Firebending

"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 spontaneously generate the element. Fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires."

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

Equator
A firebender's power is at its maximum potential nearest to the equator. This effect increases significantly during the summer.

Warm climate
A firebender is much stronger and controlled whenever he or she can draw energy from heat. The climate conditions of a battleground can turn the tides of the fight in a firebender's favour, if the weather is hot enough.

Daytime
The Sun is the main source of heat for a firebender, and as such during the daytime firebenders are more powerful.

Extreme cold
Cold temperatures reduce a firebender's abilities.

Full moon
With waterbending becoming stronger with it and firebending being water's opposite element, the full moon weakens firebending to some degree.

Lack of defence
The major combat weakness behind the applied art of firebending is its confrontational nature. Due to its aggressiveness and pursuit of continuous assault, it traditionally lacks basic defensive techniques, which can leave an inexperienced bender considerably vulnerable to enemy counterattacks, though masters can effectively use firebending for defence. It also consumes a vast amount of energy leaving the bender at a considerable disadvantage in a prolonged battle. A common mark of a firebending master is the ability to sustain attacks for long periods.

Lack of drive
In order to firebend properly, one must have "inner fire", his or her drive, without which one's firebending becomes weak.

Other circumstances
A firebender's power may decrease in any situation which might extinguish their flames, such as being underwater or caught in the rain.

Poor breath control
True firebending power comes not from physical size or strength, but rather from the very control of one's breath. Firebender discipline stresses self-restraint and breath control as a means of directing and containing the fire manifested. Poor breath control means dangerously poor control of any fire generated. For this reason, breathing exercises are one of the most critical first steps for beginning firebenders.

Poor self-control
Though anger, rage, and other intense emotions can amplify the power of firebending, it can lead to dangerous explosions or wildfires and can cause any nearby flames to burn out of control.

Solar eclipse
Firebending's connection to the sun results in a lessening of strength during the night and a complete loss of firebending during a solar eclipse.

Blazing rings and arcs
Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets.

Blocking fire
A skilled firebender can defuse and extinguish an oncoming fire blast from another firebender by using a swift kick, jab, or any other defensive manoeuvre, allowing them to stop attacks.

Fire blade
A more advanced version of a blazing arc. By narrowing and condensing their flame projections, firebenders can create thin blades of fire to slice through objects without completely destroying them.

Fire bomb
Used as a short-range attack, a firebender can create a flame at the end of a limb and thrust the flame down in an explosive burst.

Fire circle
A circle of fire suspended in the air for an extended period of time.
 * This serves no combat purpose and as such has no chi cost or other attributes associated with it. It is simply a move which can be performed.

Fire daggers
Blowtorch-like jets, which are created from the fist or fingertips to use as close range melee attacks. However, they lack the ability to actually block physical objects when significant force is applied (e.g. when trying to block a sword). Damage: 1d4 piercing; fire damage and hence burning if applied to something flammable
 * When summoned, these act as regular daggers, only distinguished by the fact that they cannot be thrown, cause fire damage/burning and break if attempting to block damage exceeding 8, or a force of 20lb.

Finesse, light

Fire lashes
An even further extension of the fire whip/stream, firebenders can create a long lash of fire and bring it down on their enemies or create smaller, multiple lashes and envelop an area with fire.

Fire streams
Range: 40ft; linear

Chi cost per stream produced per turn: 21/13/8/5 A basic firebending ability, firebenders can shoot continuous streams of fire from their fingertips, fists, palms, or legs. These streams can be widened to create flame-thrower like techniques.
 * Choose from which appendages you will fire the streams (i.e. two fingers; fist; palm; foot), then target the corresponding targets (e.g. if you fire from your palms, that's two streams, which can be fired at one target simultaneously or two targets).
 * Target(s) must make a Dexterity saving throw. Should they fail, they suffer 2d4 damage.
 * Damage increases by 1d4 per rank.

Fire whip
An extension of a fire stream, this continuous stream of flame has a semi-tactile quality and can be utilised as a whip. Damage: 1d4 slashing; fire damage and hence burning if applied to something flammable
 * When summoned, these act as regular whips; however, the length is variable so the range can vary from 10ft to 40ft.

