Avatar the Last RPG : Player Manual

by HannahFuqua

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Player Manual

Dedicated to:

Myself. I love you you crazy ADHD gal.

And also my players, I guess.

Contents

PART I

Introduction

Getting Started

Part I will go into detail primarily about character creation and the rules of the game, and how they compare to other popular RPGs such as Dungeons and Dragons. This system is a D20 System-based Role Playing Game similar to the popular Dungeons and Dragons Role Playing Game. Avatar D20 is a community-built system designed and tested by the Giant in the Playground RPG Homebrew Forum Community by many contributors. This system was created to be an Avatar: The Last Airbender Role Playing Game. This guide was compiled from other sources and added upon. See credits for more details.

Using this Guide

For the purposes of character creation, check out part II for backstory, begin with the Character Creation Section on page 5 for a basic introduction to each nation, and Parts III and IV for your characters class info. Fighters, Rangers, Rogues, and Bards are unchanged except for some flavortext, but bender classes and Chi Blockers are added classes. If you prefer playing a specific class of DND character that has magic check out page 16, which lists each bending types closest DND class counterparts. Regardless of whether you are new to Avatar or a long-time fan, be sure to read the Character Creation section of Part I, as it details the real-life cultures these peoples were based on, and therefore what your own characters will be based on as well.

The Avatar

The Avatar, a central figure in the world of Avatar: the Last Airbender, is preceived to be the physical incarnation of the spirit of the world. The Avatar serves to maintain a balance of power between the four human nations, promote peace and prosperity throughout the world, protect the environment, and bridge the gap between the world of the spirits and the physical world. The Avatar's unique ability to master all four of the bending disciplines and use them in combination makes the Avatar extremely powerful. In addition to the disciplined mastery of all the elements, the Avatar can, in times of great danger or emotional stress, enter into a special "Avatar State," wherein the Avatar can call on the knowledge and power of all the past Avatars. The Avatar's eyes glow and his or her power increases substantially. The Avatar State even allows the Avatar to use bending abilities he or she would normally be unable to perform. Finally, through intense meditation, the Avatar can enter into the spirit world and interact with spirits. DM's including the Avatar in their campaigns should be cautious. At any given level, the Avatar is likely to be substantially more powerful and versatile than any non-Avatar character. Additionally, the Avatar has a well- defined role to play in the campaign setting, and possesses a prestige that few (if any) other characters can match. NPC's should act appropriately when confronted with the Avatar, likely the most powerful and influential individual on the planet. This means that an Avatar PC can easily overshadow his or her party members. DM's considering allowing a player to create and play an Avatar character should take these issues into account.

Rules

Unless otherwise stated, Avatar: The Last RPG follows Dungeons and Dragons 5e rules.

Bending

For the purposes of translating spells in the DnD world to Bending moves in the Avatar world:

Chi Points = Spell slots
Chi Level = Level of your spell slots

Unless otherwise noted. Otherwise, treat bending moves the same way spells are treated.

Bending Moves used for day-to-day tasks- using firebending to light a fire, earthbending to build a tent, waterbending to do laundry or airbending to fly to move, for example- use chi (or, for earthbending, your constitution ability) at the GM's discretion. Most of these tasks should fall under a basic cantrip.

Multiclassing

If the campaign takes place beofre 171ag, benders can multi-class as non-benders, but non-benders cannot multiclass as benders. You must start as a bender in order to be a bender, unless the campaign takes place post-Legend of Korra. Post-Legend of Korra, after the harmonic convergence (171 ag), it is possible for non-benders to become benders, following the same rules.

Only Avatars can multiclass in multiple different types of bending. Avatars begin with their birth element, and must multiclass in all bending abilities and master them to become fully realized. It takes an avatar 80 levels to become fully realized.

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table below.

Class Ability Score Minimum
Airbender Wisdom 13
Chi Blocker Dexterity 13
Earthbender Constitution 13
Fighter Strength 13 or Dexterity 13
Firebender Dexterity 13
Paladin Strength 13 and Charisma 13
Ranger Dexterity 13 and Wisdom 13
Rogue Dexterity 13
Waterbender Constitution 13

Wisdom and knowledge

Arcana

Arcana in the Avatar universe refers to all knowledge on spirits, mysticism, divination, and the like. Bending knowledge is not included in this, unless in reference to the giving or removing of bending abilities through spiritual means. Some Arcana knowledge falls under religion if it involves spirits. Whether a roll is arcana or religion is determined at the GM's discretion.

Religion

Religion in the Avatar universe refers to the cultural practices of humans, and how it relates to spirits. Whether information on these spirits is an arcana or religion roll is determined at the GM's discretion.

Bending knowledge

Bending knowledge falls under intelligence, unless the bending is involved in a ritual. Ritualistic bending falls under religion or arcana. Benders can add their proficiency bonus to a roll when recalling information about their own bending element.

PART II

Player Characters

Character Creation

The first and most important rule is that because the world of Avatar is based on real world Asian cultures, all characters created must be Asian as well. This guide will go into more detail about what real life cultures influenced the different cultures of Avatar the Last Airbender and therefore what your own characters will be influenced by.

Other than that, the world is your oyster! Read on to Parts II and III for more information on the worlds, different bending disciplines, and different locations in the Avatar world to help you decide where your character hails from. But don't feel like you need to be limited to just the locations listed below. Use your imagination to create the small town your character is from, or the neighborhood of the city they grew up in. Are they an Air nomad, traveling where the wind takes them or working in a temple? A waterbender from the foggy swamp, far from home living in Ba Sing Se? A citizen of a small earth kingdom town, looking to put down roots in volcanic fire nation soil? Or maybe a former fire national, living in the new United Republic, changing with the changing world.

Is your character a bender? Benders require training from an early age in order to control their element safely and properly, and to build it up to a fighting form. Or do they just use bending practically? Perhaps an earth bender who works as a sculptor, or a water bender who worked as a laundress? Maybe even a fire bending welder or an earth bending jewler.

Waterbenders can heal the body, but did you know that some skilled firebenders can heal both the body and the mind? The electrical signals in our brain can be controlled by carefully trained firebenders. Careful earthbenders can mend and grow bones by bending the minerals that build our skeletal system. Air bending may not have any known healing use, but the air nomads have been known to make excellent healers of the soul. If its peace of mind you seek, perhaps a visit with an airbender is what you need.

Don't forget that there is far more to life than bending. Chi blockers are specially trained in acrobatics and human anatomy to be able to paralyze opponents with hard jabs to strategic places. Not to mention a variety of weaponry available to be trained in. Fire Lady Mai herself was a skilled knife thrower, able to puncture steel with her throws. The Yuyan archers can pin a fly to a wall by its wings from 100 yards.

People are more than their skills. Non-benders from the Earth Kingdom are still strong and sturdy. Water tribesmen are all strongly tied to family and community that holds together through hardship, regardless of bending or fighting ability.

Air Nomads

The Air Nomads are based heavily in Tibetan and some Nepalese culture, the Shaolin Monks, and Sri Lankan Buddhism. Other influences are drawn from Hinduism - notably, the seven chakras. Many Buddhist and Hindu groups practice vegetarianism, a trademark of Air Nomad culture. Their bald heads, clothing, and meditation practices closely parallel real-world Buddhist monks. Tibetans use a set of toys to find the next Dalai Lama, which the Air Nomads also use when looking for the new Avatar.

Aang's clothing in season one and two closely resembles the saffron robes of Shaolin Monks. In season three, Aang wears clothing similar to the Dalai Lama; In Buddhist tradition, the right arm of the Dalai Lama is always kept uncovered. The architecture of the air temples resembles real-world brick pagodas similar to the famous "Pagoda Forest" of the Shaolin Temple in China.

Earth Kingdom

The Earth Kingdom is based primarily on Chinese and some Korean culture. With the exception of Ba Sing Se, the clothing is almost entirely based on pre-Manchu China. The clothing of the upper classes is largely inspired by Tang Dynasty clothing. Middle and lower classes are seen wearing the hanbok, a type of traditional Korean clothing. EK citizens are often seen wearing top knots. Ba Sing Se, the capital of the Earth Kingdom is based on ancient Chinese capitals such as Beijing; it also has significant influences from Qing Dynasty China.

Fire Nation

The Fire Nation is based primarily on Japanese, Thai and Aztec cultures, with some Chinese influence as well. The Aztec influence is specifically related to ancient fire civilization, known as the Sun Warriors, who died out long ago. Generally speaking, the more casual the situation, the more heavily fire nation fashion and architecture resembles Thai culture, and the less it resembles Japanese. Armor, weapons, and the military, however, are heavily influenced by Chinese and Japanese equivalents. However overall, the aesthetics of the nation are primarily Thai.

One of the central concepts of Fire Nation culture is borrowed from Confucianisms "shao shuen" (孝順), or "filial piety", which is defined as the virtue of deference to one' elders. Fire Nationals also have a strong connection to their hair. The longer the hair, the better the firebender, and it being shorn is a sign of dishonor. Honor is also central in FN culture, and duels for honor, or Agni Kais, are traditional.

Water Tribes

The Northern and Southern Water Tribes are based heavily on Inuit, Yupik, and Chinese culture and aesthetics. In general, the colder the situation, the more heavily influenced by Inuit the clothing and housing is, and the warmer, the more Chinese influenced their clothing appears. Elements of their society also draw from many other indigenous cultures such as Pacific Islanders.

The Foggy Swamp tribe, on the other hand, somewhat resembles First Nations cultures of what is now the south-eastern United States.

Chapter 1 : World

Air Nomads

  1. Southern Air Temple
  2. Northern Air Temple
  3. Eastern Air Temple
  4. Western Air Temple
  5. Patola Mountains
  6. Whaletail Island
  7. ? Mountains
  8. ? Mountains

Earth Kingdom

  1. Ba Sing Se
  2. Omashu
  3. Gaoling
  4. Kyoshi Island
  5. Si Wong Dessert
  6. The Great Divide
  7. Full Moon Bay
  8. Serpents Pass
  9. Chameleon Bay

Fire Nation

  1. Fire Nation Capital
  2. Capital Island
  3. Shuhon Island
  4. Ember Island

Water Tribes

  1. Southern Water Tribe
  2. Northern Water Tribe
  3. Foggy Swamp

United Republic of nations

  1. Republic City

Air Nomads

Info

Currency: None. Air Nomads traditionally traded with other peoples, and did not develop their own currency.
Language: Most closely resembles Tibetan, but the most common dialects are taught as well
Government: Theocracy
Spirits: Chu Turak (S), Baihu (W), Xuanwu (N), Seiryu (E) Economy: Small. Air Nomads traditionally trade handcrafted goods made from woods and bison fur, as well as vibrant dyes and foods that are unique to the climates of their temples.

Head of State: Avatar Aang

Air Nomads is the collective term for the monastic order of men and women who practice the discipline of airbending and their seclusive, theocratic society. They reside in temples, built high in the mountains or overhanging from cliffs. Scenic and airy, all residents live communally, work communally, live and grow and raise children communally in harmony. While Airbenders are traditionally nomads, and spend much time traveling the world and living between air temples, the primary residents of air temples were, prior to the Air Genocide, segregated by gender. This ceased to be common practice with the resurgance of airbenders after the Hundred Year War. Unlike the other nations, the people of the Air Nomads were, without any seen exception, all benders due to the high level of spirituality of their people.
After the Hundred Year War, Avatar Aang found several flying bison and ring-tailed winged lemurs. Elsewhere, a group named the Air Acolytes was formed to carry on the teachings, culture, and traditions of the Air Nomads. Having restored the buildings to their former glory, they occupy the air temples, along with the newfound flying bison and ring-tailed winged lemurs.

Eastern Air Temple

The Eastern Air Temple is located in a mountain range in the southeastern Earth Kingdom and was one of the two temples that exclusively housed female Air Nomads, the other being the Western Air Temple. Unlike the Northern and Southern Air Temples, the Eastern Air Temple is housed on three separate mountains, connected by bridges. Not much is known about its physical appearance, it has three pagodas, one on each mountain, with green tiled roofs. The center mountain pagoda has a couple smaller buildings next to it.
The patron saint of the Eastern Temple is Seiryu, the Azure dragon of the East. Nuns from the Eastern Temple are strong, clever, and flexible. Like life they make openings of the tiniest cracks in rock to grow. They deal well with adversity both in life and on the battlefield.

Northern Air Temple

Located in the mountains along the northern coast of the Earth Kingdom continent,this was the other temple which exclusively housed male airbenders.The Northern Air Temple was built thousands of years before the Hundred Year War by Air Nomad monks, who used it mainly as a training ground for young airbenders. The temple was noted for its design, which harmoniously integrated its natural surroundings into the structure; the large hallways would harness the wind and allow air to flow naturally through the building. The original inhabitants of the temple were Air Nomads, who once hosted the sky bison polo championships at this temple prior to the genocide.
The temple was later inhabited by a group of Earth Kingdom refugees led by the mechanist, who settled there after their own village was destroyed by a flood. The temple was modified from its original state to accommodate the lifestyle of the new residents. As the mechanist added new inventions, the temple underwent many technological upgrades, which often required the destruction or expansion of many original structures.
The patron Spirit of the Northern Temple is Xuanwu, the black lion-turtle of the north. Monks of the Northern Temple are patient, waiting for openings both in life and in battle. While they hold life sacred like all air nomads, they understand that death is a natural and necessary thing, and that all death eventually leads to life.

Southern Air Temple

This is the first Air Temple seen in the Avatar series and the home of Avatar Aang. It is located in the Patola Mountain Range and was originally one of the two temples to house only male airbenders, the other being the Northern Air Temple. The massive temple featured a sanctuary in which statues of past Avatars were arranged.
The patron spirit of the Southern Temple is Chu Turak the vermillion bird of the south. Monks that call the Southern Temple home tend to be energetic and enthusiastic in all they do, living in the moment, rather than the future. They have little patience for waiting for openings and instead actively seek out opportunity both in battle and in life.

Western Air Temple

The Western Air Temple is located in the mountains north of the Fire Nation and was one of the two temples that exclusively housed female Air Nomads. Like the Eastern Air Temple, it boasts statues of Yangchen as it was her birthplace.
The temple is notable in that, unlike the other three temples, it is situated underneath the edge of a cliff instead of atop a mountain. The spires seem as though they were built upside-down, and because of that, the temple is hidden from passersby.

Its design allows wind to flow into even the deepest chambers, which made the Air Nomads feel at home. There are steps built into the side of the cliff to allow for movement between tiers of the temple and different buildings.
The patron saint of the Western Temple is Baihu, the white bison of the west. Nuns of the Western Temple are like the tempest: a force of nature and quick to change direction.

Earth Kingdom

Info

Currency: EK copper, silver, and gold pieces
Language: Northern EK and Coastal EK. There are two written forms of both langages, a seal script and a clerical script. Most people use clerical.
Government: Confederate Constitutional Monarchy
Spirits: Ghati, Jamina, Parvata
Economy: Large, agriculture based. Earth kingdom cities and towns are traditionally self sustaining, thanks to their large agriculture industry. They are the largest producer of food in the world, and export large amounts of food. As most large earth kingdom cities run on earthbending, industry does not have much development, but is rather imported.

Head of State: Earth King Kuei
Capital: Ba Sing Se

Spanning an entire continent as well as several subsidiary islands, The Earth Kingdom is the largest and most populated sovereignty in the world and encompasses much of the eastern hemisphere. The kingdom operates as a monarchy under the rule of a king or queen from the city of Ba Sing Se

The people of the Earth Kingdom are proud and strong and adhere to a philosophy of peaceful coexistence and cooperation with the other nations of the world. Earthbenders use their abilities for defense and industry. It also has a large economy based on agriculture and limited industry, though it is not as economically powerful as the Fire Nation, which benefits from advanced technology.

The Earth Kingdom is characterized by significant ethnic and cultural diversity, a consequence of the country's vast territorial expanse. As a result, it suffers from high levels of local autonomy and ethnic conflict, both of which began accelerating as the central government grew weak. Despite this division, the people's recognition of the Earth Kingdom as a single political entity is largely strengthened through the communal belief in a shared history and identity.

Ba Sing Se

Ba Sing Se is the capital of the Earth Kingdom as well as one of its constituent states. It is the largest city in the world, encompassing a large portion of the nation's northeastern corner, essentially being more of a small country than a mere city. As a testament to its grandeur, the Earth Kingdom's roadway network is centered on the city. Ba Sing Se means "Impenetrable City"; it is so named for its world-famous walls, the gates of which have no hinges or other hardware and are opened by the use of earthbending. Within the Outer Wall lies a large expanse of farmland, Lake Laogai, and several mountains. The Inner Wall encloses the city itself. The metropolis is also notable for having a unique system of walls dividing the populace into different parts of the city based on social status.

Ba Sing Se is arguably one of the oldest settlements in the world, with maps dating back over 5,000 years. Early in its history, Ba Sing Se was a small subterranean city carved out of rocks by earthbenders. Eventually, as the metropolis' expansion reached the surface, the catacombs were abandoned. Afterward, Ba Sing Se grew increasingly powerful, and its kings began to wage wars of expansion against other neighboring states. At the time, the city greatly profited from its strategically favorable location, as it was protected to the south by the treacherous Taihua Mountains. When Ba Sing Se was still young, several armies of rival polities attempted to march through this mountain range, only to be destroyed by its horrible blizzards. The city continued to grow and eventually became the capital of the unified Earth Kingdom.

After becoming the center of the Earth Kingdom, the city remained firmly under the control of the earth monarchs, in sharp contrast to the rest of the country which was often just nominally ruled by the central government. In addition, Ba Sing Se was less affected by the sophisticated outlaw societies called the daofei that plagued most of the Earth Kingdom. Instead, crime groups in the capital mostly remained mere street gangs.

Omashu

Omashu is the second largest city in the Earth Kingdom and the capital of one of its states. Surpassed in size and importance only by Ba Sing Se, the gates of this bustling metropolis are guarded by an army of earthbenders. This city is also well known for its famous delivery system powered by a combination of both earthbending and gravity.

The tall mountain peak on which Omashu was founded is located in the Kolau Mountains in the southwestern Earth Kingdom. It rises high out of a deep chasm and was created by earthbenders several centuries prior to King Bumi's reign. Being built on this mountain provides the city with one of its best defenses; the only way to reach the gates of Omashu is across a long narrow bridge of stone that spans the sheer gorge.

The city of Omashu sits within the Kolau Mountain Range, surrounded on all sides by steep canyons and an enormous gorge. The city's three gates are composed of massive blocks of stone, each five feet thick and over thirty feet tall. As a result, the gates can only be opened by skilled earthbenders who guard its only entrance. The city itself is built on a number of hills. The palace sits on the tallest hill, which is centered behind some other hills. The city has thousands of houses for ordinary citizens and nobles as well as hundreds of shops, restaurants and pottery workshops. Most types of businesses in Ba Sing Se would be present in Omashu as well. The city also has a complex mail system, in which packages are transported using earthbending and gravity. Buildings in Omashu are generally built from stone, unlike most buildings in the Earth Kingdom, and have green tiled roofs.

Gaoling

Gaoling is a large town located within a mountain range in the State of Gaoling, southern Earth Kingdom. An old and well-established town, Gaoling has a broad spectrum of citizens. It is also the location of the Earth Rumble tournaments.

Gaoling lies in a valley surrounded by steep, rocky hillsides, and is located near the Foggy Swamp. Most of Gaoling's residents are middle-class people whose families have lived in the town for many generations. The center of the village features a bustling marketplace with ornately decorated buildings. The area serves as the village's center of commerce, and as such, it is filled with merchants, barkers, and shoppers. On the outskirts of the settlement are large, expansive estates where the wealthiest families, such as the Beifongs, live.

Kyoshi Island

Kyoshi island is a mix of earth kingdom and southern water tribe culture. While they fall under the Earth King, they are self-governing, and deal primarily with the Southern Water Tribe. They import fats, furs, and blue dyes from the SWT and export cloth, lumber, and grains.

Kyoshi Island is located off the southern coast of the Earth Kingdom and dotted with many small villages. Predominantly a fishing port, this small island in the South Sea is a popular destination among traders and travelers.

It is well known as the adopted home of Avatar Kyoshi and the residence of the elite Kyoshi Warriors, an all-female fighting outfit. As a result, every village on the island hosts a statue of its revered Avatar, and one of the villages has converted a temple into a shrine dedicated to her. The island is characterized by its relative seclusion and temperate climate.

Since its establishment, Kyoshi Island is led by a governor. It hosts minimal connection to the Earth Kingdom imperial government. Every village of Kyoshi Island has a local civil leader and a band of female warriors to provide protection.

Kyoshi Day is the most important holiday on the island. This celebration commemorates the day Avatar Kyoshi created the island in defense against Chin the Conqueror. A famous mural of Kyoshi at sunset was painted on the first Kyoshi Day and now resides in a shrine to the Avatar on the island.

Si Wong Dessert

The Si Wong Desert is an arid region located in the central Earth Kingdom. It is the largest, driest, and hottest desert on Earth, and due to its extreme climate, the region is almost impossible to successfully cross. The desert is sparsely populated by Si Wong tribes and beetle-headed merchants.

Otherwise known as the "Desert of the Dead", the Si Wong Desert is the driest, hottest environment in the world, consisting of miles of barren sand. It housed the largest library in the world before the structure was returned to its original home in the Spirit World.

Only a select few are mentally and physically capable of surviving in this desert for an extended period of time, let alone navigating through it. However, certain desert-dwelling peoples, such as the sandbenders and the beetle-headed merchants, have successfully adapted to the environment. Nevertheless, even they can find themselves victims to common habitual afflictions such as starvation, dehydration, and skin cancer.

The desert's ecosystem primarily consists of hallucinogenic cacti, a few scavenger species such as the gilacorn, and the predatory buzzard wasps. It is also home to a large sand shark, which is known to attack people and their ships.

Fire Nation

Info

Currency: Fire Nation gold, silver, and copper pieces
Language: Resembles ?, with a court and common dialect, as well as several local dialects
Government: Absolute Monarchy
Spirits: Agni, the sun spirit
Economy: Large. The Fire Nation is the world leader in industrialization and the production of metals. They export industry across the world, and import a significant amount of food from the Earth Kingdom and the United Republic of Nations.

Head of State: Firelord Zuko
Capital: Caldera City

The Fire Nation is one of the world's four nations and five sovereign states. It is an absolute monarchy led by the Fire Lord. Geographically, the nation is located along the planet's equator in the western hemisphere and is composed of several islands, named the Fire Islands. Its capital is Caldera City, located roughly in the center of the archipeligo on Capital Island, the largest of the Islands. Because of a warm and humid climate, the Fire Nation is home to a variety of native flora and fauna, though the main islands largely consist of rough, grassy plains bearing little wildlife.

The Fire Nation is the second-largest populated nation in the world, following the Earth Kingdom, while its economy is the most powerful in the world; its strong industrial sector and extensive technological developments not only enabled the Fire Nation to create an extremely powerful military, but also initiated worldwide modernization and globalization. Before the foundation of the United Republic and the following global technological revolution, it was also the strongest and most advanced country in the world.

Following its unification, citizens of the Fire Nation developed to be resourceful and resilient, a trait that was later speculated by Prince-General Iroh the younger to be a result of living on islands dominated by active volcanoes. Its politics remained very complex and full of conflict. Even though the Fire Lords held great power and controlled a standing military, many islands retained distinct identities and remained somewhat autonomous. Bloody feuds between clans consequently were a common occurrence in the Fire Nation, binding energy and resources.

After Ozai's imprisonment Fire Lord Zuko began the long process of reconstruction. Under his rule, the Fire Nation resumed cooperation with the other nations to ensure world peace and prosperity. The traditionalist Shyu was appointed new Great Sage, and under his supervision, the Fire Sages relinquished their loyalty to the Fire Nation government and returned to their spiritual and theological roots.[ These new policies, especially the demilitarization and decolonization, met the opposition of Fire Nation colonists and imperialists that began to escalate into violence by 101 AG. To solve the crisis caused by the decolonization, Fire Lord Zuko, together with Avatar Aang and Earth King Kuei, transformed the oldest Fire Nation colonies into the United Republic of Nations, ending the Fire Nation's imperialist era while at the same time allowing Fire Nation colonists to remain in their new homelands.

Caldera City

Also known as Capital City, Royal Caldera City is the seat of the government for the Fire Nation. It is home to the Fire Lord, the Fire Nation Royal Family, and Fire Nation nobility. The city is located on Capital Island, a large island in the western region of the Fire Nation.

The Fire Nation Capital is one of the largest settlements in the world. It has a distinct layout consisting of the Royal Plaza, a forum located directly past the First Lord’s Harbor; an industrial district surrounded by numerous establishments and homes; and Royal Caldera City, a residential district situated within the crater of a dormant volcano hosting the Fire Nation Royal Palace and various homes of Fire Nation elite.

Shuhon Island

Shuhon Island is the second largest island in the Fire Nation, east of Capital Island. When the noble clans held power in the Fire Nation, the island fell under the traditional influence of the Keohso clan. Fire Fountain City is a prominent settlement on the island, known for its enormous firelord statue in the center of the town. These statues are ever-burning, an invention of Zhang Sato (a native of Fire Fountain City) in 146BG, and only cease to burn when the crown passes heads. In 101AG, the cold statue of Ozai was replaced with one of Firelord Zuko, which still burns to this day.

Eastern Islands

The south-eastern islands, mostly protected from storms, are among the Worlds most beautiful tropical paradises. Once home to waterbenders who have long since fled the volcanoes to move to the icy North, the islands were carefully terraformed to assist agriculture, and still produce most of the Nations native agriculture.

Western Coast

The Western Coast, unprotected like the rest of the archipeligo, falls under barrage by storms every late summer to fall. It is still heavily populated, and the storms bring in large amounts of sea food to the coastal regions, which are farmed during the temperate winters. Though the practice was made illegal by Firelord Sozin, and remained so until Firelord Zuko, many have managed to cling to the tradition of praying to the spirit of the western wind to protect them from the storms, and on the last day of spring, there is a festival in their honor- the last before preperations begin.

Ember Island

Ember Island is a renowned resort area located in the outer islands of the northern Fire Nation. Set among palm trees and luscious vegetation, it is home to many luxurious resorts and vacation homes for the wealthy and powerful. Many high-ranking Fire Nation officials have vacation homes here and the island is viewed as the top vacation destination in the Fire Nation. The private beaches are surrounded by mountains and dunes which create a private atmosphere for visitors. The beaches are among the most popular in the country and host many popular kuai ball games.

