Homebrew Fire Bender Species Details
These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
A Broad Spectrum
With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves. “They’re stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.”
Elves. “It’s best not to wander into elven woods. They don’t like intruders, and you’ll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.”
Halflings. “It’s hard to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”
Lasting Institutions
Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.
Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.
Exemplars of Ambition
Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east—and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.
In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.
Fire Bender Traits
It’s hard to make generalizations about humans, but your human character has these traits.Fire Blast/Breath/Ball/Whip/Dagger/Column/Blue fire/Fly/fire warmth
Fire Blast: you shoot a small blast of fire from your hand dealing 1d8+str/dex mod fire dmg
Fire Breath: starting at 5th level, you gain the ability to breath fire dealing 1d10+str/dex mod fire dmg
Fire Ball: you throw a large ball made of fire that deals 1d10+str/dex mod fire dmg
Fire Whip: starting at 3rd level you can manifest a whip made of fire that when used deals 1d10+str/dex mod fire dmg
Blue Fire: Starting at 13th level due to your mastery of fire bending you can bend blue fire increasing the dmg dealt by your attacks by one die level so a d8 moves to a d10, a d10 to a d12 and so on. any attack listed is listed as normal fire.
Fire column: at 15th level you can create a large cylinder with a diameter of max 20 ft thats 100 ft high, dealing 1d20 +str/dex mod fire dmg
Fire Fly: starting at 20th level using blue fire you can fly by producing fire from your feet, your flying speed is 25ft
lightning redirection: at 7th level your are able to redirect lightning from attacks on a succesful dc16 constitution saving throw
Warming Breath: you have advantage on con saving throws against the cold. you also don't get cold normally
Ability Score Increase
Your dexterity and strength scores each increase by 3
Age
Humans reach adulthood in their late teens and live around a century, sometimes older.
Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and fire nation. Humans typically learn the languages of other peoples they deal with, including obscure dialects. T
subtypes
when you get to 4th, 9th, and 14th levels you pick a subtype
lightning: starting when you choose this subtype you gain the ability to shoot lightning from your finger tips dealing 1d10 lightning dmg, lightning whip: you create a whip made of lightning that deals 1d12 lightning dmg per hit.
combustion: starting when you choose this subtype you gain the ability to shoot explosions from your forehead dealing 1d4 force dmg and 1d10 fire dmg.
smoke: starting when you choose this subtype you gain the ability to create a smoke screen out of smoke that you can shoot from your finger tips.
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