Finesse, reach

Fireballs/fire jabs
Range: Self; target can be up to 30ft away; semi-tracking projectile

Chi cost per three fireballs: 18/11/7/4 Another basic ability, jabs and punches produce miniature fireballs and missiles of flame. These can be charged up (refer to "charged attacks" entry) to create larger, slower bursts, or swiftly and repetitively fired to keep opponents off balance.
 * Target up to three targets and fire a fireball at each. Targets must make a Strength saving throw. Should they fail, they take 1d8 per fireball which lands. If two or more fireballs are directed at them, they can make a Dexterity saving throw, which should they succeed, forces them to dodge 3ft in any direction, and suffer a disadvantage on their next action.
 * Damage increases by 1d4 per rank.

Flame redirection
In a similar fashion to waterbending, firebenders are capable of changing the course of an incoming fire blast and redirecting it back at the attacker using fluid motion. This move exemplifies the use of firebending as an extension of the body and is used infrequently in modern combat in favour of more offensive manoeuvres.
 * If being attacked by a ranged fire attack, the targeted firebender can 're-roll' to redirect the attack, assuming the attack wasn't a critical roll. First, they must roll to take control of the fire, by making an Intelligence saving throw. If they succeed, the second phase comes in, to aim and adapt the attack.


 * One option is to redirect the same attack, with no change to the damage in the attack. This is taken as a reaction to a ranged fire attack within a 25ft radius of self, dependant upon a successful intelligence check. The attack is redirected back at the bender, who makes a Dexterity saving throw. Should they fail, they take the damage that the attack previously had.

Shield of fire
This technique creates a protective shield of fire in front of, or around, a firebender that can deflect attacks and explosions. It may be a lesser version of the Wall of Flames.

The Dancing Dragon
This firebending form was learned from the sacred statues that were hidden atop the ancient civilization of the Sun Warriors. It involves a more fluid and natural form of firebending. It is a simple, yet possibly very powerful firebending form, as it also brings advantages for more skiled firebenders. There is a circular nature to the technique, which is unusual in firebending; the only other known techniques to incorporate smooth, circular movements are the fire circle and lightning generation.

Charged attacks
Certain firebenders have been shown charging their attacks before releasing them, allowing them to create enormous blasts of fire.
 * To charge an attack, one must use 1.5x more chi than would normally be used. This yields more power in the attacks, equating to 1.5x more damage. For instance, if an adept firebender was casting fireballs and charged their attacks, it would cost them 16 chi per volley (11 x 1.5 = 16.5, which rounded down is 16), and suppose they rolled 2, 4, 5, and 1 giving a total of 12, assuming all hit, would actually do 18 damage (12 x 1.5 = 18).

Fire augmentation
Firebenders can also control the size and intensity of any nearby flames and can draw them in to manipulate them at will.

Fire comet
An advanced form of the fire stream in which the user pressurizes the fire into a ball and shoots it toward the enemy.

Fire missiles
A more advanced form of the fire stream, powerful firebenders can shoot long streams of fire that follow the target as they move.

Fire pinwheel
A whirling disk of flame, capable of being used at long range.

Intertwined fire stream
An advanced move based on the basic fire stream. The performer directs two powerful fire streams at their opponent, though by intertwining the two streams, a massive, comet-shaped fire stream is formed that has more power than the single stream.

Jet propulsion
Skilled firebending masters are able to conjure huge amounts of flame to propel themselves at high speeds on the ground or through the air. Normally, this can only be used for short periods of time by regular firebenders; however, when augmented by Sozin's Comet the technique can be used for sustained levitation and flight.

Pressurised fire stream
A more powerful form of the fire stream, achieved by pressurizing the fire before it is released. It covers more area than a regular fire stream.

Wall of flames
One of firebending's few defensive techniques, either a situated explosion or controlled inferno, this wall of concentrated flames acts as a barrier to incoming attacks. It may be a more powerful version of a fire shield. It not only protects against attacks, but also when used right, can be used to stealthily escape from foes.