Water Tribes

Info

Currency: Water Tribe Beads (coin shaped carved bones with holes in the center)
Language: Northern and Southern dialects are sublty different but closely resemble Inuit, an oral language. Many people also speak Earth Kingdom, and they use this writing system.
Government: Chiefdom (north is heirarchal, south is by vote)
Spirits: Tui and La (push and pull), the Ocean and Moon Spirits
Economy: Medium. The Water Tribes are mostly self-sustaining, and export goods to nearby earth kingdom town on the northerns and southern coasts of the earth kingdom which are too far from Ba Sing Se and Omashu to benefit from their large agricultural economy.

In the aftermath of the Fire Nation's siege of the North Pole, select benders and healers from the Northern Tribe left for the South Pole in an effort to rebuild their ravaged sister tribe. These efforts were increased after the Hundred Year War's conclusion, culminating in the Southern Reconstruction Project led by the siblings Malina and Maliq. When the Northerners discovered the world's largest oil depository on Southern soil, however, the Northern leadership deemed its sister tribe unfit to handle such an important resource. Secret plans were drafted according to which the Southern Water Tribe would become a colony of

the North. When this plot was discovered, a Southern nationalist uprising broke out that was eventually defeated at the hands of Team Avatar and their allies. Regardless, anti-northern sentiment persisted among the Southern Water Tribe.

Northern Water Tribe

Head of State: Chief Arnook
Capital: Agna Qel'a

The Northern Water Tribe is an independent state located within the realms of the North Pole, ruled by a hereditary monarchic chiefdom. As the oldest division of the three Water Tribes, the Northern Water Tribe dominated both the North Pole as well as the South Pole for centuries. Its capital city, Agna Qel'a, is notable for being made almost entirely out of ice. Even though much of its territory encompasses largely inhospitable tundra terrain, the Northern Water Tribe always thrived in its isolation, and grew into a major political and economical power after the Hundred Year War.
The people of the Northern Water Tribe are traditionally conservative and very spiritual, but still open to change and reform. The Northern waterbending style is the most widespread form, practiced by waterbenders at both poles and in the United Republic of Nations, as raids on the Southern Water Tribe led to the southern style becoming nearly extinct during the Hundred Year War.

Long before the Hundred Year War, the predecessors of the Water Tribe relocated to the North Pole from the tropical regions they originally inhabited. There, they formed several independent tribes. Eventually, a group of waterbenders united to build Agna Qel'a in an attempt to bring all the tribes of the North Pole together. The waterbenders used their icy environment to create the various temples, villages, and canals that comprise the city. After a time of civil unrest, this newfound unity declined, and a group of secessionists journeyed to the South Pole to engender a new tribe.

Despite these initial difficulties, the relations between the Northern Water Tribe and the secessionist Southern Water Tribe improved over time. The South reaccepted the authority of the Northern chiefs as long as it was granted autonomy and a Council of Elders to govern itself. To strengthen the tribal ties and political harmony, the Northern ruling family began to take Southerners as their spouses.

Additionally, the New Moon Celebration was established in order to reunite the two Water Tribes. Over time, the Northern Water Tribe grew prosperous and powerful enough to defend its wealth from outsiders thanks to a strong navy.

After the Hundred Year War, the Northern Water Tribe underwent social and economic reforms. Women were no longer restricted by law, and the tribe grew increasingly powerful. Agna Qel'a began to significantly expand to become a large metropolis.

Even though their cultures were still similar—as they maintained common customs and celebrations until 40 AG—the people of the North and South developed completely differently in regard of society and politics. The Southern Water Tribe was far less hierarchical than the North, enjoying a high degree of gender equality. The Southern tribesmen eventually built a massive inland city as their political and cultural center and the tribe began to prosper. Some tensions remained between the sister tribes, as some Northerners regarded the Southerners as barbarians, whereas some among the latter believed the North to be an oppressive society. During these years, a tradition of celebrating the Glacier Spirits Festival began, during which the people would fast and meditate, and the tribal elders would commune with the spirits as they danced in the sky to create the southern lights; it ended on the day of the winter solstice.

The Southern tribesmen also began to travel around the world. One group of Southern waterbenders discovered the Foggy Swamp in the Earth Kingdom thousands of years before the Hundred Year War. They decided to stay because of the abundant amounts of water there, engendering the Foggy Swamp Tribe in the process. However, as the Foggy Swamp tribesmen maintained isolation, the people of the South Pole never learned of these events.

Southern Water Tribe

Head of State: Chief Hakoda and the Council of Elders
Capital: Capital City

The Southern Water Tribe is an independent state located at the South Pole and is the southern division of the Water Tribes. A federation of several smaller tribes, the South is ruled by a Council of Elders, who also elect the tribe's chief. The Southern Water Tribe has had an eventful history and saw times of prosperity and freedom as well as decline and genocide. Before the Hundred Year War, the South was thriving and had a unique culture and waterbending style.

After a series of brutal Fire Nation raids, however, the South Pole was left devastated and nearly all the surviving waterbenders had been taken prisoner. By 99 AG, the Southern Water Tribe was on the brink of extinction, with its culture shattered, its main city largely abandoned, and its unique waterbending style effectively erased. After the Siege of the North, the Northern Water Tribe administrated a relief effort led by Master Pakku, who brought along a number of warriors, waterbenders, and healers to aid in the Southern tribe's redevelopment. This mission proved to be successful, resulting in political rapprochement between the two tribes.

Following the Hundred Year War and the re-involvement of both Water Tribes in international affairs, the South became a major economic power: Both its population and infrastructure swelled, with people mostly living in its coastal capital and several villages nearby. The people of the Southern Water Tribe are modern, progressive, and focused on commerce and trade, but in contemporary times lack the spirituality that had long defined their culture.

Foggy Swamp Tribe

The Foggy Swamp Tribe is a waterbending settlement situated in a wetland known as the Foggy Swamp, located in the southwestern part of the Earth Kingdom, and is one of the three Water Tribes in the Avatar World. The tribesmen are descendants of individuals who migrated from the South Pole to the Foggy Swamp in the Earth Kingdom, where they established a separate faction that eventually developed a distinct culture and bending style separate from those of the two polar tribes.

It remained relatively isolated to the polar Water Tribes and the rest of the world until the tribe's involvement in the invasion of the Fire Nation in 100 AG. Despite the Foggy Swamp Tribe's complete independence from both of its sister tribes, it is not formally recognized as a separate political entity and thus did not have a representative in the United Republic Council at any point in time.

Although technologically unsophisticated, the tribe consists of powerful waterbenders who have developed a specialized bending style adapted for swamp use. Specifically, the form employed by swampbenders differs significantly from conventional waterbending, as it primarily involves rigid bending motions and the manipulation of plant life. The tribe members indulge mostly on small game and giant insects but refrain from consuming catgators, which they domesticate and keep as pets.

The members of the Foggy Swamp Tribe are accustomed to their surroundings and have a deep appreciation of the workings of the natural world. They follow the belief that all living organisms are interconnected and reliant on each other, based on their understanding of the sacred banyan-grove tree, from where some of the tribe members have reached enlightenment.

United Republic of Nations

Info

Currency: Yuan
Language: Coastal EK and Common FN
Government: Unitary Directoral Republic
Economy: Medium.

Head of State: United Republic Council
Capital: Republic City



The United Republic of Nations, more commonly known as the United Republic, is a sovereign state created by Avatar Aang and Fire Lord Zuko after the end of the Hundred Year War. It was formed from the oldest Fire Nation colonies established in the western Earth Kingdom and was created to serve as a society where benders and nonbenders from all four nations could live and thrive together in peace and harmony. The United Republic is known for having a unique culture, which was shaped by immigration and a technological revolution.

The capital of the United Republic is Republic City, a large, modern metropolis located on the shores of Yue Bay. From there, a political organization consisting of one representative from each nation, the United Republic Council, governed the republic.

In the aftermath of the Hundred Year War Avatar Aang and Fire Lord Zuko came to an agreement with Earth King Kuei on the establishment of the Harmony Restoration Movement, which aimed to return Fire Nation colonies to the control of the Earth Kingdom. One of the consequences of this action was the removal of Fire Nation citizens from the settlements that they had created over the past century. This forced departure had considerably negative demographic consequences unforeseen by the parties in the agreement, such as compromising biracial denizens with both Fire Nation and Earth Kingdom heritage, and destroying the prosperity the colonies were experiencing due to the efforts of citizens from both nationalities. A year into the operation of the movement, Firelord Zuko withdrew his support.

Avatar Aang and Firelord Zuko initially resolved the impasse by instating a coalition government, where the colonies would be governed by both Fire Nation and Earth Kingdom citizens. The system first came into place in Yu Dao, the first Fire Nation colony, though the other colonies soon followed.

Eventually, the Avatar and the Fire Lord transformed the colonies, along with Cranefish Town, into a fifth nation where people from the four nations would be able to live in harmony. The new republic was governed by a council of five citizens representing each of the original four nations, with two representing the polar Water Tribes. They named this new polity the United Republic of Nations, and made Cranefish Town its capital, renaming the settlement Republic City. Earth King Kuei agreed to cede large portions of Earth Kingdom land to form the republic.

Republic City

While the colonies underwent a peaceful democratic transition, the industrial revolution spread in the western Earth Kingdom. Taking advantage of new technologies and the availability of bending and nonbending workers from all nations, new businesses and factories were founded. One site in particular grew rapidly. Located at the Mo Ce Sea's coast, near Yu Dao, it originally hosted just one factory, the Earthen Fire Refinery, but quickly expanded into a large agglomeration known as Cranefish Town. People from all around the world migrated there in hopes of getting jobs. Cranefish Town was made the new capital of the United Republic of Nations, and renamed Republic City.

Chapter 2 : Bender Classes

Air is the element of freedom.

Air nomads detach themselves from worldly concerns and found peace and freedom. They are freespirited and have good humor.
Airbenders skill with their element relies heavily on their spirituality.
Airbenders most closely resemble monks.

Earth is the element of substance.

The people of the Earth Kingdom are diverse and strong. They are persistent and enduring. Patient at best and stubborn at worst.
A skilled earthbender is patient and immovable, not just strong.
Earthbenders most closely resemble barbarians and druids.

Fire is the element of power.

The people of the Fire Nation have desire and will, and the energy and drive to achieve what they want. They are passionate,
and fight fire with fire, giving an eye for an eye. A firebender's power lies in breath control, not in physical strength.
Firebenders most closely resemble sorcerers and barbarians.

Water is the element of change.

The people of the Water Tribes are capable of adapting to many things. They have a deep sense of community and and love that
holds them together through anything. Waterbenders are fighters of opportunity and turn their opponents force against itself.
Water benders most closely resemble druids and warlocs.

The Airbender

Airbending is one of the four elemental bending arts, is the aerokinetic ability to control and manipulate air. The peaceful Air Nomads utilized this type of bending in their everyday lives.

Air is the element of freedom. The Air Nomads detached themselves from worldly problems and concerns; finding peace and freedom was the key to solving their difficulties in life. Airbenders continually sought spiritual enlightenment, and, as a result, all children born into the Air Nomads were benders. The first airbenders learned their art from the flying bison.

The key to airbending is flexibility and finding and following the path of least resistance. Airbending is notable for being almost purely defensive, as well as the most dynamic of the four bending arts. Airbenders can overwhelm many opponents at once with large and powerful attacks that could prove fatal; however, due to the pacifist nature of the Air Nomads, such attacks are rarely used. Instead, an airbender strives to use the opponents' energy against them. Due to their aforementioned spirituality, they often adapt to the situation surrounding them and employ negative jing, preferring evasive maneuvers as opposed to direct confrontation.

In contrast with other bending disciplines, airbending necessitates constant spiritual awareness, and an airbender who loses this connection can see their skills deteriorate.

Origin

During the era of Raava, the power of air was temporarily bestowed on the inhabitants who lived on a giant lion turtle while they left the village to stock up on food. After permanently leaving the care of the lion turtle, the former inhabitants eventually learned airbending from the flying bison, a sacred creature in the Air Nomad culture. The bison typically use their massive beaver-like tail to create gusts of wind and, as the name suggests, can fly without any visible means of propulsion. It is also said that the airbenders borrowed the arrow mark from the flying bison for the design of their traditional tattoos. These markings symbolize one's mastery of the airbending art and are given to a practitioner once their training is complete. Unlike other nations, all Air Nomads were born as airbenders due to the culture's strong ties to spirituality.

Opposing bending art

In keeping with Air Nomad teachings on pacifism, airbending is the most passive of the four arts, as many of its techniques emphasize constant mobility, deflection, and eluding the opponent. Earthbending is considered the direct opposite, whereas airbenders avoid or deflect oncoming attacks, earthbenders absorb or overwhelm them with superior force. Airbenders are constantly moving in circles, while earthbenders require to be firmly rooted in one place to effectively bend. Firebending, however, is considered the spiritual opposite of airbending, as it places aggressiveness and passion against passivity and peacefulness.

Like all of the bending arts, airbending is no more or less powerful than the other arts, though it is easily the most dynamic and agile of the four. It is the skill and power of the user that determines victory.

Airbender
Level Proficiency Bonus Features Cantrips Known Moves Known Chi Points Chi Level Disciplines Light footed
1st +2 Bending, Airbending Path, Bōjutsu 2 2 1 1st -
2nd +2 Disciplines 2 3 2 1st 2 +10 ft.
3rd +2 Airbending Path Feature 2 4 2 2nd 2 +10 ft.
4th +2 Ability Score Increase 3 5 2 2nd 2 +10f t.
5th +3 3 6 2 3rd 3 +10ft.
6th +3 Airbending Path Feature 3 7 2 3rd 3 +15 ft.
7th +3 3 8 2 4th 4 +15 ft.
8th +3 Ability Score Increase 3 9 2 4th 4 +15 ft.
9th +4 3 10 2 5th 5 +15 ft.
10th +4 Airbending Path Feature 4 10 2 5th 5 +20 ft.
11th +4 Spirit of the Wind 4 11 3 5th 5 +20 ft.
12th +4 Ability Score Improvement 4 11 3 5th 6 +20 ft.
13th +5 4 12 3 5th 6 +20 ft.
14th +5 Airbending Path Feature 4 12 3 5th 6 +25 ft.
15th +5 4 13 3 5th 7 +25 ft.
16th +5 Ability Score Improvement 4 13 3 5th 7 +25 ft.
17th +6 4 14 4 5th 7 +25 ft.
18th +6 4 14 4 5th 8 +30 ft.
19th +6 Ability Score Improvement 4 15 4 5th 8 +30 ft.
20th +6 Chi Mastery 4 15 4 5th 8 +30 ft.

Class Features

As an Airbender, you gain the following Class Features:

Hit Points


  • Hit Dice: 1d8 per Airbender level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Airbender level after first

Proficiencies


  • Armor: Light
  • Weapons: All Polearms, fans
  • Tools: One instrument of your choice
  • Saving Throws: Dexterity, Wisdom
  • Skills: Acrobatics, Animal Handling, Nature, Insight, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A Quarterstaff-glider
  • An Explorers pack or a Scholar’s Pack
  • Cloth robes of the Airbender tribe
  • An instrument of your choice

Bending

Your training with the monks of the Airbending tribe has allowed you to tap into the flowing winds around you.

Cantrips

Cantrips are basic airbending moves that don’t require a significant amount of Chi use, and therefore can be used at will. You know two cantrips of your choice from the Airbender move list. You learn additional Airbender Cantrips of your choice at higher levels as shown in the Airbender table.

Chi

The Airbender table shows how many Chi Points you have to use your more powerful bending abilities. The table also shows what level that Chi is. All of your Chi is the same level, to use one of your bending abilities you must expend a Chi point. You regain all your expended Chi points when you finish a short or long rest.

Bending known at 1st level or Higher

At 1st level you know two 1st level bending moves of your choice from the Airbender move list. The moves known column of the table shows when you learn more moves. A move you choose must be of a level no higher than what is shown in the tables Chi Level column for your level.

Additionally, when you gain a level in this class, you can choose one of the Airbending moves you know and replace it with another move from the Airbender move list. Which also must equal to or lower than your Chi Level listed in the table above.

Bending ability

Wisdom is your bending ability for your Airbender moves, so you use your wisdom whenever a move refers to your bending ability. In addition, you use your wisdom modifier when setting the saving throw DC for an Airbender move you use and when making an attack roll with one.


  • Bending Save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Bending Attack modifier = your proficiency bonus + your Wisdom Modifier

Temple Styles

In your study at one of the four air temples you have developed a style unique to that temple. At 1st level, you gain a temple style, detailed at the end of the class description.

Disciplines

In your study with the monks, you have learned many special modifications to your normal airbending. At 2nd level, you gain two Disciplines of your choice, those disciplines are detailed at the end of the class description. When you gain certain Airbender levels, you gain additional disciplines of your choice as shown in the disciplines column of the class table. Additionally, when you gain a level in this class, you can choose a discipline you know and replace it with another discipline that you could learn at that level.

Bōjutsu

You have trained extensively with polearms as an extension of your body, using momentum and leverage to your advantage. For the purposes of calculating your attack and damage, you can use your dexterity modifier instead of strength. This does NOT add the finesse property to the weapon. When a heavy weapon is used with this feature, it loses the “Reach” property if it has one.

Spirit of the wind

Starting at 11th level, you gain a fly speed equal to your walking speed, this gust only works in short bursts however, and you begin to fall if you end your turn in the air and nothing else is holding you aloft.

Chi Mastery

At 20th level you can draw on your inner reserve of Chi to regain expended Chi points. You can spend 1 minute meditating to regain all your expended Chi points. Once you use this feature, you are unable to use it again until you take a long rest.

Temple Styles

Northern Temple

You studied at the northern temple, whose patron is Xuanwu, the black Lion-Turtle of the North, and the heralder of winter. Like Xuanwu, monks of the northern temple are patient and strong. They wait for openings both in life and in battle, knowing they will come.

first

Starting at first level, you learn to flow with the winds of battle. While you are wearing no armor and not wielding a shield, your AC equals 12 + your dexterity modifier + your wisdom modifier.

Way of the Bo

At 3rd level you have become one with your weapon. You can use your action to meditate with your polearm and create a bond with it. Once you have bonded with your weapon the weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

This bond disappears if your weapon is more than 5 feet away from you for 1 minute or more, or if you bond with another weapon.

Additionally, whenever your weapon is 30 feet or less from you, you can summon it to yourself with a gust of wind as a bonus action.

Virtuous

At sixth level, you have mastered the art of patience. Any opportunity attacks you make you roll with proficiency.

Piercing Winds

At level 10, whenever you use a bending move that affects a single target, that move can affect an additional target within 20 feet of the original target.

fourteenth

At 14th level, you harness the unyielding strength of winter. All your airbending attacks deal an additional 1d6 cold damage per bending level of that move.

Southern Temple

Monks from the Southern temple study the way of their patron Chu Turak, the Vermillion bird of the south, and the bringer of summer. They are energetic and enthusiastic, but also the most peaceful. Southern monks avoid conflict at all cost, and prefer to end a conflict before it begins. If they must fight, they are tricky opponents, dodging out of the way and turning their opponents energy against them.

Pacifist

At 1st level, you have been taught to be as untouchable as the wind itself, flowing around attacks and opponents like the breeze. Your AC equals 12 + your dexterity modifier + your wisdom modifier.

Proxy

At 3rd level, when you take the attack action, you can forgo one of your own attacks to allow your animal companion to make an attack of its own.

Creative Cloudmaking

Starting at 6th level, you can create a small cloud around you to obscure your movement and escape danger. When you take damage, you can use your reaction to become (heavily obscured/hidden) by the cloud and move with the wind up to 60 feet in any direction. This movement doesn’t provoke opportunity attacks. You remain (heavily obscured/hidden) until the start of your next turn or until you attack or bend. You can’t use this feature again until you complete a short or long rest.

Way of the Water

At 10th level you learn to use your opponents momentum agianst them, similar to the way of waterbenders. When an opponent attempts to attack you at melee range and misses, you may make an opportunity attack as a reaction.

fourteenth

You learn to avoid conflicts almost entirely. You learn the dodge reaction, allowing you to quickly move around your opponent, and providing you opportunity attacks. When performing the dodge reaction, roll acrobatics, dexterity, or athletics depending on the move (your DM will decide this) and aim to beat your opponents attack roll. Opportunity attacks such as these take place outside of initiative order.

Eastern Temple

Nuns of the Eastern temple call their patron Seiryu, he azure dragon of the east and the bringer of both spring and the new year. Nuns from the Eastern Temple are strong, clever, and flexible. Like life itself they make openings of the tiniest cracks in rock to grow. They deal well with adversity both in life and on the battlefield.

first

At 1st level, you learn to make opportunity where there is none. If an opponent disengages from battle, you can make an opportunity attack regardless.

War Bending

At 3rd level the quickening air current caused by using your cantrips speeds up your melee strikes. When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Opportunity Making

At 6th level, you improve your ability to create openings for yourself. When you disengage while within 5 ft of an opponent, you gain an opportunity attack against them on your next turn, so long as they remain within your movement distance.

Vision of the Currents

At 10th level you can see the paths through the air that attacks are taking and can alter that path with a carefully directed burst of air. Twice per short rest, as a reaction to any attack against you, you can attempt to alter the direction of the attack, add +5 to your AC until the end of the turn. You regain all the expended uses of this ability at the end of a short or long rest.

Force of a Great Typhoon

At 14th level the air around you becomes an extension of your body and your weapon. Your weapon can be considered to have the “Reach” property.

Western Temple

The patron of the nuns of the western temple is Baihu, the white bison of the west and the spirit of fall. She is also the herald of the storm season in the western hemisphere, which takes place every autumn, baraging the Fire Nation coast year after year, and often triggering tsunamis to hit the Earth Kingdoms eastern coast. She is not always gentle. She is three aspects; one of gentle allowance, another of fierce refusal, and the last of an empty void. She is pure chaos, in the way that it is gentle and the way that it is harsh. Nuns of the Western Temple are like the tempest: a force of nature and quick to change their mind and direction.

Fall Breeze

When you train at the Western temple at level 1, you learn that fighting against the wind often ends with a hard landing. When any creature enters within 10 feet of you for the first time on a turn, you can use your reaction to have them roll a strength saving throw against your save DC. If they fail the saving throw, they are knocked prone (or pushed back x feet) by a howling gust of wind. You can use this ability 3 times per day. You regain all expended uses of this ability after a long rest.

Nomadic Pathways

At 3rd level, your position at the western temple has taught you of air and weather patterns. Your travel time is not slowed down by storms and when there are no storms you travel by the currents, and your travel time is halved.

sixth

At 6th level,

tenth

At 10th level,

Eye of the Storm

Starting at 14th level, your fall breeze feature becomes a constant squall. You can keep a strong wind whipping around you in a 10 ft radius at your command. When any creature enters within 10 feet of you for the first time on a turn, you can choose to use your reaction to have that creature roll a strength saving throw vs your save DC. If that creature fails the saving throw, they are knocked prone (or pushed back x feet) by a howling gust of wind.

Disciplines

Cutting Wind (Prerequisite: Gust cantrip): When you cast Gust, deal 1d6 + your wisdom modifier slashing damage on a failed save. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.


Harrying Gust (Prerequisite: Gust cantrip): On a failed save, instead of pushing the target 5 feet, you can either push the target 10 feet, or knock them prone.


Disarming Gale (Prerequisite: Gust cantrip): On a failed save, instead of all other effects of Gust, you can choose to knock the weapon out of the creatures grasp and have it land up to 10 feet away.


Running Downwind (Prerequisite: 5th Level): Your walking speed is increased by +10


Armor of Air: You can cast Mage Armor on self at will without expending a Chi point or material components.


Updraft (Prerequisite: 9th level): You can cast Levitate on yourself at will without expending a Chi point or material components.


Jet (Prerequisite: 5th level): You bend a jet of air from your feet when you leap. You can cast Jump on yourself at will without expending a Chi point or material components.


Restricting Flow (Prerequisite: 15th level): You can cast Hold Monster at will without expending a Chi point or material components.


Summon Air Spirit (Prerequisite: 9th level): You can cast Conjure Elemental once using a Chi point. You can only summon an air elemental with this ability. You cannot use this ability again until you complete a long rest.


Extended Cyclone (Prerequisite: Cyclone (Thorn whip) Cantrip): You can now pull the target up to 20 feet with your Cyclone (Thorn whip) cantrip.


Shockwave (Prerequisite: Booming Blade Cantrip): If the target of your booming blade moves and activates the secondary effect. The target is also pushed 5 feet in the opposite direction it was going to move, in addition to the normal effects of booming blade.


High Pressure System (Prerequisite: 5th Level): You can cast slow once using a Chi point. You can’t use this ability again until you complete a long rest.


Prevailing Winds (Prerequisite: Lift (Mage Hand) Cantrip): Triple the weight that your Lift (Mage Hand) cantrip can carry.


Spirit Bond (Prerequisite: Path of the Spirits Feature): You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.


Colors of the wind (Prerequisite: 15th Level): You can see all the colors of the wind. The winds show you the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.


Dread Winds: As a bonus action, you can conjure a cyclone of wind around you. The cyclone grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes slashing damage equal to your Wisdom modifier. You can dismiss the cyclone with another bonus action.


Improved Bō (Prerequisite: 5th level): After meditating with your weapon using your Path of the Bō feature, it becomes a +1 magical weapon until your bond with the weapon is broken. This doesn’t affect already magical weapons.


Superior Bō (Prerequisite: 9th level): After meditating with your weapon using your Path of the Bō feature, it becomes a +2 magical weapon until your bond with the weapon is broken. This doesn’t affect already magical weapons.


Ultimate Bō (Prerequisite: 15th level): After meditating with your weapon using your Path of the Bō feature, it becomes a +3 magical weapon until your bond with the weapon is broken. This doesn’t affect already magical weapons.


Freedom of Movement: The wind moves freely, and little can prevent you from moving freely as well. You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and have advantage on saving throws against being restrained.


Fog of War (Prerequisite: 18th Level): As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.


