    Gleaming Strike

    Incarnate: The Last of the Lacers

    Gleaming Strike

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: Concentration, up to 1 minute
    Your body begins to emit heat with an inner fire. Until the form ends, your movement doesn't provoke opportunity attacks.   Once before the form ends, you can give yourself advantage on one elemental attack on your turn. That attack deals an extra 1d8 fire damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
    Available for: Fire Bender

    Searing Ray

    Incarnate: The Last of the Lacers

    Searing Ray

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: Instantaneous
    You create three swirls of fire and hurl them at targets within range. You can hurl them at one target or several.   Make a ranged ki attack for each ray. On a hit, the target takes 2d4 fire damage
    At higher levels: When you initiate this form at a higher level, you create one additional ray for each level above 1st.
    Available for: Fire Bender

    Shield of Flame

    Incarnate: The Last of the Lacers

    Shield of Flame

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Concentration, up to 10 minutes
    A burning tongue of fire hovers around a creature of your choice within range, granting it a +2 bonus to AC for the duration.
    Available for: Fire Bender

    Smoke Cloud

    Incarnate: The Last of the Lacers

    Smoke Cloud

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Concentration, up to 1 hour
    You create a 20-foot-radius sphere of heated smoke centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration, or until dispersed by a wind of moderate or greater speed (at least 10 miles per hour).   As a bonus action on your turn, you can move the smoke up to 30 feet anywhere within range.
    At higher levels: When you initiate this form at a higher level, the radius of the cloud increases by 20 feet for each level above 1st.
    Available for: Fire Bender

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