Blue fire
While not to be confused with lightning, blue fire also seems to possess more physical force and produces a combustive effect that is more intense than that of normal fire.
 * Obtaining this ability requires years of intense practice, specifically training your breath and actions to deliver the most amount of energy into your firebending. Alternatively, it can be obtained naturally, if the firebender is particularly prodigious, but this should be down to the discretion of the DM to decide, as it does appear to make firebending slightly stronger.

Breath of fire
Range: Self; 7ft cone

Chi cost per turn breathing fire: 40/25/15/9 The breath of fire involves the user firebending out of his or her mouth, mixing air from the lungs with the flame, creating a wider, hotter blast. With its wide, encompassing range, the technique allows for staving off multiple opponents and is also shown to be able to instantaneously warm the body even under frigid conditions. It is also useful for stealth, as it requires no hand motions and can thus be impossible to predict. Tea can also serve as a catalyst for this technique.
 * Target as many creatures as are within seven foot in a cone in front of the bender.
 * The technique takes two turns to perform: one to take the initial breath and mix it, one to fire. Once firing, this can continue indefinite, until the hero chooses to stop, runs out of chi or by some other means.
 * Targets must make a Dexterity saving throw. Should they fail, they take 2d6 damage.
 * Damage increases by 1d6 as the player moves through the ranks (i.e. 3d6 at Adept; 4d6 at Master; 5d6 at Grandmaster)

Combustion bending
Range: Self; line travels up to 200ft although theoretically infinite

Chi cost per shot: 30/19/11/7 Combustion bending is an ability which allows the bender to ignite objects with their mind instead of traditional firebending methods. Combustion benders concentrate the energy through a tattooed third eye to project a ray of heat which detonates with great force, producing situated explosions with a great deal of precision. This technique is extremely effective and very destructive, capable of use at close and long-range; it can completely disintegrate hill-sized boulders and instantaneously evaporate large bodies of water with ease. It can also be employed to burn things without setting an explosion, similar to a lens focusing sunlight. The beam can also be curved. However, the technique has the potential to be just as hazardous to the user as it can be to their surroundings. The sole known weakness of the combustion ray is that it is heavily reliant on an uninterrupted flow of chi, as blocking the chi paths in the forehead from where the combustion beam issues forth causes potentially fatal backfires.
 * Targets must make a Dexterity saving through. Should they fail, they take 3d8 damage and are knocked back 20ft. Damage increases 1d6 per rank.
 * The move costs two action turns: one to aim and inspire, one to expire and fire. The chi cost is deducted once the shot has been fired.
 * During the first turn, the bender is extremely vulnerable, due to the immense concentration required to perform the technique, and the chi required. If the bender's third eye is hit, this disrupts the flow of chi, and will cause a misfire, possibly fatal. Should they get hit, they must roll for a intelligence saving throw. Should they fail, all characters in a 10ft sphere around them receive full damage, are stunned for three turns and knocked back 20ft from the centre of the explosion, which 1ft in front of the bender. Should they succeed, they receive half damage, but are still stunned for a turn and knocked back 20ft.

Dragon fire
Understanding the true nature of fire enlightens the bender, so their fire produces new colours such as white, purple, green, pink, and red.
 * Can be learned when a firebender meets the Masters (i.e. the Master Dragons) and is shown the true meaning of fire.

Energy reading
In a similar way to healing, firebenders are capable of using fire to sense chi paths and interpret spiritual energy.

Heat control
Certain advanced firebenders appear to have the ability to control heat. Using this technique, firebenders can heat a wide range of liquids, like water or tea, heat metal to scalding temperatures, or melt ice.

Lightning generation
Range: Self; bolt can travel up to 100ft, although theoretically longer

Chi cost per bolt: 85/52/32/20 Lightning generation is the ability to generate and direct lightning. It requires peace of mind and a complete absence of emotion.
 * Targets in a line in front of the bender must make a Dexterity saving throw. Should they fail, they take 4d12 damage. Damage increases by 1d6 per rank.
 * The technique takes two turns to perform: one to create the energy imbalance, one to aim and guide the energy.
 * Interrupting this process is not dangerous, but should if the bender is particularly emotional when performing it, or spiritually damaged, they may be unable to create lightning, in which case they will create an explosion directly in front of them, taking 1d4 of damage, and knocked back 10ft.

Lightning redirection
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.