Light as a feather: You gain proficiency in two skills from: Stealth, Acrobatics, Slight of Hand


Nomadic Heritage: You learn two languages of your choice from your travels around the world, as well as gain proficiency in either Persuasion or History

Airbender Bending List

Cantrips (0 Level):
  • Gust
  • Cyclone
  • Magic Stone
  • Booming Blade
  • Lift
  • Thunderclap
1st Level
  • Catapult
  • Fog Cloud
  • Cutting Breeze*
  • Shield
  • Thunderwave
  • Unseen Servant
  • Detect Magic/Chi
  • Down Draft*
  • Zephyr Strike
2nd Level
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Dust Devil
  • Grounding*
  • Gust of Wind
  • Levitate
  • Spirit Step*
  • Pass without Sound*
  • Silence
  • Warding Wind
  • Immobilize Person*
3rd Level
  • Elemental Weapon (Limited to Thunder Damage)**
  • Fly
  • Haste
  • Stinking Cloud
  • Thunder Step
  • Wind Wall
  • Slow*
  • Spirit Message*
4th Level
  • Conjure Minor Elementals (Air Elemental)**
  • Freedom of Movement
  • Storm Sphere*
  • Confusion*
5th Level
  • Bigby’s Hand
  • Create Vacuum*
  • Conjure Elemental (Air Elemental)**
  • Control Winds
  • Greater Spirit Step*
  • Vortex*
  • Steel Wind Strike
  • Telekinesis
  • Hold Monster



Important Notes

Some spells will need minor reflavoring of their text to translate into something that an Airbender may be able to do. I.E. Bigby's Hand changing from translucent force to swirling winds.

*Minor limitations/changes to certain bending moves for flavor reasons are listed in parentheses.


**Spells that needed more than minimal re-flavoring are listed in part 2.


*** For the purposes of translating spells in the DnD world to Bending moves in the Avatar world:


  • Chi Points = Spell slots
  • Chi Level = Level of your spell slots

Airbending Cantrips

Gust

Airbending Cantrip


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Cyclone

Airbending Cantrip


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a small cyclone that carries a target closer to you. Make a melee bending attack against the target. If the attack hits, the creature takes 1d6 slashing damage, and if the creature is Large or smaller you pull it up to 10 feet closer to you.

This move's damage increases by 1d6 when you reach 5th, 11th, and 17th level.

Magic Stone

Booming Blade

Airbending Cantrip


  • Casting Time: 1 Action
  • Range: 5 Feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to bend this move, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the move fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the move ends. This move's damage increases when you reach higher levels.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Lift

Airbending Cantrip


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: 1 Minute

You can control a small current of air to move or manipulate objects. This air current lasts for the duration or until you dismiss it as an action. The current vanishes if it is ever more than 30 feet away from you or if you bend this move again.

You can use your action to control the current. You can use the current to manipulate an object, open an unlocked door or container, or stow or retrieve an item from an open container. You can move the current up to 30 feet each time you use it. The current can't attack, activate items unless stated otherwise, or carry more than 10 pounds.

Thunderclap

Airbending Cantrip


  • Casting Time: 1 Action
  • Range: 5 Feet
  • Components: S
  • Duration: 1 Action

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1st-Level Airbending

Catapult

1st-Level Airbending


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Fog Cloud

1st-Level Airbending


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Cutting Breeze

1st-Level Airbending


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create three gusts of wind. Each gust hits a visible creature of your choice. A gust deals 1d4+1 force damage to its target. The gusts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels: The bending move creates one more gust for each Chi level above 1st.

Shield

1st-Level Airbending


  • Casting Time: 1 Reaction*
  • Components: V, S
  • Duration: 1 Round

You bend a wall of air to protect you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

  • which you take when you are hit by an attack

Thunderwave

1st-Level Airbending


  • Casting Time: 1 Action
  • Range: 15 foot cube
  • Components: V, S
  • Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured Objects that are completely within the area of Effect are automatically pushed 10 feet away from you by the move's Effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you bend using a chi slot of 2nd Level or higher, the damage increases by 1d8 for each slot level above 1st.

Detect Chi

1st-Level Airbending


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the Duration, you sense the presence of chi within 30 feet of you. If you sense chi in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears chi, and you learn its what kind of bender they are, if any, and whether they are a spirit or spirit-touched.

The move can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Down Draft

1st-Level Airbending


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A powerful downdraft of wind fills a 20-foot square starting from a point. This wind turns the area into difficult terrain. When the bending move ends, the wind dissipates.

A creature in the area when you perform the bending move must succeed on a Strength save or be restrained until the move ends. A creature restrained can use its action to make a Strength check against your bending save DC. On a success, it frees itself.

Zephyr Strike


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You move like the wind. Until the move ends, your movement doesn’t provoke opportunity attacks. Once before the move ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

2nd-Level Airbending

Deafness

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V
  • Duration: 1 minute.

You can deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is Deafened for the Duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you bend using a chi slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd.

Blur

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute.

Your body becomes blurred, shifting and wavering to all who can see you. For the Duration, any creature has disadvantage on Attack rolls against you. An attacker is immune to this Effect if it doesn't rely on sight, as with Blindsight or Earthsight, or can see through illusions, as with Truesight, or with Detect Chi.

Dust Devil

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: 60 feet (5ft cube)
  • Components: V, S,
  • Duration: 1 minute.

Choose an unoccupied 5-foot cube of air that you can see within range that has a dirt or dusty floor, or utilize pocket sand. A gale of wind that resembles a dust devil appears in the cube and lasts for the move’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Grounding

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: 300 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You disrupt the air current beneath a creature you can see within range, rendering it unable to fly. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the move’s duration.

Gust of Wind

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: 60 ft line
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the move's Duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of Movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a Bonus Action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Levitate

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, up to 10 minutes.

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the Duration. The move can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on Your Turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the move's range.

When the move ends, the target floats gently to the ground if it is still aloft.

Spirit Step

2nd-Level Airbending


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You briefly step through the spirit world and reappear up to 30 feet from your original location in an unoccupied space that you can see.

Pass without Sound

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour.

You bend the air around you and your companions into a small thin vacuum layer, preventing any noise you make from escaping as well as obscuring your tracks and scent. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Warding Wind

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: 10 ft sphere
  • Components: V
  • Duration: 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the move’s duration.

The wind has the following effects:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Immobilize Person

2nd-Level Airbending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target is enveloped in a constricting cyclone and must succeed on a Strength saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the bending move on the target ends.

At Higher Levels. When you use this bending move using at a Chi level of 3rd level or higher, you can target one additional humanoid for each Chi level above 2nd. The humanoids must be within 30 feet of each other when you target them.

3rd-level Airbending

Fly

3rd-Level Airbending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes.

You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the move ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels: When you bend using a chi slot of 4th Level or higher, you can target one additional creature for each slot level above 3rd.

Haste

3rd-Level Airbending


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Choose a willing creature that you can see within range. Until the move ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity Saving Throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action.

Stinking Cloud

3rd-Level Airbending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, S, M (a rotten egg or several skunk cabbage leaves)
  • Duration: Concentration, up to 1 minute.

You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the Duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Thunder Step

3rd-Level Airbending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V
  • Duration: Instantaneous

You move so fast you appear to teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At Higher Levels. When you bend using a chi slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Wind Wall

3rd-Level Airbending


  • Casting Time: 1 Action
  • Range: 120 Ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the Duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or Objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at Targets behind the wall are deflected upward and automatically miss. (Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.) Creatures in Gaseous Form can't pass through it, but most spirits can.

Slow

3rd-Level Airbending


  • Casting Time: 1 Action
  • Range: 120 Ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You conjure strong winds to push against every movement of up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this bending move for the duration.

An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to bend with a time of 1 action, roll a d20. On an 11 or higher, the move doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the move. If it can't, the move is wasted.

A creature affected by this bending move makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

Spirit Message

3rd-Level Airbending


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Round

You ask the spirits of the cardinal winds to deliver a short message of twenty-five words or less to a creature with which you are familiar. The the spirits deliver the message to the creatures thoughts, the creature recognizes you as the sender if it knows you, and can answer in a like manner immediately. The bending move enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

4th Level Airbending

Freedom of Movement

Conjure minor spirit

4th-Level Airbending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You call forth a minor wind spirit from the spirit world. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Minor Air Spirit stat block below. When you cast the spell, choose a mood: Trickster, Furious, or Joyful. The creature physically resembles a ?, a ?, a ? or an ? (your choice) marked by the chosen mood, which also determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you perform this move using a chi slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Minor Air Spirit

Small Spirit, Air nomads


  • Armor Class 11 + the level of the bending move
  • Hit Points spirits CON modifier + your chi ability modifier +ten times the spells level
  • Speed 40 ft., Fly 40ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (0) 16 (+3)

  • Damage Resistances all but air bending
  • Senses Senses
  • Spirit Step. As a bonus action, the spirit can magically teleport up to 30 feet to an unoccupied space it can see.
  • Smoke Step (trickster only). Immediately after using its Spirit Step, the spirit can fill a 5-foot cube within 5 feet of it with smoke or dust, which remains until the end of the fey’s next turn.
  • Ecstatic Step (Joyful Only). Immediately after using its Spirit Step, the spirit can choose a creature it can see within 10 feet of it and force it to succeed on a Wisdom saving throw against your spell save DC.
  • Impassioned Step (Furious Only). Immediately after using its Spirit Step, the fey has advantage on the next attack roll it makes before the end of its turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).

Storm Sphere

4th-Level Airbending


  • Casting Time: 1 Action
  • Range: 150 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the move’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the move ends, you can use a bonus action on each of your turns to cause a tendril of circling wind to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged bending attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 bludgeoning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you use this bending move at a chi level of 5th level or higher, the damage increases for each of its effects by 1d6 for each chi level above 4th.

Confusion

4th-Level Airbending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Whipping winds, dust, and deafening noise assault the creatures senses, provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use this bending move or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.:

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels. When you use this bending move at a chi level of 5th level or higher, the radius of the sphere increases by 5 feet for each chi level above 4th.

5th-Level Airbending

Yangchen's Hand

5th-Level Airbending


  • Casting Time: 1 Action
  • Range: 120 Ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a Large hand of swirling wind in an unoccupied space that you can see within range. The hand lasts for the move’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to its Strength. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0).

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist: The hand strikes one creature or object within 5 feet of it. Make a melee attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your bending ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your bending ability modifier.

Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

At higher level. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Conjure Spirit

5th-Level Airbending


  • Casting Time: 1 Action
  • Range: 90 Ft
  • Components: V, S
  • Duration: 1 hour

You call forth an air spirit from deep within the spirit world. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Air Spirit stat block below. When you cast the spell, choose E?, N?, S?, or W?, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The spirit is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you perform this move using a chi slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.


Air Spirit

Small Spirit


  • Armor Class 11 +the level of the spell
  • Hit Points CON modifier +your bending ability modifier + ten times the spell's level
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 15 (+2) 16 (+3) 10 (0) 6 (-2)

  • Damage Immunities All but Airbending
  • ? (E only).
  • ? (N only).
  • ? (S only).
  • ? (W only).

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
? (E only).
? (N only).
? (S only).
? (W only).

Create Vacuum

5th-Level Airbending


  • Casting Time: 1 Action
  • Range: 120 Ft
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a powerful vacuum in a 20-foot-radius sphere, centered on a point you choose within range. The vacuum spreads around corners. It lasts for the duration or until strong wind fills the area with air, ending the move.

When a creature enters the vacuum's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 bludgeoning damage on a failed save from the air being ripped from its lungs, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

You can use a bonus action to move the vacuum 10 feet in any direction.

Control Winds

5th-Level Airbending


  • Casting Time: 1 Action
  • Range: 100 ft cube
  • Components: V, S
  • Duration: 1 Hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Greater Spirit Step

5th-Level Airbending


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You briefly step through the spirit world and reappear up to 60 feet from your original location in an unoccupied space that you can see. On each of your turns before the bending move ends, you can use a bonus action to step through the spirit world in this way again.

Vortex

5th-level Airbending


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A swirling disk of air, 10-foot-tall and 60 feet wide appears, centered on a point you can see within range. Until the move ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

Steel Wind Strike

5th-level Airbending


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: S, M (a melee weapon)
  • Duration: Instantaneous

You flourish the weapon (either your staff or fans) and then strike like the wind. Choose up to five creatures you can see within range. Make a melee bending attack against each target. On a hit, a target takes 6d10 force damage.

You can then move to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Telekinesis

5th-level Airbending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You gain enough precise control to be able to sustain movement of objects and creatures with your bending. When you bend, and as your action each round for the Duration, you can exert your will on one creature or object that you can see within range, causing the appropriate Effect below. You can affect the same target round after round, or choose a new one at any time. If you switch Targets, the prior target is no longer affected.

Creature: You can try to move a Huge or smaller creature. Make an ability check with your bending Ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your grip on the creature by repeating the contest.

Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your bending Ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on Objects with your bending, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Major Lift

5th-level Airbending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by controlling strong gusts of wind. When you use this bending move, and as your action each round for the duration, you can exert the force of a gust on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by this bending move.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your Bending ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this bending move. Until the end of your next turn, the creature is restrained by your cyclonic winds. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this bending move.

If the object is worn or carried by a creature, you must make an ability check with your bending ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this bending move.

You can exert fine control on objects with your powerful control of air currents, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Immobilize Monster

5th-Level Airbending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Powerful cyclonic winds encircle a creature that you can see within range. The target must succeed on a Strength saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the target escapes the effect of the bending move.

The Earthbender

Earthbending, one of the four elemental bending arts, is the geokinetic ability to manipulate earth and rock in all their various forms, prevalent in the Earth Kingdom and the United Republic. Earth is the element of substance, while the people of the Earth Kingdom are diverse, strong, and enduring. The key to earthbending involves waiting and listening for the right moment to strike and, when that moment comes, acting decisively. In other words, earthbenders generally endure their enemies' attacks until the right opportunity to counterattack reveals itself, then they strike with overwhelming force. King Bumi stressed this in his tactics against the Fire Nation; he allowed himself to be imprisoned in New Ozai for many months before liberating the city on the Day of Black Sun simply waiting for the right moment to fight and liberate the city.

Origins and Culture

During the era of Raava, the power of earth was temporarily bestowed on the inhabitants of a city atop a giant lion turtle while they left the village to hunt for food.

After the inhabitants permanently left the care of the lion turtle, humans first learned to earthbend by observing and imitating the geokinetic abilities of badgermoles living in the mountains in what is now Earth Kingdom territory.

According to a legend, known widely as "The Legend of the Two Lovers", two star-crossed lovers named Oma and Shu, who hailed from separate warring villages, were the first people who learned the art from these creatures so that they could meet within the mountain that divided them.

Opposed Bending Art

Earthbending is the opposing bending art to airbending. When first learning to earthbend, the pupil must first learn confrontational tactics and familiarity with the brute strength necessary to work with earth. This contrasts with the emphasis of airbenders on mobility and evasion. Earthbenders require a firm root in the ground, while airbenders are constantly moving.

Earthbending differs from the other bending arts in that it maintains a distinct balance between offensive and defensive capabilities. Earthbending uses a balance of strength and defense to overwhelm opponents.


The Earthbender
Level Proficiency Bonus Features
1st +2 Earthbending, Combat Style
2nd +2 Earthbending Calling, Calling Feature
3rd +2 New Earthbending Techniques, Combat Meditation
4th +2 Ability Score Improvement, Calling Feature
5th +3 Extra Attack
6th +3 New Earthbending Techniques
7th +3
8th +3 Ability Score Improvement
9th +4 New Earthbending Techniques
10th +4 Calling Feature
11th +4
12th +4 Ability Score Improvement, New Earthbending Techniques
13th +5
14th +5 Ability Score Improvement
15th +5 New Earthbending Techniques, Calling Feature
16th +5 Ability Score Improvement
17th +6
18th +6 New Earthbending Techniques
19th +6 Ability Score Improvement
20th +6 Enduring Mountain

Class Features

As a Earthbender, you gain the following Class Features:

Hit Points


  • Hit Dice: 1d10 per Earthbender level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Earthbender level after first.

Proficiencies


  • Armor: Medium
  • Weapons: Light Hammer, Mace, Flail, Maul, Warhammer
  • Tools: One Artisan’s Tool of your choice

  • Saving Throws: Constitution, Strength or Wisdom
  • Skills: Choose two skills from Athletics, History, Nature, Insight, Survival, Wisdom

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A Mace
  • Leather armor
  • A Dungeoneer’s Pack or Explorer’s pack
  • A set of Artisan’s Tools of your choice

Bending

Your training in Earthbending allows you to shape the earth around you as you see fit.

Earthbending

Earthbending is a powerful art, granting its users the ability to shape the world around them. At level one, you learn the basic ability to Shape Earth:

As an action, choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 20 feet away. If you choose to, you can hurl the area of earth you excavated at a target within 20 feet. Make a Ranged Bending Attack. If you hit, the target takes 1d8 + your Constitution modifier bludgeoning damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you use this technique multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Bending known at 1st level or Higher

At 1st level you know the basics of Earthbending and are only able to shape the earth as described above.

At later levels, as you train and become more adept at shaping the earth around you, you learn more Earthbending techniques. These techniques are listed at the end of this class section. You know and can use any technique listed on the table for your level or lower.

Bending ability

Constitution is your bending ability for your Bending moves, so you use your Constitution whenever a move refers to your bending ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Bending move you use and when making an attack roll with one.


  • Bending Save DC = 8 + your proficiency bonus + your Constitution modifier
  • Bending Attack modifier = your proficiency bonus + your Constitution Modifier

Costs of Earthbending

Earthbending is a physically taxing art at higher levels and requires strength and endurance of its practitioners.

Each use of an Earthbending technique listed below lowers your constitution score by a number described by the technique. This is indicative of the massive effort required to manipulate the stone or earth, and its effect on your endurance. Each time your score is lowered to an odd number from an even number, your constitution modifier decreases by 1. Because of the Constitution modifier decrease, you also reduce your maximum health by your Earthbender level as well as recalculate your Bending Save DC and Bending Attack Modifier.

Your constitution score returns to its normal value at the end of a long rest as long as you aren’t under any other effects that would alter it. This also means that your max health, and constitution modifier return to their normal values as well.

Example

A level 5 Earthbender that has a constitution score of 18, a constitution modifier of +4 and a max health of 54.

If they use a technique that costs 1 constitution, that will lower their constitution score to 17. Their Constitution modifier decreases from +4 to +3, and because their constitution modifier decreased by 1, their maximum health is now reduced by 5 to 49. The lower Constitution modifier also affects their Bending Save DC and Bending Attack Modifier.

Combat Style

Your training with Earthbending includes learning a style of fighting symbiotic with your style of Earthbending. At 1st level, choose from one of the fighting styles below:

  • Stonewall. Stone naturally clings to your form, you gain a +1 bonus to AC.
  • Enhanced Bending. When you are wielding a melee weapon in one hand and no other weapons you are able to bend more adeptly with your free hand, you gain a +2 bonus to damage rolls with your weapon and with your bending moves.
  • Strength of the Earth. Your Earthbending augments your strength. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Blockade. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to bend a small slab of stone between the creature and its target. You impose disadvantage on the attack roll.

Earthbender Calling

At level 2, you respond to either the Call of the Badgermole, or the Call of Stone.

Combat Meditation

Beginning at level 3, you have learned to center your mind and body in combat and draw energy back into yourself.

As a bonus action, you can meditate briefly and regain one point of your constitution score up to a maximum of your original score.

If your constitution score is increased from an odd number to an even number, your constitution modifier increases by 1. Your constitution modifier increasing by 1 causes your max HP to increase by a number equal to your Earthbender level, and you are healed by that much as well. You also recalculate your Bending Save DC and Bending Attack Modifier.

You can use this feature once. You regain any expended uses of this feature after you complete a short or long rest.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Enduring Mountain

When you reach level 20, your connection to the earth is so powerful that all your Earthbender techniques cost 1 less Constitution to use.

Earthbender Calling

At level 2, you respond to either the Call of Badgermole, or the Call of Stone. These callings determine the path you wish to take your bending. The Call of Badgermole seeks to stand firm and protect its allies, while the Call of Stone looks to crush enemies beneath the weight of the earth.

Call of the Badgermole

Shield of Stone

Starting at 2nd level, you learn to protect yourself with a stone slab used as a shield. While you are not wearing heavy armor, you can use a bonus action to bend a nearby stone into a defensive position for 1 minute. While your Shield of Stone is active, you can add your strength modifier + 2 to your AC.

Stubborn as a Rock

Beginning at 4th level, your Earthbending stance firmly connects you to the ground. You are unable to be pushed, pulled, slid, or knocked prone by non-bending means.

Iron Will

Starting at 10th level, your willpower and ability to shrug off physical effects has increased greatly. You gain advantage on Constitution Saving throws.

Iron Augmented Combat Style

At level 15, you learn to augment your fighting style with metal bending. Depending on the combat style you chose at level 1, you gain the following benefits:

  • Stonewall. You gain an additional +1 AC. Additionally, enemies who make a successful attack against you take 2d4 bludgeoning damage as they connect with your Iron hardened armor.
  • Enhanced Bending. You gain an additional +2 bonus to damage rolls with your weapon and with your bending moves as you strengthen your weapon with steel, and augment your bending with metal.
  • Strength of the Earth. In addition to any other effects of Strength of Earth, Any enemy you hit while wielding your weapon with two hands, must succeed on a saving throw against your Bending Save DC or be knocked prone.
  • Blockade. The blockade you bend to protect your ally is now made of metal ore that you pull from the earth. In addition to any other effects of Blockade, if the enemy’s attack does hit your ally, you can reduce the damage by 4d6.

Call of Stone

Weight of the World

At 2nd level you learn to use your Earthbending to add weight and power behind your strikes. You can add your proficiency bonus to your damage roll when you make an attack.

Earthen Might

Starting at level 4, your attacks have such power behind them that they ignore any resistance to bludgeoning damage (magical or non-magical).

Tremor Sense

At 10th level, you start to sense the vibrations other creatures make when they walk. You gain Tremorsense (60 ft):

Tremorsense. You can detect and pinpoint the origin of vibrations within 60 ft., provided that you and the source of the vibrations are in contact with the same ground or substance. You can tell with relative accuracy the size of creatures by the size of the vibrations they create. Tremor Sense can’t be used to detect flying or incorporeal creatures.

Neodymium Tether

Starting at 15th level, you become more adept at sensing and bending metal. As long as your weapon contains either metal or stone, your weapon gains the: “Thrown (Range 20/40)” property as you learn to control its flight with your bending.

Also, in place of an attack, you can choose one of the following options:

  • Pull your weapon back to your hand.
  • Direct it at a creature that you haven’t already attacked this turn, which is within range, and make an attack against that creature.

Earthbender Techniques

Level 3

Tremor

3rd-Level Earthbending


  • Casting Time: 1 Action
  • Range: 15 Feet
  • Duration: Instantaneous
  • Cost: 1 Constitution

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw against your Bending save DC. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot diameter portion requiring at least 1 minute to clear by hand.

Bumi’s Floating Island

3rd-Level Earthbending


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Duration: 1 Hour
  • Cost: 1 Constitution

You lift a large chunk of stone from the ground, 5 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range.

The stone remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the stone crumbles, and everything on the stone falls to the ground.

You can move the stone up to 15 feet as a bonus action. It can move across uneven terrain, up or down stairs, slopes and the like. You can raise the stone up to 15 feet in the air or lower it to the ground as part of your movement.

If you move more than 100 feet from the stone the stone crumbles.

General Fong’s Sinking Earth

3rd-Level Earthbending


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Duration: Concentration, up to 1 minute
  • Cost: 1 Constitution

The solid ground turns to soft sinking sand in a 20-foot square starting from a point within range. For the duration, this area is considered difficult terrain.

A creature in the area when you use this technique sinks into the earth rapidly and must succeed on a Dexterity saving throw or be restrained by the sand around it until the technique ends. A creature restrained by the sand can use its action to make a Dexterity check against your Bending save DC. On a success, it frees itself.

Shattering Blow

3rd-Level Earthbending


  • Casting Time: 1 Bonus Action
  • Range: One weapon you are holding
  • Duration: 1 minute
  • Cost: 1 Constitution

You cover the head of your weapon with stone to give added weight to your attack. The first time you hit with a melee weapon attack during this technique's duration, the stone explodes outward, and the attack deals an extra 2d6 bludgeoning damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Level 6

Earthen Weapon

6th-Level Earthbending


  • Casting Time: 1 Bonus Action
  • Range: 60 Feet
  • Duration: 1 minute
  • Cost: 1 Constitution

You bend some stone within range into a floating weapon that lasts for the duration of the technique. When you use the technique, you can make a melee bending attack against a creature within 5 feet of the weapon. On a hit, the target takes bludgeoning damage equal to 1d8 + your bending ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose.

Volley of Stones

6th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Duration: Instantaneous
  • Cost: 1 Constitution

You launch volley of small stones at a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Toph’s Stone Grasp

6th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Duration: Concentration, up to 1 minute
  • Cost: 1 Constitution

Choose an unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the technique’s duration.

As an action, you can have the hand crush a creature it has restrained. That creature must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half on a successful one.

To break out, the restrained target can make a Strength check against your bending save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can have the hand reach for a different creature within 5 feet of it or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Spike Growth

6th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 150 Feet
  • Duration: Concentration, up to 10 minutes
  • Cost: 1 Constitution

The ground in a 20-foot radius centered on a point within range sprouts hard stone spikes. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground may appear as natural at first glance. Any creature that can’t see the area at the time the technique is used must make a Perception check against your bending save DC to recognize the terrain as hazardous before entering it.

Level 9

Quake

9th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Duration: Instantaneous
  • Cost: 1 Constitution

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point.

Each creature in that area must make a Dexterity saving throw. A creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one.

Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Sandstorm

9th-Level Earthbending


  • Casting Time: 1 Action
  • Range: Self
  • Duration: Concentration, up to 10 minutes
  • Cost: 2 Constitution

You pick up any bits of sand and small earthen particles around you and start spinning them around you in a cyclonic pattern. A very strong wind picks up in a 10-foot radius and moves with you, remaining centered on you. The cyclone lasts for the technique’s duration. The cyclone has the following effects:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the sandstorm.
  • When a creature moves within the area, it takes 2d4 piercing damage for every 5 feet it travels.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Toph's Tiny Tent

9th-Level Earthbending


  • Casting Time: 1 Minute
  • Range: Self (20 ft square that includes you)
  • Duration: Concentration, up to 8 hours
  • Cost: 1 Constitution

You pull two large slabs of stone out of the ground in a tent like shape that covers a 20 foot square area with you inside. Then you force two more slabs out of the ground to close the openings.

Seven creatures of Medium size or smaller can fit inside the tent with you. The technique fails if its area includes a larger creature or more than seven creatures.

While you maintain concentration, you are actively repairing the tent from attacks, and countering other Earthbending that would attempt to destroy the tent. Bending and other magical effects can’t penetrate through the tent or be cast through it. You can let any creature you desire leave or enter your tent by creating an opening in the stone.

When you are not concentrating on maintaining the structure of the tent, the stone tent remains in place around you, but can be affected normally by other’s bending or non-magical attacks.

