🎲 D&D Companion

Firebender

๐ŸŸข 1.00 color View in Google Sheets
Parser confidence notes

Base (shared)base

cols B-F ยท levels 1-8 ยท 16 abilities
LvlCellAbilityCostRules
1D1Fire Jab2 act2 actions. You launch small bolts of fire at an target within 7 spaces, dealing 1d8 fire damage. Ranged Attack vs Reflex.
2B2Extend FlamePassivePassive: The range of all your firebending moves are doubled.
2C2Fire BlockPassivePassive. Gain +5 Reflex and Fortitude when being attacked by fire.
2D2Fire Circle6 act6 actions. You create a ring of fire about your own size. If any projectiles hit the ring, they get burned up instantly. You may move the ring 1 space per action. If the ring hits anyone, it disperses, but deals 1d8 fire damage to them. Lasts as long as you concentrate, not making Move or Attack actions, or until it disperses. Acrobatics vs Reflex.
2E2Fire Daggers3 act3 actions. You produce fire from your fingertips like a blowtorch. With this fire, you can burn cleanly through adjacent objects or deal 1d4 damage to an adjacent target (for 2 actions). These daggers last as long as you concentrate, not using any other bending moves. Light Attack vs Fortitude.
2F2Fire Sweep4 act4 actions. You kick out fire in an arc, which expands away from you in a 1x7 cone. If it hits any targets, it deals 1d8 damage to each one and disperses. Light Attack vs Reflex.
Upgrades:
  1. Fire Sweep + (L3) โ€” You may instead perform a spin sweep to hit all targets within 7 spaces. Now rolls Acrobatics vs Reflex.
5B5Flame Blade6 act6 actions. You create a hovering flame the size of a sword. You may launch it in any direction, dealing 3d6 damage to an enemy or cutting through most solid objects. You may spend more turns bending this move to charge up the blade, making it bigger and dealing 1d6 more damage.
5C5Fire Bomb9 act9 actions. You create a fire bomb at the end of your arm or leg. You may leap to any spot within 2 spaces and slam the bomb down, dealing 4d6 damage to everyone within 3 spaces of that spot (excluding yourself). You may spend more turns bending this move to charge up the bomb, reaching 1 space further from the point of impact and dealing 1d6 more damage.
5D5Fire Lash8 act8 actions. You create a whip of fire that extends 7 spaces long. On your next turn, you must bring the whip down, dealing 3d8 damage to all enemies that it lands on. This can be done in a straight 7x1-space line from you, or it can be curved to an extent. You may spend more turns to charge up the whip, extending it by 3 spaces.
5E5Fire Stream6 act6 actions. You launch fire from yourself in a 1x5 line. This stream deals 2d6 damage to everyone caught in the blast. Lasts 2 turns. You must concentrate while using this attack. You cannot move or make other attacks, but you may change the direction of the stream each turn. For every +3 actions you spend charging this attack, you make it last 1 more turn.
Upgrades:
  1. Fire Stream + (L6) โ€” 4d6 damage, 1x10 line.
5F5Shield Of Fire5 act5 actions. You summon a shield of fire in an adjacent space that lasts for as long as you concentrate, not moving or making any other attacks. This shield will disintegrate most ranged attacks and deals 7d4 damage to anyone that moves through it.
8B8Blue FlameXX actions. Spend up to 6 actions to superheat your next fire attack. For each action spent, the attack gains +1 fire damage. Must roll 14+ Spirituality.
Upgrades:
  1. Blue Flame + (L9) โ€” For each action spent, the attack gains +1d6 fire damage. Must roll 21+ Spirituality.
8C8ChargePassivePassive. You may choose to add +2 actions to your firebending moves to add +1d to their damage.
Upgrades:
  1. Charge + (L9) โ€” +3 actions, +2d damage.
8D8Chi StrengthPassivePassive. You may add half your Spirituality to your d20 rolls for firebending moves. Spirituality.
8E8Dragon Dance9 act9 actions. You gain +2 Move actions and +4 to all Defenses during the casting time of your firebending abilities. Lasts until you stop firebending for 1 turn. Must roll 15+ Spirituality.
8F8IgnitionPassivePassive. All firebending skills now have a 1/3 ignition chance.
Upgrades:
  1. Ignition + (L9) โ€” 2/3 ignition chance.
  2. Ignition ++ (L10) โ€” Guaranteed ignition.

Combustion Bending

cols A-B ยท levels 11-16 ยท 9 abilities
LvlCellAbilityCostRules
11A11Heat Scope18 act18 actions. You concentrate on a target within 20 spaces, superheating it to melting point. The target loses 5% of their Total HP for each turn you concentrate. While concentrating, you cannot move, speak, or make any other actions. Ranged Attack vs Reflex. Choosing this ability will lock you into the Combustion Bending Talent Tree.
12A12Combust18 act18 actions. You concentrate on a target within 20 spaces, sending a heat missile to that space. Upon contact, the missile combusts, dealing 5d12 fire damage to everyone on and next to that space. Guaranteed ignition. While concentrating, you cannot move, speak, or make any other actions. Ranged Attack vs Reflex.
Upgrades:
  1. Combust + (L13) โ€” Affects everyone within 2 spaces of your target space.
13A13Long-Range CombustPassivePassive. Combust now has a range of 80 spaces.
13B13Forceful CombustPassivePassive. Those successfully hit by Combust are now knocked back up to 3 spaces.
14A14Curve ShotsPassivePassive: If the target of Combust is at least 20 spaces away, they lose any Reflex bonuses they have from cover.
14B14Third EyePassivePassive. You now possess a tattoo of a third eye. You gain +7 Ranged Attack when using Combust.
15A15Impact CombustPassivePassive: Roll 1d6 whenever you use Combust. Your damage bypasses that much Armor upon a successful hit.
Upgrades:
  1. Impact Combust + (L16) โ€” Roll 3d6.
15B15Series CombustPassivePassive. You may choose to halve the range of Combust. If so, you may target 3 different spaces within range. Those spaces (and spaces adjacent) will be affected with the same power of your original Combust.
16A16Short FusePassivePassive: Combust costs -3 actions, down to a minimum of 1.
Upgrades:
  1. Short Fuse + (L17) โ€” -9 actions.

