Table of Contents
Fire Nation
Fire is the element of power, and in the Fire Nation, power rules. The land can be rough, inhospitable, and harsh, but the people are lively, resilient, intense, beautiful, empowering, contagious, enlivening, and devastating. The Fire Nation is a dynamic and intense place, where honor and tradition are regarded very highly. Those who approach with respect and care are treated with warmth and hospitality. But those who dare play with fire inevitably get burned.
Dynamic, Radiant, Alive
The people of the Fire Nation live life alight. They respond to life with spirit and vigor, never on the defensive, always staying true to their heart. They can be comforting and warm, energetic and exciting, intense and wild. Known to be great singers, dancers and painters, there are many ancient, artistic treasures to be found in the Fire Nation. Since there is less arable land in the Fire Nation, many citizens take to fishing, foraging, and hunting for food.
It’s rare to find someone from the Fire Nation whose skin hasn’t been kissed by the sun. Those who have soft, pale skin are typically very wealthy. Most have eyes of brown, yellow, and gold, though a few are known for their intense, red eyes. Their clothes are made from dark leather and loose, flowing fabrics, typically dyed in shades of red, brown, orange, and yellow. The top-knot is the most common hair style and is a symbol for one’s honor.
Fuel Seekers
The clans of the Fire Nation are in constant competition for the resources provided by the land. Those who secure them survive, those who secure more thrive. Different clans have found different ways of life over the years. The few who found fertile lands developed agriculturally, relying on the sun to provide their energy. Now they are forced to defend their crops or give offerings to those who would take from them. Some clans live off the land, consuming to meet their needs but never more, making sure their well never runs dry. Other clans go where they want and take what they please, from wherever and whomever they can, leaving a path of destruction in their wake.
The power dynamic between Fire Clans stays in constant flux. Those who find fuel flourish and when it’s consumed they fall. Clans come into power for a time and inevitably they eventually recede. For one clan to rule over all others takes immense power, and most who have tried have stretched themselves thin, and run out of gas. Power rules in the Fire Nation, but power requires energy to be sustained over time; when the powerful can no longer sustain their energy, their power wanes, and another rises.
Fire Spirits
The people of the Fire Nation trust, fear, and revere the spirits. Most look to local patron spirits in times of pain and prosper for both guidance and protection, and understand the temperament of the spirits through natural phenomenon, such as the weather patterns or crop production. While different clans pay homage to different spirits, the Sun spirit is the provider and sustainer of all life forms, and the dragon embodies the essence of fire, a model for all to aspire to.
Special occasions and spiritual days such as the summer solstice, are celebrated with extravagant ceremonial processions. This almost always consists of some mix of music, performances, and traditional Fire Nation dances, with everyone dressed in brilliant arrays of reds, yellows, oranges and golds. These ceremonial processions are visually and spiritually potent occasions, the most awe-inspiring of which are said to resemble the breath of a dragon.
Inner Fire
Every person in the Fire Nation holds their inner fire sacred. It is passed down from generation to generation. It is their life energy, their spirit, their heart, and their soul. They tend to it as they would keep a fire and it keeps them feeling healthy, warm and bright. When the inner fire is burning bright, a person will be in good spirits, excited, and inspired. When it goes dim they’ll feel as if something is lacking or their spirit is suppressed. They’ll feel driven to rekindle their flame, to avoid the feeling that they’ve been snuffed out.
A person of the Fire Nation may be forced to act if their inner fire is burning too bright or too dim, if they cannot find the energy to sustain their flame in their current situation. If their light feels low, they may need a new fuel source to feel alive again. If it’s been set ablaze, they may seek out a dark place in need of their light, a place where they can provide and inspire. If they feel smothered or trapped, they may seek out someone to help remove the obstacles restricting them or someone who can fan their flame. If another person has caused their inner fire to flare, they will go to the ends of the earth to find that person and resolve their passion, be it out of love or hate. There are many reasons for a fire person to set out on an adventure, but it will almost always in some way relate back to the condition of their inner fire.
Your Fire Nation character displays a variety of natural talents, typical of those who bear an inner flame.
Ability Score Increase
Choose two from your Strength, Constitution, Intelligence, and Charisma scores to increase by 1.
Age
Many in the Fire Clans live fast and die young, bringing the average age down, but those who make it to old age tend to live long, healthy lives. The age at which children are considered adults varies from clan to clan.
Alignment
Since resources in the Fire Nation are scarce, people learn to look out for their own self-interest.
Size
People of the Fire Clans could be any reasonable height, though the typical range is between 5’5” to 5’10”.
Speed
Your base walking speed is 30 feet.
Languages
Each Fire Clan has a distinct dialect, some so unique they can be hard for others to understand. People also speak with their hands and use a lot of gestures. Each Fire Clan has their own sign language that only they understand, with some overlap between familiar clans.