One with the Mountain

9th-Level Earthbending


  • Casting Time: 1 Action
  • Range: Touch
  • Duration: 8 hours
  • Cost: 1 Constitution

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Nothing of your presence remains detectable by non-bending senses.

While merged with the stone, you can’t see what occurs outside it, and any Perception checks you make to hear outside it have disadvantage. You can use bending techniques on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the technique. You otherwise can’t move.

Minor damage to the stone doesn’t harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Level 12

Staggering Blow

12th-Level Earthbending


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Duration: 1 Minute
  • Cost: 1 Constitution

The next time you hit a creature with a melee weapon attack during this technique’s duration, the earth shakes with the force of the blow, and the attack deals an extra 4d6 bludgeoning damage to the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Stoneskin

12th-Level Earthbending


  • Casting Time: 1 Action
  • Range: Touch
  • Duration: Concentration, up to 1 hour
  • Cost: 1 Constitution

This technique covers a willing creature’s body in a form fitting layer of stones, while still allowing normal movement.

Until the technique ends, the target has resistance to non-bending bludgeoning, piercing, and slashing damage.

Animate Stone

12th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Duration: Concentration, up to 1 hour
  • Cost: 1 Constitution

You mold a pile of stone into the form of a creature you desire. While you maintain concentration, the stone form acts as a separate creature, with its own initiative and set of actions. You control the creature through your bending and can have it take whichever actions you wish.

Use the stat block below for this creature:


Stone Creature

Large, Neutral Construct


  • Armor Class 15
  • Hit Points 52
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (2) 11 (0) 16 (3) 6 (-2) 11 (0) 7 (-2)

  • Saving Throws +6 Str, +7 Con
  • Damage Resistances Bludgeoning, piercing, and slashing from non-magical weapons
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, petrified, poisoned
  • Senses Same senses as its creator

Actions

Multiattack. The Creature makes two attacks with whatever is appropriate to its form (Ex. Fists for a humanoid or claws for a bear)

Melee Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) damage. The type of damage is either bludgeoning, piercing, or slashing depending on what you form you chose for the creature.

Stone Shape

12th-Level Earthbending


  • Casting Time: 1 Action
  • Range: Touch
  • Duration: Instantaneous
  • Cost: 1 Constitution

You touch a stone object of Medium size or smaller or a section of stone no more than 10 feet in any dimension and form it into any shape that suits your purpose. For example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 10 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Level 15

Toph's Iron Prison

15th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Duration: Concentration, up to 1 minute
  • Cost: 1 Constitution

Choose a creature that you can see within range. You pull iron particles from the ground and wrap bands of iron around the creature. The target must succeed on a Strength saving throw against your Bending Save DC or be paralyzed for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the technique ends on the target.

Wall of Stone

15th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Duration: Concentration, up to 10 minutes
  • Cost: 1 Constitution

You pull massive slabs of stone from the earth beneath you, creating a wall. The wall is 6 inches thick and is composed of 10 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creatures space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), the creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical, or rest on an firm foundation. Thus, you can use this technique to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has an AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this technique for its whole duration, the wall becomes permanent and cannot be dispelled. Otherwise, the wall crumbles when the technique ends.

Transmute Rock

15th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Duration: Instantaneous
  • Cost: 1 Constitution

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.

Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the techniques’s duration.

If you use the technique on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you use this technique must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you use the technique on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the technique’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.

Roku's Incineration

15th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Duration: Instantaneous
  • Cost: 2 Constitution

Reaching deep beneath you, you pull on the nearest source of molten earth. This lava erupts from beneath a creature in range that you can see.

That creature must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 fire damage. If this damage reduces the target to 0 hit points, it is incinerated.

An incinerated creature and everything it is wearing and carrying, except magic items, are reduced to a smoldering pile of ash.

Level 18

Earthshaping

18th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Duration: Concentration, up to 2 hours
  • Cost: 1 Constitution

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, clay, or stone in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such change can't exceed half the area's largest dimension So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the technique you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

Rocks and structures shift to accommodate new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this technique doesn't directly affect plant growth. The moved earth carries any plants along with it.

Bones of the Earth

18th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Duration: Instantaneous
  • Cost: 2 Constitution

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5 foot diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw against your Bending Save DC or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against your bending’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Stoneform

18th-Level Earthbending


  • Casting Time: 1 Action
  • Range: Self
  • Duration: Concentration, up to 10 minutes
  • Cost: 1 Constitution

Until the technique ends, bits of rock spread across your body, and you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You can use a bonus action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this technique ends, and you are stunned until the end of your next turn.

Earthquake

18th-Level Earthbending


  • Casting Time: 1 Action
  • Range: 500 Feet
  • Duration: Concentration, up to 1 minute
  • Cost: 3 Constitution

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw against your Bending Save DC. On a failed save, the creature’s concentration is broken.

When you use this technique, and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This technique can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures: Fissures open throughout the technique’s area at the start of your next turn after you use the technique. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the technique’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you use the technique and at the start of each of your turns until the technique ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

The Firebender

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 generate the element. As described by Iroh, fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires.

Firebenders draw their power from the sun and other solar objects, such as comets, as well as the fiery core of the planet. A solar eclipse has the potential to completely negate a firebender's power, which is the result of a direct connection between the sun and firebending.

Origins and Culture

During the era of Raava, people received the element of fire from the fire lion turtle that was the guardian of their city, who would grant them the power with energybending. They could request it whenever they ventured into the Spirit Wilds and were to return it when they came back. In the years following the era of Ravaa, people learned firebending from the dragons that had once populated the land. The first people in the era of the Avatar to learn from the dragons were the Sun Warriors, who understood the connection between the fire of their souls, the fire of the dragons, and the sun.

In the remains of the Sun Warriors once great civilization, Zuko and Aang discovered that firebending represents energy and life, a concept that had been lost to nearly all firebenders in the Hundred Year War. The true meaning of firebending was forgotten as anger, rage and a desire to dominate began to replace the ideals of life and energy, and how they connect to the sun.

Agni Kai

Among firebenders, or at least those of the upper-class, disputes of honor are settled by a challenge to an Agni Kai, or "fire duel", a traditional firebender duel that is centuries old. Such a duel is conducted in an open-air arena, and it may be witnessed by spectators. The traditional time for an Agni Kai is sunset or sunrise, although it is not a requirement. While not an explicit condition, in the post-Sozin Fire Nation, Agni Kai have become almost exclusively duels to the death. The victor may spare the defeated, but it is generally looked upon as an act of weakness rather than generosity.

Opposed Bending Art

Firebending is the opposing art to waterbending, though they share facets of self-control, diversity, and variation in strength due to external forces and strong emotions. Firebenders use quick strong punches and kicks to shoot fire, while waterbenders use smooth movements and elegant turns and spins to return the momentum of the opponents' attacks. Firebenders attack first, while waterbenders wait and turn their target's attacks against them.

The two bending arts are also opposed by their celestial power source; firebending is fueled by the sun, while waterbending is powered by the moon.


Firebender
Level Proficiency Bonus Features Martial Arts Chi Points Bending Moves Prepared Chi Level Hotfoot
1st +2 Martial Arts, Armored Mobility 1d4
2nd +2 Firebending, Hotfoot 1d4 5 +10 ft.
3rd +2 Firebending Path, Path Feature 1d4 6 3 1st +10 ft.
4th +2 Ability Score Improvement, Path Feature 1d4 7 3 1st +10 ft.
5th +3 Extra Attack 1d6 8 4 2nd +10 ft.
6th +3 Chi Empowered Strikes 1d6 9 4 2nd +15 ft.
7th +3 Path Feature 1d6 10 5 2nd +15 ft.
8th +3 Ability Score Improvement 1d6 11 5 2nd +15 ft.
9th +4 1d6 12 6 3rd +15 ft.
10th +4 Path Feature 1d6 13 6 3rd +20 ft.
11th +4 1d8 14 7 3rd +20 ft.
12th +4 Ability Score Improvement 1d8 15 7 3rd +20 ft.
13th +5 1d8 16 8 4th +20 ft.
14th +5 Fiery Blood 1d8 17 8 4th +25 ft.
15th +5 1d8 18 9 4th +25 ft.
16th +5 Ability Score Improvement 1d8 19 9 4th +25 ft.
17th +6 Path Feature 1d10 20 10 5th +25 ft.
18th +6 1d10 21 10 5th +30 ft.
19th +6 Ability Score Improvement 1d10 22 11 5th +30 ft.
20th +6 Path Feature 1d10 24 12 6th +30 ft.

Class Features

As an Firebender, you gain the following Class Features:

Hit Points


  • Hit Dice: 1d8 per Firebender level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Firebender level after first

Proficiencies


  • Armor: Medium
  • Weapons: Simple weapons, Longsword, Rapier, Scimitar, Shortsword
  • Tools: One type of Artisan’s tools of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two skills from Acrobatics, Arcana, Deception, Insight, Intimidation, Persuasion, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A Shortsword or any Simple Weapon
  • A Dungeoneers pack OR a Diplomats Pack
  • A set of Hide Armor
  • A set of tools that you are proficient with

Martial Arts

At 1st level, your practice of martial arts in the temples of the Fire Nation gives you an understanding of basic combat styles that utilize Firebending and Firebender weapons. Firebender weapons include: Any simple weapons, Longswords, Rapiers, Scimitars, and Shortswords.

You gain the following benefits while you are unarmed or wielding only Firebender weapons AND are not wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls with your unarmed strikes and Firebender weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or Firebender weapon. This die changes as you gain Firebender levels, as shown in the Martial Arts column of the Firebender table.
  • When you use the attack action with an unarmed strike or a Firebender weapon, you can make one unarmed strike as a bonus action.

Armored Mobility

Beginning at 1st level, when you wear medium armor, you can add your full dexterity modifier to your AC.

Bending

Your training with the Firebending masters has connected you to the spark of life around you.

Cantrips

Cantrips are very basic Firebending moves that can be used at will without expending any Chi Points. At level 1, you know the Produce Flame and the Control Flames cantrips.

Chi

Starting at 2nd level, your training allows you to harness the energy of Chi. Your access to this energy is represented by a number of Chi points. Your Firebender level determines the number of points you have, as shown in the Chi points column of the Firebender table.

You can spend these points to fuel various Bending Moves. When you spend a Chi point, it is spent until you finish a short or long rest, at the end of which you draw all of your expended Chi back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Chi points.

Some of your bending moves require your target to make a saving throw to resist the bending move's effects, or make a bending attack roll to hit with your move. Your Bending Save DC and Bending Attack Modifier are calculated as follows:


  • Bending Save DC = 8 + your proficiency bonus + your Charisma modifier
  • Bending Attack modifier = your proficiency bonus + your Charisma Modifier

At level 2, you know 3 special Firebending moves. You always have these moves prepared and they do not count against the number of bending moves you can have prepared.

Eruption of Blows. Immediately after you take the Attack action on your turn, you can spend 1 Chi point to make two unarmed strikes as a bonus action.

Simmering Defense. You can spend 1 Chi point to take the dodge action as a bonus action on your turn.

Step of the Flame. You can spend 1 Chi point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Preparing and using Bending Moves

Beginning at level 3, you start to learn more advanced Firebending moves.

The Firebender table shows how many chi points you have to use these more powerful bending abilities. The table also shows what the maximum bending move level those moves can be at your level.

To use one of your bending abilities you must expend the amount of Chi points required to use a bending move of that level (Table Below). You regain all your expended Chi points when you finish a short or long rest.

Bending Move Level Chi Point Cost
1 2
2 4
3 6
4 8
5 10

You know all of the Bending Moves of your level or lower for your path (detailed at the end of the class). Each day, you spend 30 minutes at the start of your day meditating and practicing a number of bending moves that you prepare to use during the day. To use a bending move during the day, you must have it prepared.

At level 3, you start by being able to prepare 3 bending moves. That number goes up at certain Firebender levels as shown in the Firebender table above.

Each use of a bending move costs a certain number of Chi Points depending on the level of the bending move as per the table above.

Hotfoot

Starting at 2nd level, your rigorous training as a Firebender enables you to move more quickly. Your speed increases by 10 feet while you are not wielding a shield or wearing heavy armor. This bonus increases when you reach certain levels as shown in the Firebender table.

At 9th level, you gain the ability to jump twice your normal distance, using a jet of flame to assist your leap.

Firebending Path

When you reach 3rd level you commit yourself to a Firebending path, either the Path of the Dragon, or the Path of the Comet.

Ability Score Improvement

When you reach 4th, level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level you can attack twice, instead of once, whenever you take the attack action on your turn.

Chi Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.

Fiery Blood

At 14th level, you have learned to raise your internal temperature high enough that you can burn away any foreign disease or poison. You are now immune to disease and poison.

Master

At the 15th level, you have earned the title of Master. You can now choose to learn moves paths not your own, provided you start with level 1 bending moves.

Bending Path

Beginning at level three, you choose one of the following bending traditions: Mountain, Coastal, or New Imperial.

Coastal Style

Disciple of Dragon Fire

When you choose this path at 3rd level, you learn the ways of the Dragon’s bolstering flames. The dragon’s flames serve to heal and strengthen its allies.

You know all of the Dragon Fire Bending Moves for your level or lower listed below. Each day, you spend 30 minutes at the start of your day meditating and practicing a number of bending moves that you prepare to use during the day. To use a bending move during the day, you must have it prepared.

At level 3, you start by being able to prepare 3 bending moves. That number goes up at certain Firebender levels as shown in the Firebender table above.

Each use of a bending move costs a certain number of Chi Points depending on the level of the bending move as per the table under Preparing and using Bending Moves.

Follower of the Dragon

Starting at 4th level, your healing bending moves are more effective. Whenever you use a bending move that restores hit points to a creature, the creature regains additional hit points equal to 2 + the moves level.

Warding Flare

At level 7, you learn to use firebending to protect allies. When a creature within 30 feet of you that you can see makes an attack, you can use your reaction to impose disadvantage on the attack roll, causing flames to flare in front of the attacker. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Hotman

Starting at 10th level, you have become accustomed to the constant heat of the fire Chi inside of you. You become resistant to fire damage.

Cleansing Breath of Ran and Shaw

When you reach level 17, the true life-giving nature of firebending reveals itself to you. As an action, you can exhale a majestic wave of multi-colored flames in a 30 foot cone in front of you. Each creature in that area that you choose regains 4d10 hit points and is cleansed of any blindness, deafness, or disease affecting it. Once you use this ability, you can not use it again until you complete a short or long rest.

Aspect of the Dragon

At 20th level you become a living embodiment of the creators of Firebending, the Dragons.

You gain immunity to fire damage, a fly speed of 80 ft, and any time you use Chi to Firebend, you can choose one creature within 30 ft of you to regain 1d8 + your charisma modifier hit points.

Your flames also begin to change color. They appear as multicolored flames, and with concentration you can change their color at will.

New Imperial Style

Disciple of the Comet's Flame

When you choose this path at 3rd level, you learn the ways of the Comet’s destructive force. The Comet’s fire burns everything in its path to ash.

You know all of the Comet’s Flame Bending Moves for your level or lower listed below. Each day, you spend 30 minutes at the start of your day meditating and practicing a number of bending moves that you prepare to use during the day. To use a bending move during the day, you must have it prepared.

At level 3, you start by being able to prepare 3 bending moves. That number goes up at certain Firebender levels as shown in the Firebender table above.

Each use of a bending move costs a certain number of Chi Points depending on the level of the bending move as per the table under Preparing and using Bending Moves.

Follower of the Comet

Starting at 4th level, your damaging fire disciplines are more effective. Whenever you use a discipline to bend of 1st level or higher to damage a creature, the creature also takes additional fire damage equal to 2 + the move’s level.

Concentrated Flame

By 7th level, your mastery over fire has enabled you to focus your flames on a targets weak points. Any fire damage you deal is not affected by resistance to fire damage.

Fiery Rage

At level 10 you learn to harness a fiery rage that builds in you. Before you roll damage for a move/discipline, you can choose to deal maximum damage instead of rolling.

You can use this feature once. You recover all uses of this ability after a short or long rest.

Arced Lightning

At level 17 you've learned an art perfected by the imperial family. As an action you create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

Once you use this ability, you can not use it again until you complete a short or long rest.

Aspect of the Comet

At 20th level you become a living embodiment of the destructive power of Sozin’s Comet.

You gain immunity to fire damage, a fly speed of 80 ft, and any time you use Chi to Firebend, you can choose one creature within 30 feet of you to take 1d10 + your charisma modifier fire damage.

Your flames also begin to change color. They are a brilliant, terrifying, cerulean blue.

Firebending Moves

Beginning at level 3 when you select a Path to follow, you start to learn how to empower your Firebending with Chi. The different ways you shape your Chi are called bending moves.

All Firebenders draw power from the sun, but there are two seperate paths to enlightenment for Firebenders. The Path of the Dragon uses it’s Chi to bolster allies internal resolve and heal their wounds. While the Path of the Comet uses its sheer power to incinerate its foes. The path you follow determines how you can shape your Chi, and each path has access to a different set of bending moves depending on where they draw their inspiration for Firebending from.

Listed below are the bending moves that each Firebending path learns.

Coastal Bending

1st Level
  • Absorb Elements
  • Armor of Iroh
  • Cauterize wounds
  • Harmless Flames
  • Bolt of Fire
  • Healing Word
  • Continual Flame
2nd Level
  • Fire of Motivation
  • Healing Spirit
  • Heat Metal
  • Cleansing Flames
  • Pyrotechnics
3rd Level
  • Blinding Smite?
  • Daylight?
  • Flaming Weapon
  • Fireball
  • Haste
  • Mass Healing Word
  • Revivify
4th Level
  • Conjure Minor Elementals
  • Elemental Bane
  • Fire Shield
5th Level
  • Conjure Elemental
  • Greater Restoration
  • Redirect Lightning
6th Level ?
  • Mass Cure Wounds

Mountain Bending

1st Level
  • Absorb Elements
  • Armor of Iroh**
  • Cauterize wounds
  • Harmless Flames
  • Bolt of Fire
  • Continual Flame
  • ?
2nd Level
  • Dragon’s Breath
  • Heat Metal
  • ?
3rd Level
  • Blinding Smite?
  • Flaming Weapon
  • Fireball
  • Flame Arrows
  • Haste
  • ?
4th Level
  • ?
5th Level
  • ?
6th Level?
  • ?

New Imperial Style

1st Level
  • Absorb Elements
  • Armor of Iroh
  • Burning Hands
  • Cause Fear
  • Harmless Flames
  • Bolt of Fire
  • Searing Smite
  • Continual Flame
2nd Level
  • Aganazzar's Scorcher
  • Flame Blade
  • Flaming Sphere
  • Heat Metal
  • Column of Fire
  • Pyrotechnics
  • Scorching Ray
3rd Level
  • Blinding Smite?
  • Flaming Weapon
  • Fear
  • Fireball
  • Flame Arrows
  • Haste
  • Melf’s Minute Meteors
4th Level
  • Explosion
  • Sickening Heat
  • Wall of Fire
5th Level
  • Dawnbreak
  • Flame Strike
  • Immolation
6th Level?
  • Lighting

Level 1 Firebending Moves

Absorb Elements???

1st-Level Firebending

Armor of Iroh

1st-Level Firebending


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: 1 Hour

A protective force surrounds you, manifesting as flames licking across you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 fire damage.

At Higher Levels. When you use this bending move with by expending the chi points of a 2nd level or higher bending move, both the temporary hit points and the fire damage increase by 5 for each bending move level above 1st.

Cauterize Wounds

1st-Level Firebending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

A creature that you touch regains a number of Hit Points equal to 1d8 + your Bending Ability modifier. This move has no Effect on Spirits.

At Higher Levels: When you bend using a chi slot of 2nd Level or higher, the Healing increases by 1d8 for each slot level above 1st.

Harmless Flames (faerie Fire)???

1st-Level Firebending

Bolt of Fire

1st-Level Firebending


  • Casting Time: 1 Action
  • Range: 40 feet
  • Components: S
  • Duration: 1 round

A bolt of fire streaks toward a creature of your choice within range. Make a ranged bending Attack against the target. On a hit, the target takes 4d6 fire damage, and the next Attack roll made against this target before the end of your next turn has advantage, thanks to the burn forming on the target.

At Higher Levels: When you bend using a chi slot of 2nd Level or higher, the damage increases by 1d6 for each slot level above 1st. Your range also increases by 20ft for every slot above 1st

Healing Word

1st-Level Firebending?


  • Casting Time: 1 bonus Action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 1d4 + your Bending Ability modifier. This move has no Effect on Spirits.

At Higher Levels: When you bend using a chi slot of 2nd Level or higher, the Healing increases by 1d4 for each slot level above 1st.

Continual Flame

1st-Level Firebending


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Until Dispelled

A flame, equivalent in brightness to a torch, springs forth from your hand. A continual flame can be covered or hidden but not smothered or quenched so long as it is fed by a firebender.

Burning Hands

1st-Level Firebending


  • Casting Time: 1 Action
  • Range: Self (15 ft cone)
  • Components: S
  • Duration: Instantaneous

As you push your hands forward with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. 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 bend using a chi slot of 2nd Level or higher, the damage increases by 1d6 for each slot level above 1st.

Cause Fear

1st-Level Firebending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

With fists of fire, you awaken the sense of mortality in one creature you can see within range. A spirit is immune to this effect unless it is vulnerable to fire. The target must succeed on a Wisdom saving throw or become frightened of you until the move ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels: When you bend using a chi slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them.

Searing Smite

1st-Level Firebending?


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Your weapon flares with white-hot intensity, and your attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the move ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the move ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels: When you bend using a chi slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Level 2 Dragon Fire Moves

Dragon's Breath

2nd-Level Firebending ?


  • Casting Time: 1 Action
  • Range: 15 ft cone
  • Components: V, S
  • Duration: Instantaneous

You spew fire from your mouth in the way of the first firebenders, dragons. Each creature in the area of your move must make a Dexterity saving throw, taking 3d6 damage of fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you bend using a chi slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Fire of Motivation

2nd-Level Firebending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V
  • Duration: Concentration, up to 1 hour

You rest your had on your fellow's shoulder and speak passionately from the heart, giving them them the very fire that burns in your soul and pushes you forward. Choose one of the following Effects - the target gains the Effect until the move ends.

Parvata's Endurance: The target has advantage on Constitution Checks. It also gains 2d6 Temporary Hit Points, which are lost when the spell ends.

Jamina's Strength: The target has advantage on Strength Checks, and his or her carrying Capacity doubles.

Yue's Grace: The target has advantage on Dexterity Checks. It also doesn't take damage from Falling 20 feet or less if it isn't Incapacitated.

Agni's Splendor: The target has advantage on Charisma Checks.

Seiryu's Cunning: The target has advantage on Intelligence Checks.

Xuanwu's Wisdom: The target has advantage on Wisdom Checks.

At Higher Levels: When you bend using a chi slot of 3rd Level or higher, you can target two additional creatures for each slot level above 2nd.

Healing Spirit?

2nd-Level Firebending

Heat Metal

2nd-Level Firebending


  • Casting Time: 1 Action
  • Range: Touch or 60 ft
  • Components: S, M
  • Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. Using either physical contact, or a jet of flames, you cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage. Until the move ends, you can use a Bonus Action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on Attack rolls and Ability Checks until the start of your next turn.

At Higher Levels: When you bend using a chi slot of 3rd Level or higher, the damage increases by 1d8 for each slot above 2nd.

Lesser Restoration (Cleansing Flames)

2nd-Level Firebending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.

Pyrotechnics

2nd-Level Firebending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: S
  • Duration: Instantaneous

Choose an area of flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Aganazzar's Scorcher

2nd-Level Firebending


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: S
  • Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you bend using a chi slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Flame Blade

2nd-Level Firebending


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 10 minutes

If you are holding a blade of any sort, fire dances along them for the Duration. If you let go of the blade, the fire disappears, but you can evoke the fire again as a Bonus Action.

You can use your action to make a melee bending Attack with the fiery blade. On a hit, the target takes 3d6 fire damage in addition to the blade's usual damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels: When you cbend using a chi slot of 4th Level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Flaming Sphere

2nd-Level Firebending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: S
  • Duration: Concentration, up to 1 minute

A 5-foot-diameter Sphere of fire appears in an unoccupied space of your choice within range and lasts for the Duration. Any creature that ends its turn within 5 feet of the Sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a Bonus Action, you can move the Sphere up to 30 feet. If you ram the Sphere into a creature, that creature must make the saving throw against the sphere's damage, and the Sphere stops moving this turn.

When you move the Sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The Sphere ignites flammable Objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels: When you bend using a chi slot of 3rd Level or higher, the damage increases by 1d6 for each slot level above 2nd.

Moonbeam (Fire damage, Column of fire)

2nd-Level Firebending

Scorching Ray

2nd-Level Firebending


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: S
  • Duration: Instantaneous

You create two rays of fire and hurl them at Targets within range. You can hurl them at one target or several.

Make a ranged bending Attack for each ray. On a hit, the target takes 2d6 fire damage.

Level 3 Firebending Moves

Blinding Smite ??

3rd-Level Firebending


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack or a martial attack during this move’s duration, you weapon/fist flares with a bright flame, and the attack deals an extra 3d8 fire damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this move makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Daylight

3rd-Level Firebending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: S
  • Duration: 1 hour

A small, concentrated ball of fire appears and spreads a 60-foot-radius Sphere of light spreads out from a point you choose within range. The Sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of Darkness created by a spell of or lower, the spell that created the Darkness is dispelled.

Fireball

3rd-Level Firebending


  • Casting Time: 1 Action
  • Range: 150 ft
  • Components: S
  • Duration: Instantaneous

A bright streak flashes from your extended palm to a point you aim at within range, then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried.

At Higher Levels: When you bend using a chi slot of 4th Level or higher, the damage increases by 1d6 for each slot level above 3rd.

Flame Arrows

3rd-Level Firebending


  • Casting Time: 1 Action
  • Range: 150 ft
  • Components: S
  • Duration: Instantaneous

With two fingers you fling thin bolts of fire as precisely as an archer releases his arrow, with as much force. If aiming at a creature, the creature takes 1d8 piercing damage and 1d6 fire damage. Two 'arrows' can be fired per turn.

At Higher Levels: When you bend using a chi slot of 4th level or higher, the number of 'arrows' you can fire increases by two for each slot above 3rd.

Haste (Movements are sped up by fire)

3rd-Level Firebending

  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Until the move ends, the your speed is doubled, you gains a +2 bonus to AC, you have advantage on Dexterity Saving Throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon or bending Attack only), Dash, Disengage, Hide, or Use an Object action.