Electrobending

cols D-E ยท levels 11-15 ยท 8 abilities
LvlCellAbilityCostRules
11D11Generator12 act12 actions. You launch lightning at a target within 10 spaces, dealing 2d12 lightning damage to them. This deals triple damage if they are wearing 7+ Armor. Arcana vs Reflex. Choosing this ability will lock you into the Electrobending Talent Tree.
Upgrades:
  1. Generator + (L12) โ€” Deals 3d12 lightning damage.
12D12Rod TechniquePassivePassive: You may add half your Ranged Attack to your Generator attacks.
Upgrades:
  1. Rod Technique + (L13) โ€” You may also add half your Spirituality to your Generator attacks.
12E12Lightning Whip5 act5 actions. Requires 3 actions charging time. Lightning coils emerge from your held weapons. You may swing these in 2 lines of 1x5 spaces, dealing Generator damage to any targets they hit. You cannot use any other bending abilities during this time. The coils last until dismissed. Finesse Attack vs Reflex.
13D13Lightning BoltPassivePassive. Generator now attacks everyone in a 1x20 line from you.
Upgrades:
  1. Lightning Bolt + (L14) โ€” 2x20 line.
13E13Chain LightningPassivePassive. If there is someone within 5 spaces of your Generator target, you may chain the lightning over to attack them as well. The lightning can chain to as many untouched targets within 5 spaces as you like.
14D14ElectrifyingPassivePassive: Your successful Generator attacks may Disarm your targets.
14E14Lightning SpeedPassivePassive. All Generator abilities now cost -3 actions, down to a minimum of 1.
Upgrades:
  1. Lightning Speed + (L15) โ€” -6 actions.
15D15Static ShockPassivePassive: Whenever you successfully hit with any Generator attacks, you may roll 1d6. On a 5+, you also stun the target.
Upgrades:
  1. Static Shock + (L16) โ€” On a 3+.

Thermobending

cols G-H ยท levels 11-17 ยท 12 abilities
LvlCellAbilityCostRules
11G11Heat Transfer4 act4 actions. You absorb or distribute heat, or Thermo Points (TP), into a target within 5 spaces. Humanoids, including yourself, normally possess 9 TP. You can transfer 1 TP at a time, and can hold a range of 0-20 TP without ill effects. Others who go outside the range of 9 TP become Diseased. Changes in your own TP last until you take a long rest, where it will reset to 9. Spirituality vs Will. Choosing this ability will lock you into the Thermobending Talent Tree.
Upgrades:
  1. Heat Transfer + (L12) โ€” You can transfer 3 TP at a time.
12G12Heat AuraPassivePassive. You may use Heat Transfer on up to 5 targets within range at a time.
12H12Solar ReachPassivePassive. Heat Transfer can now happen with targets within 20 spaces.
13G13Breath RetentionPassivePassive. As long as you possess 5+ TP, and there is air, you are immune to the effects of cold climates.
Upgrades:
  1. Breath Retention + (L14) โ€” As long as you possess 9+ TP, and there is air, you are immune to cold attacks and effects.
  2. Breath Retention ++ (L15) โ€” You may spend 4 actions and 2 TP to remove cold effects from all targets within 4 spaces and prevent cold damage to them for 1 turn. Spirituality.
13H13RedirectReactiveReaction. If you are attacked by lightning, you may choose to absorb and instantly redirect the attack at another target within 20 spaces. This will cost you 1/2 the actions (rounded down) of the original attack on your next turn. Must roll 22+ Spirituality.
14G14DefuseReactiveReaction. When attacked with fire, you may choose to absorb the heat to prevent damage and ignition. For every 2 fire damage reduced, you gain 1 TP and lose 1 action on your next turn. Must roll 16+ Spirituality.
Upgrades:
  1. Defuse + (L15) โ€” This affects spaces next to you as well. The TP gain and action cost are still only affected by your space.
  2. Defuse ++ (L16) โ€” For every 4 fire damage reduced.
14H14Weld12 act12 actions. You spend 3 TP to fuse any 2 metal items together. Must roll 20+ Spirituality.
15G15Chi Charge4 act4 actions. You gain +5 TP. Must roll 20+ Spirituality.
15H15Anti-GravPassivePassive. As long as you possess 14+ TP, you may fly at 1 space per 2 actions.
16G16Boil Poison4 act4 actions. As long as you possess 12+ TP, you may spend 1 TP to eliminate all poison from your body, as if you drank an antidote. Must roll 15+ Spirituality.
16H16Jet Propulsion1 act1 action. Requires Anti-Grav. You may spend 1 TP to shoot off like a rocket, flying up to 3 spaces. You may keep casting this for as long as you have TP. Must roll 20+ Spirituality.
17G17Sun StrengthPassivePassive. During sunny days, you gain +4 damage to all your firebending moves.