Dangerous Attacker
When you score a critical hit, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.
Breath of Fire
Once per long rest, you can spend one minute focusing on your breath to remove one point of exhaustion caused by extreme cold or heat.
Fire Clans feed their flames in different ways. How they treat energy and life, how they sustain themselves, and how they interact with other clans, determines what type of clan they are.
Producers
The agricultural Fire Clans are lucky enough to have found a tract of fertile land to call home. These clans harvest their energy directly from the sun. They live more sedentary lifestyles, and are typically less aggressive than other clans, only going on the offensive if they feel there is more fertile land to be gained.
Solar Powered
You regain 1 chi point when you spend a short rest in the sun.
Skilled Laborer
You gain proficiency with the artisan’s tools of your choice.
Consumers
Many Fire Clans live their daily lives working to find the energy needed to sustain themselves from their surroundings. These clans feed themselves on the life energy that flows through all beings, taking what they need to sustain themselves and leaving the rest for another day.
Hunter
You have proficiency with simple and martial ranged weapons, and you have advantage on ability checks made to craft or set improvised traps.
Gatherer
When you forage, you find twice as much food as you normally would.
Destroyers
The remaining Fire Clans survive by feeding themselves on the life energy of other clans. They thrive on war, death and destruction, seek out and take from the weak, if not eliminate them all together. On occasion they subjugate other clans and become powerful warlord sovereigns.
Destructive Attacks
Once per turn when you roll damage for an attack, you can reroll one of the attack’s damage dice and use either total.
Menacing
You have proficiency in the Intimidation skill.
As one who carries the sacred inner fire, your character could be a firebender. If they are, you can learn techniques on the firebending technique list in chapter 11. The general rules of bending can be found in chapter 10.
Manipulation
Manifesting your energy above an open palm, you are able to produce a flickering flame that hovers above your hand. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If you stop feeding the flame or lose your concentration, the flame flickers out. As a bonus action, you can produce and hold a flame.
You are able to manipulate a Tiny flame within a range of 15 feet. By allowing your energy to power the flame, you can hold, control, shape, and move the flame. You can also enlarge or reduce an existing flame within range. If you enlarge a flame beyond the size you are able to manipulate or lose your concentration, you may also lose control of the fire.
If you attempt perform a fire manipulation that exceeds the limits of your normal size and range, or that requires extra power, control, or skill (that is not already covered by an existing technique or skill), your GM may ask you to make a Firebending check. You can add your proficiency bonus to these checks, which might utilize any ability score, depending on the situation. Alternatively, your GM may ask you to make a skill check using your firebending. In this case, you may only add your proficiency bonus to the check if you are proficient in that skill. If you perform a non-combative fire manipulation in combat, the GM decides whether it requires an action, bonus action or reaction.
The size of the flame you are able to control and range over which you are able to control it increase as you gain levels, changing when you reach 4th level (Small, 30 feet), 8th level (Medium, 75 feet), 12th level (Large, 125 feet), 16th level (Huge, 200 feet) and 20th level (Gargantuan, 300 feet).
Techniques
In addition to your ability to manipulate fire, you are also able to learn firebending techniques.
You know two basic techniques of your choice from the firebending technique list. These techniques are the kindling of your personal firebending style. As you adventure, you can assume and develop techniques and your style will grow stronger.
If you learn techniques through your class, you may choose techniques from the firebending technique list. Otherwise, you can pick up new techniques organically through your adventure. Each new technique that you learn must be of a level no higher than what you are allowed to learn through your class or, if your class does not grant you bending, a level equal to your character level divided by four.
If you learn basics through your class, your firebending basics do not count toward the number of basic techniques granted to you by your class.
See chapter 10 for more details on using, learning, and mastering bending techniques.
Firebending Abilities
Firebending techniques rely on both Strength and Constitution, since the key to firebending lies in using one’s breath to generate overwhelming power. You use your Strength modifier when making an attack roll with a firebending technique, and your Constitution modifier when setting the saving throw DC for a firebending technique.
Firebending save DC = 8 + your proficiency bonus + your Constitution modifier
Firebending attack modifier = your proficiency bonus + your Strength modifier
These modifiers apply only to firebending technique. Your firebending ability modifiers do not apply to bending technique learned through your class.
Stance
Some bending techniques require you to be in your bending stance to perform them. A good firebending stance requires a strong root and focus in order to deliver consistent, powerful blows. Entering your stance costs half of your movement, and each foot of movement costs 1 extra foot while in your stance.
When you are in your bending stance, you are more prepared to use your bending to block, redirect, or avoid attacks. Your stance defense represents your character’s ability to perform these defensive maneuvers. While you are in your stance, your Armor Class equals 10 + your Strength modifier + your Constitution modifier.
If your character is not a firebender, you have spent time training or learning other skills or abilities.
Alternate Ability. You gain one feat of your choice.