When the move ends, you can't move or take Actions until after its next turn, as a wave of lethargy sweeps over you.

Mass Healing Word ??

3rd-Level Firebending

Revivify

3rd-Level Firebending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You carefully charge your fingertips with a small amount of lightning, and touch a creature that has died within the last minute. Flip a coin. on heads, that creature returns to life with 1 hit point. You have three attempts before this move will no longer have any effect. This move can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Fear

3rd-Level Firebending


  • Casting Time: 1 Action
  • Range: Self (30 ft radius)
  • Components: S
  • Duration: Concentration, up to 1 minute

Your anger fuels your fire. Flames ignite in your fists and at your feet, and grow with your ragged breaths, crawling up your legs and arms furiously without burning you. You exhale, and flames and smoke burst from your mouth. The world seems dark in comparison to your fire. Each creature in a 30-foot radius must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for the Duration.

While Frightened, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the fright ends for that creature.

Melf’s Minute Meteors

3rd-Level Firebending


  • Casting Time: 1 Action
  • Range: Self (120 ft)
  • Components: S
  • Duration: Concentration, up to 10 minutes

You create six small balls of concentrated flame in your space. They float in the air and you cause them to orbit you for the move’s duration. When you bend — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you bend using a chi slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

Level 4 Firebending Moves

Conjure Minor Spirits

4th-Level Firebending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, S
  • Duration: Instantaneous

You summon Fire spirits that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.

• One elemental of Challenge rating 2 or lower

• Two Elementals of Challenge rating 1 or lower

• Four Elementals of Challenge rating 1/2 or lower

• Eight Elementals of Challenge rating 1/4 or lower.

An elemental summoned by this move disappears when it drops to 0 Hit Points or when dismissed by a firebender.

The summoned spirits are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The GM has the creatures' Statistics.

Elemental Bane

4th-Level Firebending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: S
  • Duration: Concentration, up to 1 minute

You choose one creature you can see within range, and shoot a strong jet of flame at them. The target must succeed on a Constitution saving throw or catch fire. The first time each turn the affected target takes fire damage, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

At Higher Levels: When you bend using a chi slot of 5th level or higher, you can target one additional creature. The creatures must be within 30 feet of each other when you target them.

Fire Shield ???

4th-Level Firebending


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm Shield. The warm Shield grants you Resistance to cold damage and fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee Attack, the Shield erupts with flame. The attacker takes 2d8 fire damage.

Confusion (loud, blinding explosion or heat exhaustion?)

4th-Level Firebending


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: S
  • Duration: Concentration, up to 1 minute

From a point you choose within range, a deafening, blinding explosion goes off. This assaults and twists creatures' minds and senses. Each creature in a 10-foot-radius Sphere must succeed on a Dexterity? saving throw or be affected by it. The creature is deafened and blinded until making a sucessful save throw.

At Higher Levels: When you bend using a chi slot of 5th Level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.

Sickening Heat

4th-Level Firebending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: S
  • Duration: Concentration, up to 10 minutes

Dim, amber flames spread within a 30-foot-radius sphere centered on a point you choose within range. The flames spreads around corners, and last until the move ends.

When a creature moves into the move’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 2d10 fire damage, suffer one level of exhaustion, and catch fire.

While on fire, the target takes 1d10 fire damage at the start of each of its turns, and emits a dim blue light in a 5 ft radius that makes it unable to benefit from invisibility.

A creature can douse the flames on itself by spending an action on its turn to do so.

The fire and any levels of exhaustion caused by this move go away when the move ends.

Wall of Fire

4th-Level Firebending


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the Duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels: When you bend using a chi slot of 5th Level or higher, the damage increases by 1d8 for each slot level above 4th.

Level 5 Firebending Moves

Conjure Elemental Spirit

5th-Level Firebending


  • Casting Time: 1 minute
  • Range: 90ft
  • Components: V, S, M ?
  • Duration: Up to 1 hour

You call forth an elemental spirit. Choose an area of fire at least 5 ft square within range. An elemental of Challenge rating 5 or lower appears in an unoccupied space within 10 feet of it. The spirit disappears when it drops to 0 Hit Points or when the hour ends.

The spirit is friendly to you and your companions for the Duration. Roll Initiative for the spirit, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from Hostile creatures but otherwise takes no Actions.

If your Concentration is broken, the spirit doesn't disappear. Instead, you lose control of the elemental, it becomes Hostile toward you and your companions, and it might Attack. An uncontrolled spirit can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the spirit's Statistics.

At Higher Levels: When you bend using a chi slot of 6th level or higher, the Challenge rating increases by 1 for each slot level above 5th.

Greater Restoration (Cleansing Flames)

5th-Level Firebending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating Effect. You can reduce the target's Exhaustion level by one, or end one of the following Effects on the target.

• One Effect that Charmed or Petrified the target

• Any reduction to one of the target's Ability Scores

• One Effect reducing the target's hit point maximum

• Any Disease, Infection, Poison or Cold Damage

Dawnbreak

5st-Level Firebending


  • Casting Time: 1 Action
  • Range: 60ft
  • Components: S
  • Duration: Concentration, up to 1 minute

The light of dawn shines down on a location you specify within range. Until the move ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

Firebenders who end their turn in the cylinder take half damage from a failed save, and 1/4 damage on a successful one. They also have their bending powers amplified. Until the end of the Firebenders next turn, whenever the Firebender uses a bending move, they only need to expend half the normal amount of Chi Points required for that move.

If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Flame Strike

5th-Level Firebending


  • Casting Time: 1 Action
  • Range: 60ft
  • Components: S
  • Duration: Instantaneous

A vertical column of fire roars up from the ground in a location you specify. Each creature in a 10-foot radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant? damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you bend using a chi slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Immolation

5th-Level Firebending


  • Casting Time: 1 Action
  • Range: 90ft
  • Components: S
  • Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this move kills a target, the target is turned to ash.

Redirect Lightning

5th-Level Firebending


  • Casting Time: 1 Reaction
  • Range: Self (100 foot line)
  • Components: S
  • Duration: Instantaneous

When another firebender bends lightning wihthin half of your range of movement, you can move in the way of it and redirect it. A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable Objects in the area that aren't being worn or carried.

6th Level Firebending

Lightning Bolt

6th-Level Firebending


  • Casting Time: 1 Action
  • Range: Self (100 foot line)
  • Components: S
  • Duration: Instantaneous

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable Objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, the damage increases by 1d6 for each slot above 3rd.

Mass Cure Wounds

6th-Level Firebending


  • Casting Time: 1 Action
  • Range: Self (60 ft cone)
  • Components: S
  • Duration: Instantaneous

A wave of Healing, multicolored flame washes out from your hands in a 60 ft cone. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 3d8 + your Bending Ability modifier. This move has no Effect on Spirits.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.

The Waterbender

Waterbending, one of the four elemental bending arts, is the hydrokinetic ability to control water in all of its various forms. Water is the element of change. The fighting style of waterbending is mostly fluid and graceful, acting in concert with the environment. Foggy Swamp style waterbending, however, is more rigid and straight. Waterbenders deal with the flow of energy; they let their defense become their offense, turning their opponents' own forces against them. Even when waterbenders do take an attack stance, their moves always appear to flow from one to the other.

Origins and Culture

During the era of Raava, the power of water was first granted by the water lion turtle, who would temporarily provide it as protection to those venturing into the Spirit Wilds. The descendants of the people living atop the water lion turtle eventually learned to waterbend by observing how the moon pushed and pulled the tides of the ocean; they learned how to simulate the effect themselves. As such, they have a strong spiritual connection to the Moon and its counterpart, the Ocean. In fact, waterbending is the only bending art to originate from spirits instead of animals, though the Moon and Ocean Spirits took the form of koi fish in the mortal world near the beginning of the Avatar World. Additionally, any adverse effect on these spirits detrimentally affects waterbenders. The Water Tribes are divided into the Southern, Northern, and lesser known Foggy Swamp tribes, as well as those of the United Republic, each with their own unique bending style.

Opposed Bending Art

Waterbending is a fluid bending art, based on redirecting energy, graceful movements and healing spirit energies. Firebending is the opposite of this. Waterbenders are generally indirect or elusive with their attacks, while Firebenders are aggressive and straightforward. Waterbenders are generally passive and peaceful, preferring to stay within their tribal lands. Firebenders are passionate and always eager to expand their influence.

Like all of the bending arts, Waterbending is balanced out as to not be more or less powerful than the other arts, though it is easily the most dynamic and agile of the four. It is the skill and power of the user that determines victory.


The Waterbender
Level Proficiency Bonus Features Cantrips Known Chi Points Chi Level
1st +2 Waterbending, Ritual Casting, Natural Spring, Tidal Conduit 3 4 1st
2nd +2 Bending Circle, Circle Feature 3 6 1st
3rd +2 3 14 2nd
4th +2 Ability Score Improvement 4 17 2nd
5th +3 4 27 3rd
6th +3 Circle Feature 4 32 3rd
7th +3 4 38 4th
8th +3 Ability Score Improvement 4 44 4th
9th +4 4 57 5th
10th +4 Circle Feature 5 64 5th
11th +4 5 73 6th
12th +4 Ability Score Improvement 5 73 6th
13th +5 5 83 7th
14th +5 Circle Feature 5 83 7th
15th +5 5 94 8th
16th +5 Ability Score Improvement 5 94 8th
17th +6 5 107 9th
18th +6 Chi Mastery 5 114 9th
19th +6 Ability Score Improvement 5 123 9th
20th +6 Purifying Waves 5 133 10th

Class Features

As a Waterbender, you gain the following Class Features:

Hit Points


  • Hit Dice: 1d6 per Waterbender level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Waterbender level after first.

Proficiencies


  • Armor: None
  • Weapons: Daggers, Quarterstaff, Spear, Trident, Net, Club, Machete
  • Tools: Navigator’s OR Leatherworker’s Tools

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two skills from Arcana, History, Investigation, Nature, Animal Handling, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A Quarterstaff or a Spear and Net
  • A Club or Machete
  • An Explorers pack or a Scholar’s Pack
  • Thick furs and leather coats representative of the water tribe or Foggy Swamp traveling clothes
  • A large waterskin slung over your shoulder to carry water to bend with

Bending

Your training on the oceans with the Waterbending masters has allowed you to become one with the current around you.

Cantrips

Cantrips are basic Waterbending moves that don’t require a significant amount of Chi use, and therefore can be used at will. At level 1, you know the Shape Water cantrip and two other cantrips of your choice from the Waterbender move list. You learn additional Waterbender Cantrips of your choice at higher levels as shown in the Waterbender table.

Bending Scroll Book

At 1st level, you have a scroll book containing six 1st level Waterbender bending moves of your choice.

Preparing and using bending moves

The Waterbender table shows how many chi points you have to use your more powerful bending abilities. The table also shows what the maximum bending move level those moves can be at your level. To use one of your bending abilities you must expend the amount of Chi points required to use a bending move of that level (Table Below). You regain all your expended Chi points when you finish a long rest.

Bending Move Level Chi Point Cost
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

Bending moves of 6th level and higher are particularly taxing to use. You can use Chi points to use one of each level of 6th or higher. You can’t use another bending move of that same level until you finish a long rest.

You prepare the list of Waterbender moves that are available to you each day by choosing a number of bending moves from your Bending Scroll Book equal to your Intelligence Modifier + your Waterbender Level. The bending moves must not be of a level higher than the maximum bending move level for your level (listed in the Waterbender Table above).

Bending known at 1st level or Higher

Each time you gain a Waterbender level, you can add two Waterbender moves of your choice to your Bending Scroll Book. Each of these bending moves must be of a level equal to or less than the maximum bending move level for your level.

On your adventures, you may find other bending scrolls that you can add to your Bending Scroll Book. For each level of the bending move on the scroll, it costs 50gp and takes two hours to copy the found scroll into your Scroll Book.

Bending ability

Intelligence is your bending ability for your Waterbender moves, so you use your Intelligence whenever a bending move refers to your bending ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Waterbender move you use and when making an attack roll with one.


  • Bending Save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Bending Attack modifier = your proficiency bonus + your Intelligence Modifier

Ritual Casting

You can use a Waterbender move as a ritual if that bending move has the ritual tag, and you have the move in your Bending Scroll. You don’t need to have the move prepared.

Natural Spring

You are able to draw on the revitalizing nature of water to replenish some of your Chi. Once per day, after you finish a short rest, you can regain a number of Chi points equal to your Waterbender level rounded up to the nearest even number.

Tidal Conduit

At first level you learn to bend water around yourself, constantly flowing in a ring as a conduit between yourself and the Chi all around you.

As a bonus action, you can begin bending water around you to initiate the conduit. This conduit lasts for 1 minute and ends early if you are incapacitated or don any armor or shield (impeding your connection to the spirits). You can also end this connection at any time you choose.

While your Tidal Conduit is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier + 2
  • Your swim speed is equal to your walking speed
  • You gain a bonus to any Constitution saving throw to maintain concentration on a bending move. The bonus equals your Intelligence modifier.
  • You can use bending moves with a range of “Touch” through your Conduit. You are considered to have a reach of 10 when your Tidal Conduit is active.
  • You can also lash out with your conduit and make attacks with it as if it were a held weapon you are proficient with:

Conduit Tendril

  • Range: Reach 10 ft
  • Attack: Proficiency Bonus + Intelligence Modifier
  • Damage: 1d8 + Intelligence Modifier Bludgeoning damage

You can use your Tidal Conduit twice. You regain all expended uses of it when you finish a short or long rest.

Ability Score Improvement

When you reach 4th, level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Chi Mastery

At 18th level, you have achieved such a mastery over certain bending techniques that you can use them at will. Choose a 1st level Waterbender move and a 2nd level Waterbender move that are in your Bending Scroll Book. You can use those bending moves at their lowest level without expending Chi points when you have them prepared. If you want to use either at a higher level, you must expend Chi points as normal.

By spending 8 Hours in study, you can exchange one or both of the bending moves you chose for different bending moves of the same levels.

Purifying Waves

At 20th level, you are in perfect harmony with the currents of the oceans. Once per day, you can call upon those waves to aid you and hamper your enemies.

As an action, you release a large wave of cleansing waters outward. Any allies within 30 feet are affected by these waters and are cured of one disease, or one condition from this list: Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Restrained or Stunned.

In addition, until the end of your next turn the affected area is considered difficult terrain for anyone hostile to you.

Bending Circle

Beginning at level 2, you choose to join either the cleansing Circle of the Moon, the dominating Circle of Blood, or if you chose to study with the Foggy Swamp Tribe, you follow the balanced circle of life, which draws from both.

Circle of the Moon

The Circle of the Moon is favored by most waterbenders of the northern and southern tribes.

Yue's Favor

At level 2, when travelling at night and not during a new moon, you have advantage on survival, stealth and perception checks.

Kya's Defense

At 6th level, when any creature makes a melee or ranged attack against anyone (including yourself) within your reach, you can choose to use your reaction to have your Tidal Conduit reach out and attempt to block the attack. The attacker must make a dexterity saving throw against your Bending Save DC.

On a failed save, the attack misses its target, and your Tidal Conduit absorbs the blow, weakening it so that you can’t use this ability again until the next time you initiate a new Tidal Conduit.

On a successful save, the attack happens as normal, and you do not expend your use of Kya’s Defense.

Overflow

At 10th level you become empowered by the surges of the tides. While your Tidal Conduit is active, whenever you use a bending move that heals a single target, you can have it target a second creature.

Frozen Stasis

Starting at 14th level, when a creature within 30 feet of you goes unconscious, you can use your reaction to encase that creature in a shield of ice. The ice shield has hit points equal to your Waterbender level, and any attack against the creature hits the ice shield first. While the ice shield still has at least 1 hit point, the frozen creature does not have to make death saving throws. As soon as all of the shield’s HP is depleted, the creature continues making death saving throws as normal.

If the frozen creature becomes conscious again, the shield around them melts, and they can act as normal.

Once you use this feature, you are unable to use it again until you complete a short or long rest.

Circle of Blood

The Circle of Blood is a unique southern style favored by waterbenders who spend a significant time outside of the tundra the water tribes currently call home.

Hama’s Draining Presence

Starting at level 2, you are able to pull the water out of the plants, objects, even the air around you. You always have water available to you to drink, regardless of where you are.

Ice Floes

Beginning at 6th level, whenever you hit a target with a 1st level bending move or higher, or have a target fail a saving throw against a 1st level bending move or higher. You can spend 1 extra Chi point to slow that target until the end of its next turn, in addition to any other effects of the bending move

Controlling Tides

At 10th level, you learn how to empower your Tidal Conduit with Chi to perform some new attacks. Whenever you would make an attack with your Tidal conduit you can instead spend 2 Chi points use one of the following attacks:


Blinding Whip. You whip your enemy with a lash of salt water from your Tidal Conduit across its eyes. As an action, make a melee bending attack. If the attack hits, the creature is blinded until the end of your next turn.


Constricting Grasp. You reach out and attempt to crush your enemy with a tendril of water. As an action make a melee bending attack. If the attack hits, the enemy is considered Grappled.

If the target is already grappled by your Constricting Grasp, the target is now Restrained.

On their turn, the target can spend an action to try to escape your grasp with a strength or dexterity check vs your Bending Save DC.

This feature requires you to maintain concentration to hold your grasp.

Amon’s Blood Severing

At level 14, you gain the ability to sever an enemy’s connection to their Chi. As an action you touch a creature within your reach. That creature has to make a constitution saving throw against your Bending Save DC to resist your blood bending. On a failed saving throw, the creature is unable to use or concentrate on any bending moves until the end of your next turn.

Once you use this feature, you are unable to use it again until you complete a long rest.

Circle of Life

From Death, Life

Starting at level 2, you are able to pull the water out of the plants, objects, even the air around you. You always have water available to you to drink, regardless of where you are.

Hue's Student

At level 6, you have enough precise control to control the water in small plants without damaging th plants, and can influence them to grow. You also gain advantage in nature.

Student of the Banyan-Grove

The philosophy of the swamp teaches us that all life is connected. You can meditate in order to locate people you know well so long as they are touching the earth.

Hue's Monster

At level 14, you have the ability to control all living plants, regardless of mass or size. You can influence existing plant life to grow massively, enabling you to bend them as weapons or 'suits' like Hue.

Waterbender Bending List

Cantrips (0 Level):
  • Control Water
  • Snap Freeze
  • Frostbite
  • Mage Hand (Globe of water)
  • Ray of Frost
  • Freezing Grasp**
  • Spare the Dying (Cold slowing death)
1st Level
  • Redirect
  • Armor of Agathys
  • Octopus Form
  • Cure Wounds
  • Ensnaring Strike
  • Entangle
  • Fog Cloud
  • Ice Knife
  • Purify Food and Drink
  • Shield of Faith (Shield of ice)
  • Shield (Shield of ice)
2nd Level
  • Blur (blurred by layer of water, light distortion)
  • Cloud of Daggers (Ice shards, Cold damage)
  • Gentle Repose (Cryogenically Frozen)
  • Healing Spirit (Small pool of water)
  • Lesser Restoration
  • Prayer of Healing (Wave of healing waters)
  • Snilloc’s Snowball Swarm
  • Spike Growth (Ice spikes)
  • Water Whip
3rd Level
  • Hold Person (Bloodbending)
  • Mass Healing Word (Waves of healing water)
  • Plant Growth
  • Revivify (Returning spirit energy to body)
  • Slow (Covered in frost)
  • Sleet Storm
  • Tidal Wave
  • Wall of Water
  • Water Breathing
  • Water Walk
4th Level
  • Aura of Purity (Protected by mist of water/spirit energy)
  • Blight
  • Evard’s Black Tentacles (Tendrils of water)
  • Grasping Vine (Water Tendril)
  • Ice Storm
  • Otiluke’s Resilient Sphere (Globe of water)
  • Watery Sphere
  • Compulsion (Strength Saving Throw, Bloodbending)
5th Level
  • Bigby’s Hand (Giant fist made of water)
  • Cone of Cold
  • Dominate Person (Bloodbending)
  • Greater Restoration
  • Hold Monster (Bloodbending)
  • Maelstrom
  • Mass Cure Wounds (Waves of healing water)
  • Telekinesis (Objects lifted by tendrils of globes of water)
  • Scrying (Visions from spirit world)
6th Level
  • Globe of Invulnerability (Globe of water)
  • Heal
  • Investiture of Ice
  • Otiluke’s Freezing Sphere
  • Wall of Ice
  • True Seeing (Gifted by spirits)
7th Level
  • Finger of Death (Drain body of blood)
  • Ressurection
  • Regeneration
  • Mordenkainens Sword (Sword of ice, cold damage)
  • Step through the spirit world
  • Geyser**
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Control Weather
  • Tsunami
  • Feeblemind (Change bloodflow in the brain)
9th Level
  • Power Word Heal
  • Mass Heal
  • Blizzard**
  • Arctic Shockwave**

Waterbending Cantrips

Control Water

Waterbending Cantrip


  • Casting Time: 1 Action or Bonus Action
  • Range: 300 Feet
  • Components: V, M (Water)
  • Duration: Variable

You control free standing ice, water, snow, or liquid not under another benders control. You can control up to 5 cubic feet of water. You can move or attack as an action or freeze or unfreeze as a bonus action.

At Higher Levels: When bending with chi points, the amount of water you can control increases by 20 cubic feet for each chi slot. So by bending using a level 3 chi slot, you can control up to 65 cubic feet of water.

Snap Freeze

Waterbending Cantrip


  • Casting Time: 1 Action
  • Range: 10 Feet
  • Components: V
  • Duration: 1 Round

As part of the action to use this bending move, you must make a melee attack with a weapon against one creature within the bending move's range, otherwise the move fails. On a hit, the target suffers the attack’s normal effects, and it becomes enshrouded in a chilled mist. If the target willingly moves before then, the mist instantly freezes, the creature immediately takes 1d8 cold damage, and the bending move ends.

At Higher Leveles: At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Frostbite

Waterbending Cantrip


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V
  • Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

At Higher Levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Globe of Water

Waterbending Cantrip


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, M (Water)
  • Duration: 1 minute

You create a globe of water at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand collapses if it is ever more than 30 feet away from you or if you bend this again.

You can use your action to control the globe. You can use the globe to manipulate an object or creature, stow or retrieve an item from an open container. You can move the hand up to 30 feet each time you use it.

If the Globe occupies the same space as a person, that person must make a constitution? saving throw hold their breath for the duration or take 1d6 water damage.

At Higher Levels: For each chi slot level you gain 1 minute of time to the duration of the move.

Ray of Frost

Waterbending Cantrip


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, M (Water)
  • Duration: Instantaneous

A frigid beam of water streaks toward a creature within range. Make a ranged bending Attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The move's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Freezing Grasp

Waterbending Cantrip


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous

Frost drifts from your hand to chill to a creature you try to touch. Make a melee bending attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 cold damage, and it can't take reactions until the start of its next turn.

At Higher Levels: The bending move's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spare the Dying (Cold slowing death)

Waterbending Cantrip


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M (Water)
  • Duration: Instantaneous

You touch a living creature that has 0 Hit Points. The creature becomes stable and has 1 hp. This spell has no Effect on Spirits.

1st Level Waterbending moves

Absorb and Redirect

1st-Level Waterbending


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V
  • Duration: 1 Round

Using you opponents energy against them is the bread and butter of waterbending. This move allows you to absorb the energy from any attack, storing it for your next melee bending attack. The first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage. Or, you can choose to redirect a waterbending attack towards you and send the damage towards another person, with an additional 1d6 of damage.

At Higher Levels: When you bend using a chi slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Armor of Agathys

1st-Level Waterbending


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, M (Water)
  • Duration: 1 Hour

A protective field of water encases you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels When you bend using a chi slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

Octopus Form

1st-Level Waterbending


  • Casting Time: 1 Action
  • Range: Self (10 ft radius)
  • Components: V, M (Water)
  • Duration: Instantaneous

You invoke the power of the octopus. Eight tendrils of water form around you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength 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 damage, but suffers no other effect.

At Higher Levels: When you bend using a chi slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Cure Wounds

1st-Level Waterbending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M (Water or Spirit Water)
  • Duration: Instantaneous

A creature you touch regains a number of Hit Points equal to 1d8 + your Bending Ability modifier. This has no Effect on Spirits.

At Higher Levels: When you bend using a chi slot of 2nd Level or higher, the Healing increases by 1d8 for each slot level above 1st.

Ensnaring Strike

1st-Level Waterbending


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, M (Water or Plant Life)
  • Duration: Concentration, up to 1 minute

The next time you attack someone, a writhing mass of water springs up at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the water until the move ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the water falls away.

While restrained by this move, the target takes 1d6 water damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your bending move save DC. On a success, the target is freed.

Those of the Circle of Life can use this move to entangle a creature in vines or other plant life, if its within 10ft of target

At Higher Level: If you bend using a chi slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Those of the Circle of life at higher levels range increases by 10ft for each chi slot above 1st.

Entangle

1st-Level Waterbending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, M (Ground water or Plant Life)
  • Duration: Concentration, up to 1 minute

Ground water or Grasping weeds and vines break out from the ground in a 20-foot square starting from a point within range. For the Duration, this turns the ground in the area into Difficult Terrain.

A creature in the area when you cast the spell must succeed on a Dexterity saving throw for water or a Strength saving throw for plant life or be Restrained by the entangling Plants until the move ends. A creature Restrained by the Plants can use its action to make a Strength or Dexterity check against your bending save DC. On a success, it frees itself.

When the move ends, the water or plants fall away.

Fog Cloud

1st-Level Waterbending


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, M (Water)
  • Duration: up to 1 hour

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You make use your turn to move the fog up to your movement.

At Higher Levels: When you bend using a chi slot of 2nd Level or higher, the radius of the fog increases by 20 feet for each slot level above 1st, and your ability to move the cloud each turn increases by 10 ft for each level above 1st.

Ice Knife

1st-Level Waterbending


  • Casting Time: 1 Action
  • Range: 60 ft (5 ft sphere)
  • Components: V, M (Water)
  • Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged bending attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 piercing damage.

At Higher Levels: When you bend using a chi slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Purify Drink

1st-Level Waterbending


  • Casting Time: 1 Action
  • Range: 10 ft
  • Components: V
  • Duration: Instantaneous

All liquids within a 5-foot-radius Sphere centered on a point of your choice within range is Purified and rendered free of poison and disease.

Shield of Ice

1st-Level Waterbending


  • Casting Time: 1 Bonus Action
  • Range: 60 ft
  • Components: V, S (Water)
  • Duration: Concentration, up to 10 minutes

You create a shield of ice, 5 ft in diameter and up to 10ft tall in front of a creature of your choice within range, granting it a +2 bonus to AC for the Duration.

Blocking Shield

1st-Level Waterbending


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: V, S (Water)
  • Duration: Concentration, up to 10 minutes

You quickly pull up a shield of water to absorb an attack. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no fire damage.

2nd Level Waterbending moves

Blur (blurred by layer of water, light distortion)

2nd-Level Waterbending


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S (Water)
  • Duration: Concentration, up to 1 minute

You pull up a thin wall of water (up to 20 ft long by 10 ft high). To each creature looking through the wall, everything on the other side becomes blurred, shifting and wavering to all who can see you. For the Duration, any creature has disadvantage on Attack rolls against you. An attacker is immune to this Effect if it doesn't rely on sight, as with Blindsight or Earthsight.

Cloud of Daggers (Ice shards, Cold damage)

2nd-Level Waterbending


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S (Water)
  • Duration: Concentration, up to 1 minute

You fill the air with spinning shards of ice in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there, unless that creature is the bender or the bender chooses to encircle the daggers around them.

At Higher Level: When you bend using a chi slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Gentle Repose (Cryogenically Frozen)

2nd-Level Waterbending


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V
  • Duration: 10 days

You touch a corpse or other remains and over the course of an hour, gently freeze them. For 10 days, the target is protected from decay.

The move also effectively extends the time limit on reviving the target from death using spirit magic.

Healing Pool

2nd-Level Waterbending


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a pool of water)
  • Duration: Concentration, up to 1 minute

You touch the surface of a pool of water, and imbue it with healing for as long as you are touching the water. Until the move ends or you stop having contact with the water whenever you or a creature you can see touches the water for the first time on a turn or starts its turn there, you can cause the spirit to restore ld6 hit points to that creature (no action required). This has no effect on spirits.

At Higher Levels:** When you bend using a chi slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

Lesser Restoration

2nd-Level Waterbending


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (water)
  • Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned. ??

Prayer of Healing (Wave of healing waters)

2nd-Level Waterbending


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, M (water)
  • Duration: Instantaneous

You touch a creatures wound and they regain Hit Points equal to 2d8 + your Bending Ability modifier. This move has no Effect on Spirits.

At Higher Levels: When you bend using a chi slot of 3rd Level or higher, the Healing increases by 1d8 for each slot level above 2nd.

Snowball Swarm

2nd-Level Waterbending


  • Casting Time: 1 Action
  • Range: 90 ft (5 ft sphere)
  • Components: V, M (water)
  • Duration: Instantaneous

A flurry of snowballs forms from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you bend using a chi slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Spike Growth (Ice spikes)

2nd-Level Waterbending ??


  • Casting Time: 1 Action
  • Range: 150 ft
  • Components: V, M (water)
  • Duration: Instantaneous

The ground in a 20-foot radius centered on a point within range breaks open and sprouts hard spikes of ice. The area becomes Difficult Terrain until the spikes bent away or melt away. When a creature moves into or within the area, it takes 2d4 slashing damage for every 5 feet it travels.

Water Whip

2nd-Level Waterbending


  • Casting Time: 1 Action
  • Range: 20 ft
  • Components: V, M (water)
  • Duration: Instantaneous

You whip a thin tendril of water towards your opponent. They take 1d6 slashing damage, and the move can be used to knock weapons out of people's hand.

At Higher Levels: When you bend using a chi slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

3rd Level Waterbending moves

Hold Person (bloodbending)

3rd-Level Waterbending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V
  • Duration: Concentration, up to 1 minute

Choose a Medium or smaller Creature that you can see within range. The target must succeed on a Strength saving throw or be Paralyzed for the Duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the control ends on the target.

At Higher Levels: When you bend using a chi slot of 3rd Level or higher, you can target larger creatures for each slot level above 2nd.

Mass Healing Word (Waves of healing water)

3rd-Level Waterbending


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, M (water)
  • Duration: Instantaneous

As you touch a creature of your choice that you can see within range regain Hit Points equal to 1d6 + your Bending Ability modifier. This move has no Effect on Spirits.

At Higher Levels: When you bend using a chi slot of 4th Level or higher, the Healing increases by 1d6 for each slot level above 3rd.

Plant Growth

3rd-Level Waterbending


  • Casting Time: 1 Action or 8 Hours
  • Range: 100 ft
  • Components: V, M (plant life)
  • Duration: Instantaneous

This spell channels life into Plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal Plants in a 50-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of Movement for every 1 foot it moves.

If you cast this spell over 8 hours, you enrich the land. All Plants in a quarter-mile radius centered on a point within range become enriched for 1 year. The Plants yield twice the normal amount of food when harvested.

Revive

3rd-Level Waterbending


  • Casting Time: 1 Action or 8 Hours
  • Range: 100 ft
  • Components: V, M (spirit water)
  • Duration: Instantaneous

You touch a creature that has died within the last 5 minutes. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts, unless you have the missing body part and it has been recently severed.

Slow (Covered in frost)

3rd-Level Waterbending


  • Casting Time: 1 Action
  • Range: 120 ft (40 ft cube)
  • Components: V
  • Duration: Concentration, up to 1 minute

You pull up a freezing mist in a 40-foot cube within range. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity Saving Throws, and it can't use Reactions. On its turn, it can use either an action or a Bonus Action, not both. Regardless of the creature's Abilities or Items, it can't make more than one melee or ranged Attack during its turn.

If the creature attempts to bend with a Time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take Effect until the creature's next turn, and the creature must use its action on that turn to complete the move. If it can't, the move is wasted.

Firebenders are not affected by this move if they are they are the same level of above as the bender.

Sleet Storm

3rd-Level Waterbending


  • Casting Time: 1 Action
  • Range: 150 ft
  • Components: V, M (water)
  • Duration: Concentration, up to 1 minute

Until the move ends, freezing rain and sleet fall in a 20-foot-tall Cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it Difficult Terrain. When a creature enters the move's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the move's area, the creature must make a successful Constitution saving throw against your spell save DC or lose Concentration.

Tidal Wave

3rd-Level Waterbending


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, M (water)
  • Duration: Instantaneous

You pull up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 water damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

Wall of Water

3rd-Level Waterbending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, M (water)
  • Duration: Concentration, up to 10 minutes

You pull up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall collapses when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage cannot pass through the wall. Moves that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it.

Water Breathing

3rd-Level Waterbending


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V
  • Duration: Concentration, up to half an hour

You bend the water to create a bubble of air within range that can hold up to 6 creatures underwater, so long as they remain within range. If you attempt to move the bubble out of your range it collapses.

At Higher Levels: When you bend using a chi slot of 4th Level or higher, amount of creatures increases by 1 and your range increases by 20 ft for each slot level above 3rd.

Water Walk

3rd-Level Waterbending


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V, M (Water)
  • Duration: Instantaneous

As you walk across water it freezes under your feet, or you create a sheet of ice that can hold up to three creatures and surf across water. You can move the ice as a bonus action.

4th Level Waterbending moves

Blight

4th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V, M (Water)
  • Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no Effect on Undead or Constructs.

If you target a plant creature, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

At Higher Levels: When you bend using a chi slot of 5th Level or higher, the damage increases by 1d8 for each slot level above 4th.

Giant Squid's Tentacles

4th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, M (Water)
  • Duration: Concentration, up to 1 minute

Six long squirming tentacles fill a 20-foot square on ground that you can see within range. For the Duration, these tentacles turn the ground in the area into Difficult Terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be Restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already Restrained by the tentacles takes 3d6 bludgeoning damage.

A creature Restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Grasping Vine

4th-Level Waterbending


  • Casting Time: 1 Bonus Action
  • Range: 30 ft
  • Components: V, M (Plant Life)
  • Duration: Concentration, up to 1 minute

You control a vine or other plant life around you that you can see within range. When you bend this, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the move ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Ice Storm

4th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 300 ft
  • Components: V, M (Water)
  • Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of Effect into Difficult Terrain until the end of your next turn.

At Higher Levels: When you bend using a chi slot of 5th Level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Otiluke’s Resilient Sphere

4th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V, M (Water)
  • Duration: Concentration, up to 1 minute

A Sphere of swirling water encloses a creature or object of Large size or smaller within range, buffeting them within. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the Duration and must take 1d6 water damage per turn.

Any creature trapped inside must hold their breath or take an additional 1d6 water damage each turn. The Sphere is immune to all damage, and a creature or object inside can't be damaged by attacks originating from outside, nor can a creature inside the Sphere damage anything outside it. Other waterbenders can perform a dexterity contest against the original bender to gain control over.

Watery Sphere

4th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, M (Water)
  • Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the duration, and then collapses unless otherwise maneuvered.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line, or extend tendrils from it to attack. Creatures attacked by the sphere take 2d6 bludgeoning damage. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.

Compulsion (Bloodbending)

4th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V
  • Duration: Concentration, up to 1 minute

Creatures of medium or smaller size of your choice that you can see within range and that can hear you must make a Strength saving throw. On a failed save, a target is controlled by bloodbending. As long as the spell lasts, you use your action to maintain it. Until the move ends, you can use your bonus action on each of your turns control your target. Each affected target must use as much of its movement as possible to move in that direction on its next turn. After moving in this way, it can make another Strength saving to try to end the effect.

At Higher Levels: When you bend using a chi slot of 3rd Level or higher, you can target larger creatures with each slot level above 3rd.

5th Level Waterbending moves

Bigby’s Hand (Giant fist made of water)

5th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, M (Water)
  • Duration: Concentration, up to 1 minute

You form a Large hand of water in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space, and any item smaller than the hand that enters its space is absorbed by the hand.

When you create the hand and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist: The hand strikes one creature or object within 5 feet of it. Make a melee bending attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your bending ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your bending ability modifier.

Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

At Higher Level: When you bend using a chi slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Cone of Cold

5th-Level Waterbending


  • Casting Time: 1 Action
  • Range: Self (60 ft cone)
  • Components: V, M (Water)
  • Duration: Instantaneous

A blast of freezing cold mist erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels: When you bend using a chi slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Greater Restoration

5th-Level Waterbending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M (Water)
  • Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating Effect. You can reduce the target's Exhaustion level by one, or end one of the following Effects on the target.

• One Effect that Charmed or Petrified the target

• One curse, including the target's Attunement to a Cursed magic item

• Any reduction to one of the target's Ability Scores

• One Effect reducing the target's hit point maximum

Maelstrom

5th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, M (Water)
  • Duration: Concentration, up to 1 minute

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

6th Level Waterbending moves

Globe of Invulnerability (Globe of water)

6th-Level Waterbending


  • Casting Time: 1 Action
  • Range: Self (10 ft Radius)
  • Components: V, M (Water)
  • Duration: Concentration, up to 1 minute

A barrier of water springs up in a 10-foot radius around you and remains for the Duration.

Any bendign move of 5th Level or lower cast from outside the barrier can't affect creatures or Objects within it, even if the spell is cast using a higher level spell slot.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks Spells of one level higher for each slot level above 6th.

Heal

6th-Level Waterbending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M (Water or Spirit water)
  • Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 Hit Points. The spell also ends blindness, deafness, and any Diseases affecting the target. This spell has no Effect on Spirits.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th.

Investiture of Ice

6th-Level Waterbending


  • Casting Time: 1 Action
  • Range: Self (15 ft cone)
  • Components: V, M (Water)
  • Duration: Concentration, up to 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:

  • You are immune to cold damage and have resistance to fire damage.

  • You can move across difficult terrain created by ice or snow without spending extra movement.

  • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.

  • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Otiluke’s Freezing Sphere

6th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 300 ft
  • Components: V, M (Water)
  • Duration: Instantaneous

A frigid globe of cold energy streaks to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water, it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

At Higher Level: When you bend using a chi slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th

Wall of Ice

6th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, M (Water)
  • Duration: Concentration, up to 10 minutes

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a Sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the Duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you bend using a chi slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.

7th Level Waterbending moves

Resurrection

7th-Level Waterbending


  • Casting Time: 1 Hour
  • Range: Touch
  • Components: V, M (Spirit Water)
  • Duration: Instantaneous

You touch a dead creature that has not decomposed, that didn't die of old age, and that isn't a Spirit. If its spirit is free and willing, the target returns to life with all its Hit Points.

This spell neutralizes any Poisons and cures normal Diseases afflicting the creature when it died. It doesn't, however, remove curses and the like, if such affects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and does not restore any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all Attack rolls, Saving Throws, and Ability Checks. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it disappears.

Doing this to restore life to a creature that has been dead for one full day or longer taxes you greatly. Until you finish a Long Rest, you can't cast Spells again, and you have disadvantage on all Attack rolls, Ability Checks, and Saving Throws.

Regeneration

7th-Level Waterbending


  • Casting Time: 1 Minute
  • Range: Touch
  • Components: V, M (Water or Spirit Water)
  • Duration: 1 Hour

You touch a creature and stimulate its natural Healing ability. The target regains 4d8 + 15 Hit Points. For the Duration of the move, the target regains 1 hit point at the start of each of its turns (10 Hit Points each minute).

If you have a severed limb or digit and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Mordenkainens Sword (Sword of ice, cold damage)

7th-Level Waterbending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, M (Water or Spirit Water)
  • Duration: Concentration, up to 1 minute

You create a sword-shaped plane of ice that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Geyser

7th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 100 ft
  • Components: V, M (Water)
  • Duration: Concentration, up to 1 minute

This bending move briefly expands a small amount of water into a 100-foot high, 50 ft radius cylindrical geyser centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area are pushed upward and reach the top of the area when you use this bending move. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding being pushed upwards.

If some solid object (such as a ceiling) is encountered during the initial push, objects and creatures strike it just as they would during a normal downward fall (Use the fall damage chart to calculate damage). If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, the surge of water dissipates quickly and affected objects and creatures fall back down.

8th Level Waterbending moves

Abi-Dalzim's Horrid Wilting

8th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 150 ft
  • Components: V, M (Water)
  • Duration: Instantaneous

You draw the moisture from every plant and/or creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.

Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.

Control Weather

8th-Level Waterbending


  • Casting Time: 10 minutes
  • Range: Self (5 mile radius)
  • Components: V
  • Duration: Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the Duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the move.

When you bend, you change the current weather Conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new Conditions to take Effect. Once they do so, you can change the Conditions again. When the move ends, the weather gradually returns to normal over the course of an hour.

When you change the weather Conditions, find a current condition on the following tables and change its stage by one, up or down.

Precipitation
Stage 1 Clear
Stage 2 Light clouds
Stage 3 Overcast or ground fog
Stage 4 Rain, hail or snow
Stage 5 Torrential rain, driving hail or Blizzard
Temperature
Stage 1 Unbearable heat
Stage 2 Hot
Stage 3 Warm
Stage 4 Cool
Stage 5 Cold
Stage 6 Arctic cold

Feeblemind (change bloodflow in the brain)

8th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 150 ft
  • Components: V
  • Duration: Instantaneous

You twist the mind of a creature that you can see within range, attempting to Shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast Spells, activate Magic Items, understand language, or communicate in any intelligible way. The creature can, however, Identify its Friends, follow them, and even protect them.

At the end of every day, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by Greater Restoration, heal or wish.

Tsunami

8th-Level Waterbending


  • Casting Time: 1 minute
  • Range: Sight
  • Components: V, M (Body of Water)
  • Duration: Concentration, up to 6 rounds

You pull up a wall of water at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

9th Level Waterbending moves

Power Word Heal

9th-Level Waterbending


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on spirits.

Mass Heal

9th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V
  • Duration: Instantaneous

A flood of Healing mist flows from you into injured creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all Diseases and any Effect making them Blinded or Deafened. This spell has no Effect on Spirits.

Arctic Shockwave

9th-Level Waterbending


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: S
  • Duration: Instantaneous

You snap freeze the very air around up to ten creatures of your choice that you can see within range.

Each target must make a Constitution saving throw. On a failed save, a target takes 18d6 cold damage and is frozen (stunned). On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its body, now frozen, shatters into several pieces and falls to the ground.

A stunned target can make an Constitution saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

Blizzard

9th-Level Waterbending


  • Casting Time: 1 Action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You manipulate the clouds and freeze the moisture in the air over a massive area to cause a blizzard that consumes an area centered on a point that you can see and spreading to a 360 ft radius. Freezing winds gust through the newly created arctic wasteland. Each creature within the blizzard when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this bending move, the blizzard produces additional effects on your turn.

Round 2. Freezing rain falls from the cloud. Each creature and object under the cloud takes 1d6 cold damage.

Round 3. The temperature and air pressure drops sharply around 6 creatures of your choice. Each of the 6 creatures you chose must succeed on a Constitution saving throw or take 6d6 damage and be frozen (paralyzed) until the end of their next turn. The creature takes half damage and isn't paralyzed on a successful saving throw.

Round 4. The freezing rain turns to large hailstones. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on bending moves. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

The Avatar

The Avatar is the human embodiment of light and peace through the connection with the Avatar Spirit. As the only physical being with the ability to bend all four elements, it is considered the Avatar's duty to master the four bending arts and use that power to keep balance among the four nations of the world, as well as between mankind and spirits. Upon death, the Avatar Spirit causes the Avatar to reincarnate into the next nation, dictated by the cyclic order: fire, air, water, and earth. This is also the traditional order in which any one incarnation is to master the elements, beginning with the bending art of the Avatar's birth nation. The reincarnation cycle can only be broken if the Avatar is killed while in the Avatar State.

As part spirit, the Avatar possesses an innate connection to the Spirit World and is at their strongest in that realm, due to being surrounded by spiritual energy. The Avatar used that connection to the Spirit World to be the bridge between the two worlds in order to keep peace between them and ensure harmony. The Avatar is also capable of recalling memories from past lives.

Upon mastering control of the Avatar State, after having learned to bend the four elements, an Avatar is referred to as "fully realized".

Avatar is an inherited template that can be added to any living, corporeal human (referred to hereafter as the base creature). The Avatar uses all the base creature’s statistics and special abilities except as noted here. Size and Type The creature’s type does not change. Size is unchanged. Do not recalculate base attack bonus or saves. Hit Dice The Avatar’s hit dice do not change. Speed The Avatar’s speed does not change. Armor Class The Avatar’s armor class does not change.

Attack

The Avatar usually uses his or her bending abilities in combat, but occasionally fights with either an unarmed strike or with a weapon. Full Attack The Avatar usually uses his or her bending abilities in combat, but occasionally fights with either an unarmed strike or with a weapon. Damage The Avatar’s damage is determined by weapon, unarmed strike, or bending type.

Special Attacks

The Avatar State (Su): When in situations of extreme duress and in life threatening situations where escape is almost impossible, a special defensive ability known as the Avatar State is awakened in the Avatar. Situations of extreme stress include: whenever the Avatar is reduced to 0 or less hitpoints (but before death), situations where the Avatar is subjected to fear, emotion, rage, or similar effects, or emotional influences (such as extreme hurt, anger, sadness, or loss). Entering into the Avatar state requires 1d4 full rounds as the energies build within the Avatar. While in the Avatar State, the Avatar is a being of thoughtless emotion and generally reacts to the situation with whatever emotional state they felt upon entering. This state decides what actions are taken in the Avatar State, such as if the Avatar is injured

by someone, he will focus his attacks on the attacker, or if someone has kidnapped his friend, he will go to rescue his friend and woe to any in his way. While in the Avatar State, the Avatar’s power increases exponentially as he unlocks the knowledge and power of all previous incarnations of the Avatar. The Avatar’s overall bending level increases by 10 in each bending discipline (including ones he does not currently know) and he gains a +25 insight modifier to all bending skill checks he makes (if the Avatar does not currently know one or more of the other bending disciplines, he uses a straight 25 as his skill and can use it untrained). Additionally, the Avatar may access the compiled knowledge of all of his previous incarnations and utilize any bending seed. The Avatar may also safely overbend an amount of Constitution damage equal to twice his character level with no penalty. When the Avatar comes out of the Avatar state he resumes his normal status. If he overbends, then he is fatigued (or if overbending until Unconsciousness or Death he is then unconscious and exhausted.) The Avatar State lasts for a number of minutes equal to the Avatar’s character level. Using the Avatar State is a very dangerous gamble, because if the Avatar is killed while in the Avatar State, then the eternal cycle of the Avatar is broken and the Avatar may not reincarnate again.

Special: It is said that an Avatar may learn to control the Avatar State by unlocking all of his body’s chakras and learning to purely channel the energy from them. There are many ways for this to be done, so it is a spiritual quest for the Avatar to learn how. Once this is unlocked, the Avatar State may be called upon by the Avatar whenever he chooses to use it, but harnessing this energy can only be safely done a number of times per day equal to the Avatar's Wisdom modifier. This is due to the extreme stress on the Avatar's psyche that bringing forth the Avatar State causes. The defensive reaction of the Avatar State may still also happen, however, but this leaves the Avatar exhausted for several days if the Avatar State is used too often (such as if all uses for the day are expended and then the defensive state is used).

Special Qualities

Mastery of Elements: As the Avatar, the base creature must select a primary bending class based on which nation the Avatar was born into (Air Nomads, Water Tribe, Earth Kingdom, or Fire Nation) and start as a member of that nation’s bending class (Airbender, Waterbender, Earthbender, or Firebender). When the Avatar reaches third level in that class, he may then start adding additional bending classes (provided he has access to a teacher who is of at least level 5 in the class he is entering) to his repertoire. Once the Avatar has enough experience to advance in level after he has studied under a master of the art he is learning, he may advance a level in both classes (only his primary class is counted as his character level); example being level 5 airbender advances with waterbender training, becoming a level 6 airbender/level 1 waterbender. Every level after the initial 1st level of the new bending class, the secondary style advances at two levels at a time when the Avatar advances his primary bending class until it equals said bending class.

(Example: In the previous example, advancement would be 7AB/3WB, 8AB/5WB, 9AB/7WB, 10AB/9WB, and finally 11AB/11WB). Third and fourth styles advance at three levels and four levels at a time respectively (though third and fourth styles can never surpass the second style) until they equal the primary bending discipline in level. Note that when adding additional bending classes, the Avatar does not gain the skills, saves, hit points, base attack bonus or proficiencies of that class. He gains the class abilities, access to their bending skill, and their seeds. Seeds the Avatar learns are separate from the number of seeds he knows in a different bending class (meaning he doesn't have to spend Airbender seeds to learn Firebender seeds, he gets separate totals).

The Bridge Between: As the Avatar is the reincarnating spirit of the world in mortal form, he is uniquely suited to be the go-between for the material world and for the spirit world. By meditating and making a DC 25 Concentration check, the Avatar may move his spirit away from his body and into the Near Spirit World or deeper into the True Spirit World with an additional DC 30 Concentration check.. The Near World is a shadow of the material world where most weaker and mundane spirits dwell. The True Spirit World is a whole new realm unto itself where powerful incarnations of the world dwell, as well as the spiritual remains of some previous Avatars. The Avatar may pass through the layers of the spiritual plane easily enough (without a check) but must find his body in the Near World to return. If it is moved, he will be trapped until he finds it. In the spiritual plane, the Avatar has no access to his bending arts as there are no elements to bend.
Abilities No increase in abilities of the base creature.
Skills The Avatar gains an additional bonus skill point per level that must be placed in a bending discipline's skill for every style he knows.
Environment Same as the base creature.
Challenge Rating Special
Alignment Usually good.
Level Adjustment Special

Chapter 3 : Non-bender classes

The non-bender classes are Chi-blocker, Fighter, Ranger, and Rogue. Ch-blocker is an added class, the other classes have small changes. Only the changes are listed in this section.

Chi Blocker

A lithe figure springs into sight. At first they appear to be an airbender dressed in fire nation colors, but they do not bend. Instead, with steps as light as air and fists as sharp as steel, they jump around their opponent like a rabbit-hound, and before you know it they're gone just as quickly. It takes more time to realize what just happened than it took to execute the move. By the time you realize it, it is far too late.

Without more than a few light jabs, the chi blocker has taken out a half dozen men and women more than twice her size. Benders, fighters, monks or soldiers, they're all the same to her. Everyone shares the same nervous system whether you use it to bend water, earth, or tempered steel.

Chi blockers have been trained from birth in everything from acrobatics to acupuncture. They've forgotten more about the human body than most ever learn, and use their knowledge to take down opponents with frightening ease.

Chi Blocking

You have been groomed from birth to learn the art of Chi-blocking. First your parents had you study feats of acrobatics and contortion, performing daily stretches and excercises to ensure you gained and reatined the necesary flexibility, strength, and control needed. Then you studied anatomy; learning the human body inside and out to know its weak points. After a brief foray into acupuncture and an overview of waterbending healing, you learned, beginign at the age of 10, the chi paths and points of the body; the places where our energy flows through us, where our nerves intersect, and how to use this information to incapacitate even the strongest of opponents.
Chi-blocking is the ability to use small pointed jabs to incapacitate individuals in different ways. Simply put, you disrupt the flow of energy in the body. This can prevent people from using limbs by hitting nerves, or prevent benders from bending using a part of the body by hitting their chi points. Chi blockers also make excellent acupunturists, as they are taught how to insert needles into chi points in order to prevent prisoners from using bending. You never use weapons, as you have no need. By performing successful martial arts attacks, you render opponents limbs useless for the rest of battle instead of lowering their HP.

Chi Blocker
Level Proficiency Bonus Features
1st +2 Chi BLocking
2nd +2 Surprise Attack
3rd +2 Archetype feature
4th +2 Ability Score Improvement
5th +3 Uncanny Dodge
6th +3
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Archetype Feature
10th +4 Ability Score Improvement
11th +4 Reliable Talent
12th +4 Ability Score Improvement
13th +5 Archetype Feature
14th +5 Empowered
15th +5
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Elusive
19th +6 Ability Score Improvement
20th +6 ?

Rareified Art

Chi blocking is a rare art, and those that are to be taught must fit a certain profile, or must be raised to fit a certain profile. Light, flexible, acrobatic and athletic. Lithe but strong. You must be intelligent and confident, and unafraid of getting too close to your opponent when your only weapons are your fists.
There are very few people able to teach chi blocking. Mostly the art is passed down in families or through very elite warrior sects. The Kyoshi Warriors began chi blocking in the early 100s, but before that it was an art forgotten to everyone but the Fire Nation.

Creating a Chi Blocker

As you build your Chi Blocker, consider some important things: Where, how, and why did you receive your training? Were you scouted and recruited as a candidate or born or adopted into a family of Chi blockers? Were you trained specifically to Chi block as a way to carry on the art or as a way to serve your Nation?

What do you do with your skill now? A bounty hunter of dangerous benders? An assassin who knows how to incapacitate but only kill the intended target? Perhaps you have left chi blocking behind to utilize your other talents as an acrobat or an acupuncturist. Perhaps you've even taken up medicine to heal those with chronic ailments that permeate their daily lives.

Quick Build

You can make a Chi Blocker quickly by following these instructions. First, make Dexterity your highest ability score. Your next highest ability score should be Wisdom. Finally, choose a background suited to your character such as performer, assassin, bounty hunter, or healer. If you're not sure what to pick, choose ?.

Class Features

As a Chi Blocker, you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Dexterity modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Dexterity modifier for every level after 1st

Proficiencies

Armor: Light
Weapons: None
Tools: Acupuncturists kit, Herbalist kit, Poisoner's kit

Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics, Medicine, Sleight of Hand, Stealth, Performance

Equipment

You start with the following equipment, including the equipment provided by your background:

  • Light armor
  • Bandages
  • An acupuncture kit or an herbalist's kit
  • An Entertainer's pack or an Explorer's pack

Fighting Style

Chi blockers practice hand-to-hand combat as well as chi blocking. At second level, you adopt a particular level of fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.

Hung Gar (Earth Style)

You choose to follow the art of Hung Gar, a martial art hailing from the North Eastern Earth Kingdom, and closely following the tenets of Earthbending. Hung Gar teaches self control and wisdom, with a focus on waiting for the right moment to strike. Like earthbending, there is a significant component of physical strength involved.

Northern Shaolin (Fire Style)

You choose to follow the art of Shaolin, a martial art hailing from the Fire Nation's Capital island, and closely following the tenets of Firebending. The most important philosophy in both Norhtern Shaolin and Firebending is Wu De, or martial ethics. It is the difference between honor and ignominy.

Bagua (Air Style)

You choose to follow the art of Bagua, a martial art hailing from the Nuns of the Western Air Temple, and closely following the tenets of Airbending. Bagua emphasizes circular movements and are known for their ability to flow like the airbenders. Like the wind and most natural forces, they follow the path of least resistance.

Tai Chi (Water Style)

You choose to follow the art of Tai Chi, a martial art hailing from the Northern Water Tribe originally, and closely following the tenants of Waterbending. The push and pull of energy in a fight leads you to turn your opponents energy against them.

Chi Blocking

Starting at level 1, you have the ability to Chi block. You can only block those of equal or lower hp level to yourself. Chi blocking is the ability to render an opponents limbs useless for the rest of combat. In order to successfully execute a chi blocking maneuver, you must have a limb targeted, and sucseed in a contest of Dexterity with advantage. If you do not sucsseed, they succesfully block you, and the fight continues. Humans who have been chi blocked cannot perform with that limb, and attack at disadvantage. Chi blocks wear off after one hour. You cannot chi block spirits or animals.

Surprise Attack

Given the rarity of Chi blockers, they come as a surprise in combat. Starting at 2nd level, the first time you encounter any human opponent or group of opponents you gain the element of surprise against the first two opponents.

Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: x, y, or z, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and again at 9th, 13th, and 17th level.

Ability Score Improvement

W hen you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certian area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Empowered

Starting at level 14, you have acquired greater flexibility. You gain proficiency in Strength saving throws.

Elusive

Beginning at level 18, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

At 20th level,

Archetypes

Chi Blockers have many features in common, including their emphasis on perfecting their skills, their precise and non-lethal approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the chi blocker archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Hunter of Man

Your focus is on the hunt of a single person, and generally on their safe retrieval. You don't care about others safety, necessarily, and you wont kill when you have other tools at your disposal. But if it suits your goals more

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Assassinate

At level 3, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Infiltration Expertiese

Starting at level 9, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

?

At level 13,

Death Strike

At level 17, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Healer

Your focus has shifted to supporting others, using your skills to incapacitate to instead repair. Through your inside-out knowledge of the human nervous systems and musculature, you heal chronic ailments and provide therapy for injuries. You have not, however, taken the traditional healer's oath to help all and do no harm. You have the freedom to be as biased as you want with your skills, and nothing is stopping you from persuing paths outside of healing as well.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the Herbalists kit and the Acupuncturists kit.

Starting at level 3, you know advanced first aid and gain advantage on all medicine checks.

Physical Therapy

At level 9 you learn physical therapy, and can spend time healing injuries by rolling 1d6 per your level. You can also end chi blocks and other forms of paralysis. This takes 30 minutes out of combat, or 1 turn during combat for half of the healing (rounded up).

Acupuncture

Starting at level 13 you learn the art of acupuncture. You can use this to heal any effects, and to insert needles, held in place with tape, into chi points in order to effectively 'shut off' someones bending ability until the needles are removed. This cannot be performed during combat.

Heal Chi

At level 17, your mastery of chi is so complete you can restore people's chi. For fire, air, and waterbenders, you can completely restore chi in 10 minutes. You can also restore ability traits to their full potential.

Chapter 4 : Character Details

Inspiration

Roll your Character

Lacking in inspiration? want the dice to choose for you? Look no further! simply roll according to these tables and let fate decide your, well, fate.

d8 Class
1 Airbender
2 Chi Blocker
3 Earthbender
4 Fighter
5 Firebender
6 Ranger
7 Rogue
8 Waterbender

Once you've rolled for a class, follow the quick build instructions for that class. Then check below for your resulting hometown. If the story takes place before the existence of the United Republic of Nations, assume you are from the North-western Earth Kingdom or the Fire Nation colonies, depending on when the campaign takes place. Talk to your Game Master about the the timing of your campaign.

Airbender

d4 Home Temple
1 Northern Air Temple
2 Southern Air Temple
3 Eastern Air Temple
4 Western Air Temple

Earthbender

d? Hometown
1 Ba Sing Se, Upper Ring
2 Omashu
3 Gaoling
4 Southern Earth Kingdom
5 Western Earth Kingdom
6 Northern Earth Kingdom
7 Eastern Earth Kingdom
8 United Republic of Nations

Firebender

d? Hometown
1 Caldera City
2 Capitol Island
3
4
5 Outer Islands
6 United Republic of Nations

Waterbender

d4 Hometown
1 Northern Water Tribe
2 Southern Water Tribe
3 Foggy Swamp Tribe
4 United Republic of Nations

Non-bender Classes

d4 Home Nation
1 Earth Kingdom
2 Fire Nation
3 Water Tribes
4 United Republic of Nations

Backgrounds

Backgrounds are a general description of your characters history and what benefits they have gained from that. Keep in mind that if your character is very young or sheltered they may have n background, or they may not receive benefits from their background. Talk with your game master about your character's history and what that means for their background. Existing DND backgrounds are allowed at the DM's discretion. These are backgrounds added or edited for Avatar the Last RPG.

Background Feature Skill Proficiencies
Air Acolyte Shelter of the Faithful Insight, Religion
Dai Li Agent Brainwash Investigation, Persuasion
Earth Cleric Reasearcher Insight, Religion
Earth Kingdom Royalty Position of Privilege Persuasion, History
Fire Sage Researcher Arcana, History
Herbalist Medical Professional Nature, Medicine
Kyoshi Warrior Regard Athletics, Intimidation
Soldier Military Rank Athletics, Intimidation
Rumble Wrestler Ring Name Athletics, Performance
Water Shaman Commune with Spirits Arcana, Religion
Water Tribesman Tradition Choose three from Nature, Stealth, Animal Handling and Survival
White Lotus Memner ? ?

Air Acolyte

The Air Acolytes are an order of monks and nuns who reside on Air Temple Island and in the four original air temples. Though most of them are not airbenders, they preserve and practice the teachings, culture, and traditions of the Air Nomads as taught to them by Avatar Aang. The Air Acolytes were founded in 101 AG from the members of the Official Avatar Aang Fan Club. Aang himself taught the members of the group the ways of the Air Nomads and christened them the "Air Acolytes." Although the Air Acolytes carry on many of the traditions of the Air Nomads, they do not observe the practice of gender segregation to the same extent, as while they have separate areas for personal use, both males and females inhabit each air temple.

Skill Proficiencies: Insight, Religion
Tool Proficiencies: See Artisan Chart, plus Navigator's Tools
Languages: Two of your choice
Equipment: Air Acolyte Robes, incense, a sacred relic, one set of artisans tools of for your chosen tool proficiency, navigator's tools, and a coin pouch containing the equivalent of 10 gp of the nearest currency to your air temple.

Artisan Acolyte: Monks and Nuns have an artisan or other tool proficiency in order to serve the temple.

d6 Craft Tool Proficiency
1 Wood Carving Woodcarver's Tools
2 Stone Carving Mason's Tools
3 Weaving Weaver's Tools
4 Spinning Spinner's Tools
5 Dyes Herbalism Kit
6 Calligraphy Calligrapher's Supplies
7 Mechanics Tinker's Tools
8 Cartography Cartographer's Tools

Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your spirit. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen spirit, and you have a residence there. While near your temple, you can call upon the monks, nuns, and other acolytes for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Suggested Characteristics: Acolytes are shaped by their experience in temples. Their study of the history and tenets of their faith and their relationships to temples affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. Air nomads hold all life sacred, from the largest badgermole to the smallest spiderfly. Air Acolytes hold the preservation and continuation of Air nomad culture as their highest calling.

d8 Personality trait
1 I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
2 I can find common ground between the fiercest enemies, empathizing with them but always working toward peace.
3 I see omens in every event and action. The spirits try to speak to us, we just need to listen.
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) sacred texts and proverbs in almost every situation.
6 I am tolerant (or intolerant) of others lack of faith and respect (or condemn) the lack of respect for spirits.
7 I’ve enjoyed fine food, drink, and comfort within my temple’s safety. Rough living grates on me.
8 I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
d6 ideal
1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2 Charity. I always try to help those in need, no matter what the personal cost. (Good)
3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4 Leadership. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5 Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6 Aspiration. I seek to prove myself worthy of the spirit’s favor by matching my actions against his or her teachings.
d6 bond
1 I would die to recover an ancient relic of my faith that was lost long ago.
2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
3 I owe my life to the monk/nun who took me in when my parents died.
4 Everything I do is for the common people.
5 I will do anything to protect the temple where I served.
6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
d6 flaw
1 I judge others harshly, and myself even more severely.
2 I put too much trust in those who wield power within my temple’s hierarchy.
3 My piety sometimes leads me to blindly trust those that profess the same.
4 I am inflexible in my thinking.
5 I am suspicious of strangers and expect the worst of them.
6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Dai Li Agent

The Dai Li is the secretive and elite police force of Ba Sing Se who work to capture, interrogate, and imprison political dissidents. The organization was founded by Avatar Kyoshi with the aim of "protecting the cultural heritage of Ba Sing Se", effectively protecting the Earth King's interest against subversive individuals and groups.

The Dai Li became corrupt over time and did not fulfill the purposes proposed and intended by its founder. After 79 AG, Grand Secretariat Long Feng was able to conspire with the Dai Li and effectively rule Ba Sing Se, reducing the position of the Earth King to nothing more than a figurehead. After the war, however, they regained the trust of the Earth Kingdom's government and began to serve again as the monarchy's secret police, only this time with direct loyalty to the crown itself.

Skill Proficiencies: Intimidation, Athletics
Tool Proficiencies: See Role chart below
Languages: Earth Kingdom Northern and Coastal
Equipment: Dai Li Shackles

Infamy
All Dai Li agents, regardless of role, have infamy. You have a past association which people can recognize (special tattoo, prominent sigil on equipment, or recognized by a witness). You add double your proficiency bonus to any Intimidate checks toward anyone who is aware of your past.

d8 Role Additional Proficiencies
1 Research and Development Tinkerer's kit
2 Investigation Investigation
3 Extraction Vehicle (land)
4 Negotiation Persuasion
5 Covert Ops Disguise Kit and Forgery Kit
6 Royal Guard Passive Perception
7 Monitoring Passive Perception
8 Brainwashing Brainwashing (see below)

Brainwash
Dai Li agents whos role was brainwashing have the ability to erase memories, so long as they have a lantern, a dark room, a restrained target, and time. Roll a 3d6 to determine how many hours it takes to complete a brainwashing (each d6 represents one session of brainwashing, with a break in between each). After memories are removed, it is possible to then implant ideas into a victims head. roll one more d6 to determine how many hours this takes.

Suggested Personality Traits
Dai Li agents are recruited specifically for traits like ruthlessness, a lack of sentimentality, loyalty, and often some degree of psychopathy.

d8 Personality Trait
1 I'm always looking to improve efficiency.
2 I look out for myself. Eveyone else is on their own.
3 I never forget an insult against me.
4 I'm enthusiastic about everything the Dai Li do.
5 I'm critical of monarchies and believe that the Dai Li should go back to running things.
6 I'm critical of the Dai Li and believe they shouldn't hold secret power.
7
8
d6 Ideal
1 Common Good. The Dai Li serves a vital function, and its success will help everyone. (Good)
2 Tradition. I uphold the traditions of my kingdom and bring honor to my family. (Lawful)
3 Innovation. Abandon old traditions and find better ways to do things. (Chaotic)
4 Power. I want to ensure the prosperity of the Dai Li and wield its power myself. (Evil)
5 Discovery. I want to learn all I can, both for the Dai Li and for my own curiosity. (Any)
6 Loyalty. I am loyal to my superiors, no matter what. (Any)
d6 Bond
1 The Dai Li is my only family. I would do anything for it.
2 I love someone from a criminal background, but the relationship is forbidden.
3 Someone I love was brainwashed by someone in the Dai Li, and I will have revenge.
4 I don't care about the Dai Li as a whole, but I would do anything for my old mentor.
5 The Dai Li must evolve, and I'll lead the evolution.
6 I'm determined to impress the leaders of the Dai Li, and to become a leader myself.
d6 Flaw
1 I'm fixated on following official protocols.
2 I'm obsessed with conspiracy theories and worried about secret societies and hidden spirits.
3 My moral compass is easily swayed by bribes.
4 My secret could get me brainwashed by the Dai Li and removed from service.
5 I disagree with the Dai Li's methods and goals, yet I obey orders anyway.
6 I'm working for a hidden faction within the Dai Li that gives me secret assignments.

Earth Cleric

The Earth Kingdom cleric were a collective of prominent elders who held significant authority over the Earth Kingdom during the late 4th and early 3rd centuries BG. By this point, many in the larger cities have discarded their spiritual roots and instead become de facto officials, exerting political influence over the nation, though those in more rural areas tend to stick to their spiritual roots.

Skill Proficiencies: Choose two from Insight, Religion, or History
Tool Proficiencies: None
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), vestments, a set of common clothes, A leather-bound diary, a bottle of ink, an ink pen, and a belt pouch containing 15 ek gp

Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Speciality To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

d8 Field of Study
1 Historian
2 Astronomer
3 Discredited Academic
4 Librarian
5 Meteorologist
6 Researcher
7 Apprentice
8 Scribe

Suggested Characteristics Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

d8 Personality Trait
1 I use polysyllabic words that convey the impression of great erudition.
2 I've read every book in the world's greatest libraries—or I like to boast that I have.
3 I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
4 There's nothing I like more than a good mystery.
5 I'm willing to listen to every side of an argument before I make my own judgment.
6 I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
7 I am horribly, horribly awkward in social situations.
8 I'm convinced that people are always trying to steal my secrets and are out to assassinate me.
d6 Ideal
1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3 Logic. Emotions must not cloud our logical thinking. (Lawful)
4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5 Power. Knowledge is the path to power and domination. (Evil)
6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
d6 Bond
1 It is my duty to protect my students.
2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3 I work to preserve a library, university, scriptorium, temple, or monastery.
4 My life's work is a series of tomes related to a specific field of lore.
5 I've been searching my whole life for the answer to a certain question.
6 I sold my soul for knowledge or power. I hope to do great deeds and win it back.
d6 Flaw
1 I am easily distracted by the promise of information.
2 Most people scream and run when they see a spirit. I stop and take notes.
3 Unlocking an ancient mystery is worth the price of a civilization.
4 I overlook obvious solutions in favor of complicated ones.
5 I speak without really thinking through my words, invariably insulting others.
6 I can't keep a secret to save my life, or anyone else's.

Earth Kingdom Royalty

You are technically in line for your cousin's throne, but you're something like 42nd in line, so you tend to get all the benefits of being royalty without the power or responsibility. You understand wealth, power, and privilege. You carry a noble title, and your immediate family owns land, collects taxes, and wields some political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

How much influence does your family wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family? How do you feel about your position in the line of succession?

Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set
Languages: Earth Kingdom Northern
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree

Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Suggested Characteristics Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble.

d8 Personality Trait
1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2 The common folk love me for my kindness and generosity.
3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4 I take great pains to always look my best and follow the latest fashions.
5 I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6 Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7 My favor, once lost, is lost forever.
8 If you do me an injury, I will crush you, ruin your name, and salt your fields.
d6 Ideal
1 Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
2 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3 Independence. I must prove that I can handle myself without coddling from my family. (Chaotic)
4 Power. If I can attain more power, no one will tell me what to do. (Evil)
5 Family. Blood runs thicker than water. (Any)
6 Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
d6 Bond
1 I will face any challenge to win the approval of my family.
2 My loyalty is to no one but myself.
3 Nothing is more important than the other members of my family.
4 I am in love with the heir of a family that my family despises.
5 My loyalty to my sovereign is unwavering.
6 The common folk must see me as a hero of the people.
d6 Flaw
1 I secretly (or not) believe that everyone is beneath me.
2 I hide a truly scandalous secret that could ruin my family forever.
3 I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4 I have an insatiable desire for carnal pleasures.
5 In fact, the world does revolve around me.
6 By my words and actions, I often bring shame to my family.

Fire Sage

Fire Sages, like spiritual leaders across all nations, are meant to serve the avatar first and the Fire Nation second. They serve their country in all manner of ways, from being the keepers of knowledge in the Nation, to performing coronations and other ceremonies, to studying the skies for warnings of approaching tropical storms.

Skill Proficiencies: Arcana, History
Languages: Fire Nation Court and Common
Equipment: A bottle of black ink, a quill, a writing brush, a sheaf of blank parchment, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes and a set of formal robes

Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, temple, university, or a sage, cleric, priest, or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Speciality
To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

d8 Field of Study
1 Historian
2 Astronomer
3 Discredited Academic
4 Librarian
5 Meteorologist
6 Researcher
7 Apprentice
8 Scribe

Suggested Characteristics
Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

d8 Personality Trait
1 I use polysyllabic words that convey the impression of great erudition.
2 I've read every book in the world's greatest libraries—or I like to boast that I have.
3 I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
4 There's nothing I like more than a good mystery.
5 I'm willing to listen to every side of an argument before I make my own judgment.
6 I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
7 I am horribly, horribly awkward in social situations.
8 I'm convinced that people are always trying to steal my secrets and are out to assassinate me.
d6 Ideal
1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3 Logic. Emotions must not cloud our logical thinking. (Lawful)
4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5 Power. Knowledge is the path to power and domination. (Evil)
6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
d6 Bond
1 It is my duty to protect my students.
2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3 I work to preserve a library, university, scriptorium, temple, or monastery.
4 My life's work is a series of tomes related to a specific field of lore.
5 I've been searching my whole life for the answer to a certain question.
6 I sold my soul for knowledge or power. I hope to do great deeds and win it back.
d6 Flaw
1 I am easily distracted by the promise of information.
2 Most people scream and run when they see a spirit. I stop and take notes.
3 Unlocking an ancient mystery is worth the price of a civilization.
4 I overlook obvious solutions in favor of complicated ones.
5 I speak without really thinking through my words, invariably insulting others.
6 I can't keep a secret to save my life, or anyone else's.

Herbalist

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Skill Proficiencies: Nature, Medicine Tool Proficiencies: Herbalism kit, Poisoner's kit
Languages:
Equipment: An herbalism kit, a merchant’s scale, a set of common clothes, and a belt pouch containing 10 gp

Medical Professional: You have a reputation as a healer of the sick, and are often called upon by those who are diseased or injured. You can usually gain an audience with anyone who needs treatment — even if protocol would normally prevent you from doing so — simply by agreeing to offer your assistance. By spending a few moments examining a chemical — a vial of liquid, a packet of ground powder, or the like — you can determine whether the substance is intended to harm or heal (or neither). This examination does not reveal any specific information about the substance(such as that a powder is actually an inhaled poison, or that it paralyzes its victim), only that it is either harmful or helpful to those that it is used on.

Suggested Characteristics Herbalists are defined by their attention to detail. Because so many of the illnesses they treat often have similar symptoms, they are careful about the things they say and the questions they ask, always looking to gather precise and accurate information. They tend towards cleanliness and organization, as they need to keep their tools sterile and their supplies ready at all times.

d8 Personality Trait
1 I distance myself from everyone, even those I care about.
2 I keep all of my possessions meticulously clean, and I hate any kind of filth.
3 I am honest to a fault; knowing all of the information is the only way to make an accurate diagnosis.
4 I make incredibly poor jokes in an attempt to put others at ease.
5 I talk down to others when speaking on a field I believe myself to be knowledgeable in.
6 I present everything I say as a guess or estimate so that I don’t look bad if it turns out to be wrong.
7 It seems like I always try to strike up a conversation at the worst possible moment.
8 I set very high standards for myself, and expect others to follow my example.
d6 Ideal
1 Aid. Every sick or wounded person deserves my help, regardless of the life they lead. (Good)
2 Control. By deciding who lives and who dies, I can shape the world to my liking. (Evil)
3 Loyalty. It is my duty to treat those to whom I have sworn allegiance. (Lawful)
4 Efficiency. I am not emotionally invested in those I aid; to act otherwise would compromise my work. (Neutral)
5 Prevention. Stopping the spread of sickness is better than treating it. (Any)
6 Research. In order to treat patients effectively, we must understand the maladies afflicting them. (Any)
d6 Bond
1 I share my discoveries with my fellow Herbalists, to further the goals of our trade.
2 I give my aid to those who protect my country and my ruler.
3 Many medicinal reagents are rare or hard to find; those who secure them deserve respect.
4 I seek a cure to a mysterious disease that afflicts one of my loved ones.
5 I wish to prove that “mundane” healing is just as viable as bending.
6 I work closely with a group that aims to eliminate a particular disease from existence.
d6 Flaw
1 I use unproven treatments on my patients without their knowledge.
2 I refuse to give aid to those of a certain race or nationality, no matter how desperately they need it.
3 If a disease is particularly deadly, I refuse to treat it out of fear for my own health.
4 Memories of a horrible plague that I failed to cure still haunt me to this day.
5 The sight of blood makes me queasy, and I can only treat those who have no external wounds.
6 I am only interested in the ailments my patients suffer from, not the people themselves.

Kyoshi Warrior

You hail from one of the villages on Kyoshi island, and have been training since your not-so-distant youth to be a member of the elite all-female kyoshi warriors.

Skill Proficiencies: Athletics, Intimidation
Languages: Two of your choice, but one must be either Earth Coastal or Southern Water Tribe
Equipment: Pair of metal Kyoshi's War Fans, Warpaint, and Kyoshi Warrior Armor

Warrior's Regard: The Kyoshi Warriors have become well known for their part in the war and in the rebuilding that followed. You receive shelter and succor from former residents of Kyoshi and those who are sympathetic to its cause. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed warrior, or those who support the order helping to smuggle a warrior out of town when he or she is being hunted unjustly.

Suggested Characteristics Use the tables for the soldier background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a Kyoshi Warrior.

Your bond almost always involves the Kyoshi Warriors (or at least key members of it) or Kyoshi Island itself, and it is highly unusual for a Warrior's ideal not to reflect the agenda, sentiment, or philosophy of the Kyoshi Warrior's or Kyoshi herself.

Soldier

flavor text

Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, vehicles (land)
Languages: Fire Nation Standard or one Earth Kingdom language
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of Fire Nation Fire Resistant Armor or Set of Earth Kingdom Engineered Armor (both med) and one Fire Nation Sword or Earth Kingdom Hammer

Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Specialty
During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

d8 Specialty
1 Officer
2 Scout
3 Infantry
4 Cavalry
5 Healer
6 Quartermaster
7 Standard-bearer
8 Support Staff (cook, blacksmith, etc)

Suggested Characteristics
The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

d8 Personality Trait
1 I'm always polite and respectful.
2 I'm haunted by memories of war. I can't get the images of violence out of my mind.
3 I've lost too many friends, and I'm slow to make new ones.
4 I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5 I can stare down an angry spirit without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is the best path to success.
d6 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
2 Responsibility. I do what I must and obey just authority. (Lawful)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter. (Any)
d6 Bond
1 I would still lay down my life for the people I served with.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying for.
6 I fight for those who cannot fight for themselves.
d6 Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven warrior.
3 I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blinding and unreasoning.
5 I obey the law, even if the law causes misery.
6 I'd rather eat my armor than admit when I'm wrong.

Rumble Wrestler

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Skill Proficiencies: Athletics, Performance
Tool Proficiencies: Disguise Kit
Languages: Earth Kingdom Coastal and/or EK Northern
Equipment: A costume, a trinket (such as a title belt, ornate sash, badge, or trophy) from a gladiatorial competition that you won, an unusual weapon (such as a net, scimitar, or trident), and a purse containing 15 gp.

Ring Name: Your skill as a gladiator has brought your fame (or infamy) and you are known widely by a ring name – a moniker that protects your true identity. This ring name may be a fictional first name and surname, a nickname (“Jumbo Joe”), or a descriptive title (“The Brutal Barbarian”). Many gladiators develop this ring name into a full-blown stage persona, including gimmicks and exaggerated quirks which make their performance more exciting and more memorable. You are encouraged to work with your DM to flesh out the details of this persona.

Your ring name functions effectively as a second identity. You may not be recognized while wearing normal clothing, and travelling under your real name, but people far and wide will recognize you and treat you accordingly when you are wearing your costume and being called by your stage name. Fans may shower you with gifts and provide you food and a place to sleep. However, you are also likely to be challenged by opportunists hoping to become famous by defeating you.

Suggested Characteristics Gladiators are generally outspoken and prideful even to the point of boasting. However, their true personality may be quite different than the character they play in the arena.

d8 Personality Trait
1 You strongly dislike one type of wild beast (bears, wolves, lions, etc.) that you once faced in combat.
2 You try to infuse your actions with a theatrical flourish, but will never admit that your showmanship is anything but genuine.
3 You only ever speak about yourself in the third person.
4 You have a short catch phrase which you try to use in battle (and sometimes in conversation) whenever possible.
5 You insist that others always (or never) call you by your ring name and will correct them whenever they do otherwise.
6 You pretend to be from a foreign land even though you actually grew up nearby (or vice versa).
7 You often use large, important sounding words when speaking, even if you don’t always know what the words actually mean.
8 You are prone to telling stories of your past arena combats, even to people who have heard the same stories many times before.
d6 Ideal
1 Freedom. Now that I have gained my independence, I will never submit again.
2 Championship. I turn everything I do into a competition and I always strive to win.
3 Exaltation. The roar of the crowd chanting my name is all I need to be reinvigorated.
4 Justice. Every man must pay for their bad deeds – but I will make those who have hurt me pay for their deeds before it comes time to pay for mine.
5 Comradery. I treasure the friendship and fraternity of my fellow gladiators above all else.
6 Anonymity. I have grown tired of fame and fighting and wish now to put my past behind me.
d6 Bond
1 A foe that you once humiliated (or were humiliated by) in the arena has sworn vengeance against you (or you against them).
2 You have sworn to oppose the person, organization, or government that forced you into the gladiatorial life.
3 You have vowed to protect the family of a fellow gladiator that you once fought with (or against).
4
5 The organization or individual that sponsored your gladiatorial matches is now indebted to you for all the profit that your fights generated for them.
6
d6 Flaw
1 You have become so immersed in your gladiatorial persona that you now have a hard time separating yourself from it.
2 You can be short-sighted and myopic, pursuing a single goal tenaciously, while overlooking other peripheral matters.
3 You have a tendency to be unintentionally insulting or boastful.
4 You sometimes overestimate your abilities due to years of theatrically manufactured success.
5 You feel like a fraud and fear that your fans will discover that most of your victories were fixed.
6 You have a hard time trusting people, feeling that everyone is always trying to use you in some way.

Water Shaman

You serve as a mouthpiece and protector for the moon and the ocean spirits, Tui and La, and a spiritual guide for your respective nation. You live your life as a mediator, diviner, storyteller, healer, and psychopomp. Among your people you serve as a carrier of traditions and conduit of archaic wisdom.

Skill Proficiencies: Arcana, Religion
Equipment:

Commune with Spirits: If confronted by a spirit, you can attempt to force the situation - treat this as a turn undead attempt. If successful, you have made a great display of respect and tradition, and the target is inclined to avoid attacking the group, or leave combat if it has begun. Communing only gives an opening. An intelligent spirit may give a chance to talk, a friendly spirit will be more helpful, and a hostile spirit may rethink a violent act. If the attempt would destroy creatures of a given CR, then instead the spirit is definitely helpful or flees. If you do not have the Channel Divinity class feature, you gain one Channel Divinity, only usable for Commune with Spirits.

Suggested Characteristics: Shamans are shaped by their experience in religious communities. Their study of the history and tenets of their faith and their relationships to spiritual centers affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. Shamans of the Water Tribes look to the moon and oceans, and the push and pull that they hold in balance. With the idea of balance can come ideas of justice, an eye for an eye, or ideas of seperation, such as the North's history of strict gender roles.

d8 Personality trait
1 I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
2 I can find common ground between the fiercest enemies, empathizing with them but always working toward peace.
3 I see omens in every event and action. The spirits try to speak to us, we just need to listen.
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) sacred texts and proverbs in almost every situation.
6 I am tolerant (or intolerant) of others lack of faith and respect (or condemn) the lack of respect for spirits.
7 I’ve enjoyed fine food, drink, and comfort within my temple’s safety. Rough living grates on me.
8 I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
d6 ideal
1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2 Charity. I always try to help those in need, no matter what the personal cost. (Good)
3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4 Leadership. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5 Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6 Aspiration. I seek to prove myself worthy of the spirit’s favor by matching my actions against his or her teachings.
d6 bond
1 I would die to recover an ancient relic of my faith that was lost long ago.
2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
3 I owe my life to the monk/nun who took me in when my parents died.
4 Everything I do is for the common people.
5 I will do anything to protect the temple where I served.
6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
d6 flaw
1 I judge others harshly, and myself even more severely.
2 I put too much trust in those who wield power within my temple’s hierarchy.
3 My piety sometimes leads me to blindly trust those that profess the same.
4 I am inflexible in my thinking.
5 I am suspicious of strangers and expect the worst of them.
6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Water Tribesman

Hailing from one of the Northern, Southern, or Foggy Swamp Tribes, your tribe is your family, and family sticks together.

Skill Proficiencies: Survival, Nature
Tool Proficiencies: One type of musical instrument or artisan's tools
Languages: Northern WT, Southern WT, or Earth Coastal
Equipment: A hunting trap, a machete, spear, or club, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing the local equivalent of 10 ek gp

Tribe Heritage: You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.Additionally, you can call upon the hospitality of your people, and those allied with your tribe.

Specialty

d10
1 Forester
2 Trapper
3 Homesteader
4 Guide
5 Exile or Outcast
6 Tribal Nomad
7 Hunter-Gatherer
8 Tribal Marauder
9 Warrior
10 Tribal Marauder

Suggested Characteristics
Often considered rude and uncouth among civilized folk, Tribesmen have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most Water Tribesmen.

d8 Personality Trait
1 I'm driven by a wanderlust that led me away from home.
2 I watch over my friends as if they were a litter of newborn pups.
3 I once ran twenty-five miles without stopping to warn to my clan of an approaching enemy. I'd do it again if I had to.
4 I have a lesson for every situation, drawn from observing nature.
5 I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry ahklut.
6 I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7 I feel far more comfortable around animals than people.
8 I was, in fact, raised by wolves.
d6 Ideal
1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2 Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
3 Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4 Might. The strongest are meant to rule. (Evil)
5 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6 Glory. I must earn glory in battle, for myself and my clan. (Any)
d6 Bond
1 My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an injury to me.
3 I will bring terrible wrath down on the evildoers who destroyed my homeland.
4 I am the last of my tribe, and it is up to me to ensure their names enter legend.
5 I suffer awful visions of a coming disaster and will do anything to prevent it.
6 It is my duty to provide children to sustain my tribe.
d6 Flaw
1 I am too enamored of ale, wine, and other intoxicants.
2 There's no room for caution in a life lived to the fullest.
3 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4 I am slow to trust members of other races, tribes, and societies.
5 Violence is my answer to almost any challenge.
6 Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

White Lotus Member

As a White Lotus agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction
Tool Proficiencies: Pick any 1 Languages: Pick any 3
Equipment: Lotus Pai Sho tile, a copy of a seminal faction text (or code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp

Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Suggested Characteristics: Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.)

Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.

PART VI

Weapons and Equipment

Weapons

Airbender's Staff

Two-Handed Simple Melee Weapon
Air Nomad Weapon

Damage: 1d6/1d6
Critical: 20/x2
Range Increment: -
Type: Bludgeoning
Weight: 2 lbs
Cost: NA

The Airbender Staff counts as a quarterstaff in terms of proficiency and weapon-based feats, and is always considered a masterwork weapon. The Airbender Staff can also unfold into a glider by pushing a simple lever in the side, allowing the airbender's ability to fly, though it doesn't grant any special benefits to non-airbenders.

The Airbending Staff is included in the airbender's basic motions, and thus can be held without penalty while executing airbending forms.The staff also grants a +1 to any Airbending checks made while wielding it, and affects airbending seeds in different ways (see the individual seeds for details).

Battle Club

Simple Melee Weapon
Southern Water Tribe Weapon

Damage: 1d4
Type: Bludgeoning
Weight: 2 lb
Cost: 15 gp

A weapon used in the Southern Water Tribe. Its base is carved from a polar bear femur and a design is painted in blue on either side of the blade. There is also a heavy ball and a notch on the end of the blade for hooking opponent's weapons, with a leather strap attached for a more secure grip.

Boomerang

One-handed Ranged Weapon
Southern Water Tribe Weapon

Damage: 1d6
Range: 30-120ft
Type: Bludgeoning
Weight: 2 lb
Cost: 5 gp

Unless it comes in contact with something, a boomerang is designed to return to their owner after being throw. Boomerangs are typically made out of wood or bone, and used for hunting and, occasionally, combat.

Returning: When the boomerang is thrown, you may catch it in the same round as part of the attack, alternatively you can choose to catch it in the following round as a bonus action. If you throw it further than 60ft you can only catch it in the following round.

Dai Li Shackles

Earth Kingdom Weapon

Earthbending Version

Damage:
Critical:
Range Increment:
Type:
Weight: 5 lbs
Cost: 200gp
These shackles consist of expertly-crafted chains and manacles with small quantities of earth mixed in with the iron. They can be worn around the wrists and concealed in the sleeves of a character’s robes, and they grant the wearer a +2 bonus to Slight of Hand checks to conceal them.

Dai Li shackles can be used to initiate a grapple check at a distance of up to 20 feet. Doing so requires a DC 15 Earthbending check. If you are successful at grappling the target, the target cannot move beyond the maximum range of the shackles. Additionally, you can pull the target toward you as a move action by making a successful Earthbending check opposed by the target’s Strength check or Earthbending check (see the rules for contested bending). If you are successful, the target ends up prone in the closest square adjacent to you. You can also use Dai Li shackles to initiate a trip attempt.

Non-Bending Version

Damage:
Critical:
Range Increment:
Type:
Weight: 7 lbs
Cost: 300gp

These shackles consist of expertly-crafted chains and manacles with a powerful launching device at their base. They can be worn around the wrists and concealed in the sleeves of a character’s robes, and they grant the wearer a +2 bonus to Slight of Hand checks to conceal them.

Dai Li shackles can be used to initiate a grapple check at a distance of up to 20 feet. If you are successful at grappling the target, the target cannot move beyond the maximum range of the shackles. Additionally, you can pull the target toward you as a move action by making a successful opposed Strength check against the target. If you are successful, the target ends up prone in the closest square adjacent to you. You can also use Dai Li shackles to initiate a trip attempt. \columnbreak

Jaw Blade

martial melee weapon
Water Tribe Weapon

Damage: 1d12
Range Increment:
Type: slashing
Weight: 10 lbs
Cost: b
Primarily a hunting tool, one side of the blade is rigid and used as a saw while the other is used for scraping skins clean. It is also capable of amplifying vibrations in the environment, allowing the wielder to accurately detect intruders. Sokka's blade was made by sharpening the jawbone and teeth of a large arctic wolf, and the handle was leather-wrapped for improved grip. Normally carried in a small pouch, Sokka used it to shave the sides and back of his head. Jaw blades come in various sizes, and the teeth attached to the blade can vary in shape.

Jawbone Spear

simple melee weapon
Water Tribe Weapon

Damage: 1d6
Range Increment: 20/60
Properties: Range, Thrown, Versatile Type: Piercing
Weight: 3 lbs
Cost: b

A weapon used in the Southern and Northern Water Tribe by warriors in battle and for hunting animals for food. The handle is made of wood and the spearhead of bone.

Kyoshi War Fans

martial melee weapon
Earth Kingdom Weapon

Damage: 1d6 ea
Range Increment:
Type: slashing
Weight: 3 lbs
Cost: 25 gp ea

Unlike their gentle fabric versions, bladed fans are composed of many sharp thin slat blades. It makes a good secret weapon for those not expecting it, is light, and can still provide the benefits of a fan. If open and the subject is not paying attention directly to it, it takes a DC 15 Spot check to realize it is a weapon, or may make an opposed bluff or sleight of hand check if you wish. If a person is aware and suspicious they get a +5 bonus to their spot check.

Kyoshi's unique fans can also become shields, increasing your armor class by two. Shields can also be used as a 1d4 bludgeoning weapon.

If held by an airbender, fans can be used while excecuting airbending forms. Each fan grants a +1 to any Airbending checks made while wielding it or them, and affects airbending seeds in different ways (see the individual seeds for details).

Metal War Fans

martial melee weapon
Air Nomad Weapon

Damage: 1d6 ea
Range Increment:
Type: slashing
Weight: 2 lbs
Cost: 15 gp

Unlike their gentle fabric versions, bladed fans are composed of many sharp thin slat blades. It makes a good secret weapon for those not expecting it, is light, and can still provide the benefits of a fan. If open and the subject is not paying attention directly to it, it takes a DC 15 Spot check to realize it is a weapon, or may make an opposed bluff or sleight of hand check if you wish. If a person is aware and suspicious they get a +5 bonus to their spot check.

If held by an airbender, fans can be used while excecuting airbending forms. Each fan grants a +1 to any Airbending checks made while wielding it or them, and affects airbending seeds in different ways (see the individual seeds for details).

Sai Dagger (collapsable)

simple melee weapon
Fire Nation weapon

Damage:
Range Increment:
Type: piercing
Weight: lbs
Cost: gp

Silk Fans

martial airbending weapon
Air Nomad weapon

Damage: 1d6 ea
Range Increment:
Type:
Weight: .5 lbs
Cost: 10sp ea

Silk fans are only a weapon in an airbender's hands. Outside of them, they are only a method for keeping cool. Silk fans are included in the airbender's basic motions, and thus can be held without penalty while executing airbending forms. Each fan also grants a +1 to any Airbending checks made while wielding it or them, and affects airbending seeds in different ways (see the individual seeds for details).

Stilettos

Simple ranged weapon
Fire Nation weapon

Damage: 1d4
Range Increment: 20/60
Properties: finesse, hidden, undersized
Type: piercing
Weight: 1/2 lbs
Cost: 20gp/4sp ea

Stilettos are carried in spring-loaded holsters on your wrists, fireable with a single gesture. Holsters each cost 20gp, and stiletto knifes each cost 4sp. Each holster can hold 10 stiletto knifes.

These darts can be fired with such velocity that they have the potential to pierce wood. Stilettos are best used when the need arises for speed, maneuverability, and surprise, particularly when otherwise unable to properly use knives.

Tiger Head Hook Swords

One-Handed Exotic Melee Weapon
Earth Kingdom Weapon

Damage: 1d6 (primary) OR 1d4 (cross guard and hilt spike)
Critical: 20/x2 (primary) OR 19-20/x2 (cross guard) OR 20/x3 (hilt spike)
Range Increment: -
Type: Slashing (primary and cross guard) OR Piercing (hilt spike)
Weight: 3 lbs
Cost: 800 gp

Tiger Head Hook Swords are always sold as a set of two Masterwork weapons, which is reflected in the above cost.

The different blades of a set of Tiger Head Hook Swords are used for different purposes and have different benefits and drawbacks. Only one blade may be used per round, with the player choosing which blade to employ at the beginning of his or her turn. Striking with the primary blade (the long hooked blade) grants the wielder a +2 bonus to Trip and Disarm attempts. Striking with the cross guard grants the user a +2 shield bonus to AC when fighting defensively, using Combat Expertise, or taking a total defensive action. Finally, the hilt spike may be used while grappling as a dagger, but striking with it outside of a grapple results in a -2 penalty to attack rolls.

Tiger Head Hook Swords count as one weapon for the purpose of enhancements; while a one-handed weapon, you may wield two as if they were light weapons; may be used with weapon finesse, but not with power attack. All bonuses when wielding two Tiger Head Hook swords stack (i.e. you get +4 to Trip and Disarm attempts), but if you opt to drop a weapon due to a failed trip attempt, you must drop both if you used both bonuses. You may use the hooks to hang on to an outcropping, branch, etc.

Throwing Knifes

martial ranged weapon
Fire Nation weapon

Damage: 1d4
Range Increment: 10/120
Properties: finesse, thrown Type: piercing
Weight: 1lbs
Cost: 2gp

What these daggers lack in size and weight, they make up for in versatility. You may throw up to three of these weapons as an attack, decreasing all daggers thrown as that action’s damage by 1 and range by 5 feet for each additional dagger thrown. You get a +2 bonus on Sleight of Hand checks made to conceal a throwing knife on your body. A character using a throwing knife as a melee weapon takes a -1 penalty to their attack rolls because the throwing knife is balanced and designed for ranged use.

Twin Dao and Dao

One-Handed Martial or Exotic Melee Weapon
Fire Nation Weapon

Damage: 1d8
Range Increment: -
Type: Slashing
Weight: 4 lbs
Cost: 400 gp

The twin dao is both a single weapon and a set of two weapons. Both are masterwork, and fit into the same scabbard as though they were a single sword. Twin dao must be used as a set; attempting to use a single twin dao as a normal dao gives a -4 penalty to attack rolls due to the strange balance the swords have. A twin dao may, however, be used as a single sword when held together. All feats that apply to normal dao (such as Weapon Focus) also apply to twin dao, whether used as a single sword or when used as a set.

When used as a pair, one in each hand, however, the twin dao show their true colours. They are perfectly balanced for wielding in two hands; while they are one-handed weapons, they can be used as if they were light for the purposes of two-weapon fighting, but only when paired together. Additionally, the wielder may add their full strength bonus to damage to both dao as if wielding them in their primary hand.

Twin dao are a Fire Nation weapon. If the wielder is a Firebender, and has the Channel Blast feat, they may Firebend as normal even with both hands occupied

Equipment

Waterskin

Martial Melee Weapon
Standard Item/Waterbending Weapon

Weight: 5 lbs full/ .5 lbs empty
Cost: 10sp
Holds just over 1 gallon (.25 cubic feet) of water

Packs and kits

Acupuncturist's kit

Tools. 5 gp, 2 lb
Acupuncturist's kits allow you to perform acupuncture so long as you have proficiency in this kit (Chi Blockers and Medical Professionals pretty much exclusively).
Components: Acupuncture needles, Blocking needles, bandages, tape, small hammer, bamboo and stone massage tools, human anatomy book Arcana: Your knowledge of chi paths and your study in spirituality add insight into arcana checks. Medicine: Your mastery of human anatomy improves your ability to treat illnesses and wounds by augmenting your methods of care with acupuncture.

Spinner's Tools

Artisan's Tools. 1 gp, 1 lb
Spinner's tools allow you to create yarn from animal wool and hair, and knit or crochet clothing.
Components: swift (yarn baller), bobbins, spinning oil, whorl drop spindles, hand carders, cloth bags, leather ties, ring distaff, gauge, combs, crochet hooks, knitting needles, scissors, tapestry needle.
Repair: As part of a short rest, you can repair a single damaged knit or crochet object.
Craft Clothing: Assuming you have access to sufficient materials, you can create an article of clothing for a creature as part of a long rest.

Activity DC
Spin yarn 10
Mend a hole in a knit or crochet article 10
Crochet an article (uses 2x the yarn as knitting) 10
knit an article (uses 1/2 the yarn as crochet) 15

Weaver's Tools

Artisan's Tools. 1 gp, 5 lb
Weaver's tools allow you to create cloth and tailor it into articles of clothing.
Components: Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.
Arcana, History: Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.
Investigation: Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.
Repair: As part of a short rest, you can repair a single damaged cloth object.
Craft Clothing: Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.

Activity DC
Repurpose cloth 10
Mend a hole in a piece of cloth 10
Tailor an outfit 15

Part III

Supplementary

Appendix A : World Building

This Appendix deals with the nitty gritty of how the world works: The calender, the currency, languages and holidays. For more information visit Avatar the Last RPG by Hannah Fuqua on World Anvil. My World Anvil page is currently a work in progress and is constantly being updated, so check back for more in depth details of the RPG Avatar world!

Calendar

The Avatar world uses a 12 month Lunar Calendar, with each month being 29 or 30 days. Months are seperated into three 'weeks,' called jun. The first is Upper Jun, the second Middle Jun, and the Last Lower Jun. The lower jun just shortened to 9 days if the month lasts only for 29 days. Months begin on the astronomical new moon, when sun earth and moon are aligned.

Real-world month Month Solar events
feb 1 Zhǔnbèi
mar 2 Zhòngzhí Spring Equinox
apr 3 Chéngzhǎng
may 4 Shūkaku
jun 5 Taiyō Summer Solstice
jul 6 Moyasu
aug 7 Sebun
sep 8 Arashi Autumn Equinox
oct 9 Nain
nov 10 Suru
dec 11 Sai Winter Solstice
jan 12 Modosu

Both the months and the years are grouped by 3 per element (for example, the 7th, 8th, and 9th groups of fall are the air months, just as every 7th, 8th, and 9th years are the air years. It is considered good luck to be born in the year and month of your own nationality.)

Eras are internationally marked by Avatars, and otherwise nationaly marked by rulers and leaders in the Fire Nation, and Air Nomad temples respectivly, and by periods of cultural change in the Earth Kingdom, Water Tribes, and United Republic of Nations.

Year Animal Element
1 flying boar
2 Badgermole earth
3 Mooselion
4 Rabiroo
5 Dragon fire
6 Fox Snake
7
8 Flying Bison air
9 Monkey Lemur
10 Arctic Rooster-rat
11 Wolf water
12 Polar Bear Dog
Currency

Air Nomads: no dedicated currency.
Earth Kingdom: circular copper, silver, and gold pieces with a square hole in the center (EK cp, sp, and gp)
Fire Nation: square copper, silver, and gold pieces with a flame on them (FN cp, sp, and gp)
Water Tribes: decoratively carved bone and wood pieces called beads (WT bd)
United Republic of Nations: Bank notes of paper printed with pink ink or coins, called Yuan (URN Yn)
*see Exchange Rate for more info

FN and EK currency is based purely on the value of the metal, not on a banking or bartering system. URN Yuans and WT beads are not intrinsicly valuable- they are paper and wood and bone respectively. As such, the value of FN and EK money is more universally accepted, and more stable.

Exchange Rate
25 EK/FN copper pieces = 1 EK/FN silver piece
25 EK/FN silver pieces = 1 EK/FN gold piece
1 FN gold piece = 1 EK gold piece
50 WT bead = 1 FN/EK gold piece
60 URN Yn = 1EK/FN gold piece
Holidays (National and International)

All nations celebrate the soltices and equinoxes, though the celebrations turn into large festivals for each corresponding elements nation (ie: the winter solstice for the Water Tribes). However, the fire nation does not traditionally celebrate the autumn equinox. It is a day of mourning for those lost to the storm season that it falls in the middle of, and after the war became significant as a day of rememberance. The Fire Nation and Earth Kingdoms also celebrate the birthdays and major life events of its current and most well-respected rulers. Water Tribes celebrate the full moon each month, staying up through the night until the moon sets, celebrating with food and dance, as well as performances and feats of waterbending.

Language

All languages in the Avatar world have a single ancestor in common that has long since become extinct, though it still remains enough that many people can speak conversationally with speakers of other languages with some confusion but with most of the meaning getting across.

Air Nomads: Nomadic. Each temple has its own dialect and writing system, as each temple is influenced by its nearest neighbors. However, they remain closely similar as the nomadic traditions mean a constant exposure to each other, despite being in different corners of the globe.

Earth Kingdom: Two different languages: Earth North and Coastal. They each have a clerical script (used for writing on paper) and a seal script (used for carving in stone using earth bending).

Fire Nation: Two dialects with different writing styles of the same language: Common and Court. Everyone speaks and writes common, court is taught fully in capital schools, but only at a basic level throughout the rest of the country.

Water Tribes: Each tribe has its own dialect: North and South. They use a writing system that originated from the Coastal Earth Clerical Script. The Foggy Swamp Tribe speaks a creole-like combination of Water and Coastal Earth Kingdom.

United Republic of Nations: Official languages are Fire Common and Western Earth.

Time

Days in the Avatar universe are broken up differently in each nation.

Air Nomads: Days are not organized by a standard system of time, but by the bodies natural rythym. You wake when your body wakes, and you sleep with your body sleeps. Eat when it is hungry and rest when it is tired. Nomads do not have a standard unit of time, but temples will sometimes borrow systems from their closest neighboring kingdom.

Earth Kingdom: Days are broken up into 24 equal hours and minutes, calculated from sun clocks, and kept track of using sand clocks and candle clocks. Hours are then broken up into quarters.

Fire Nation: Days are broken up into hours and degrees of the sun, kept track of using shadow clocks, mechanical clocks, and a firebenders natural ability to know where the sun is at all times. Even non-benders with firebender ancestors have this ability. There are 24 hours in a day, and 15 degrees an hour. The day is then split in half: ante zennith (az) and post zennith (pz), refering to the zennith of the sun. On an average day, sunrise is at 6az, and the work day stars at 7az, which is when the sun rises over the caldera walls in the capital. However, the time at which the work day starts depends on the position of the sun: if sunrise is later, the day starts later, and so will the work day, which starts one hour, or 15 degrees, after sunrise.

Water Tribes: No dedicated timekeeping method beyond the time of day relative to the position of the sun. Eventually borrow the Kingdom's method of timekeeping.

United Republic of Nations: Originally used the FN method of time keeping, it has since adapted its own method in which days are broken up into 24 hours and hours into 60 minutes (4 minutes per degree).

Appendix B : Spirits and Religion

While religion does not feature strongly in Avatar: the Last Airbender spirits canonically exist, and somewhat take the place of gods in this world. The pantheon of spirits in the Avatar world consist of elemental spirits that control a part of one of the four bending elements, primordal spirits that have existed since before humanity, and ?. For more information about Spirits and for stat blocks for them, check out Avatar: the Last RPG Creature Compendium and Spirit Guide.

Air

Major Kami

The Wind Horse

The wind horse is what we in our world would call a hippogriff. He is the first of the air spirits and the center of the compass, and he granted a cardinal direction to each of the four secondary air spirits.

The Four Directions

Xuanwu

Xuanwu is the black lion turtle of the North, and the bringer of winter.

Chu Turak

Chu Turak is the vermillion bird of the south and the bringer of summer.

Seiryu

Seiryu is the azure dragon of the east and the bringer of spring.

Baiyu

Baiyu is the white bison of the west and the bringer of fall.

Minor Kami

Earth

Major Kami

The Triple Spirits

Ghati

Ghati is the elemental earth spirit of the valley, and what has been.

Jamina

Jamina is the elemental earth spirit of the ground, and what is.

Parvata

Parvata is the elemental earth spirit of the mountain, and what shall be.

Minor Kami

Fire

Major Kami

Agni

Agni, the sun spirit, is the sole Major Kami and primordal elemental spirit of the Fire Nation.

Minor Kami

Water

Major Kami

Tui (Yue)

La

Minor Kami

Appendix C : Geography

Index

Character Sheets

Credits

  • Avatar the Last Airbender created by: Michael Dante DiMartino
  • Bender Classes originally by Guaritor on GMbinder
  • Earth elemental spirits: zenzanightwing on AO3
  • Flavor Text: Avatar Wikia
  • im working on it

Intrigue

Exploration

Combat

Roleplay

Long ago, the four rpg genres lived together in harmony. Then, everything changed when the Combat attacked. Only the Game Master, master of all games, could stop them, but when the world needed them most, they vanished.

A hundred years passed and we've discovered the new Game Master, an RPG called Avatar, and although his roleplay skills are great, they have a lot to learn before they're ready to save anyone.

But I believe Avatar can save the world.

 

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