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# Air Benders The airbenders are a society of benders who control the element air. Air known as the freest element out of the four elements is the hardest to master. The air benders or the air nomads as they are mostly called believe in the culture of buddhism a cutlutre that holds wisdom and virtue at the highest cost. ### A Culture Once Lost But Found Again When the fire nation attack they killed off many of the air nomads however since the recent harmonic convergence they have been slowly increasing in number and the civilization of the air nomads are slowly being restoring to there former glories. ### Creating a Air Bender when creating a airbender think which temple he would go to was his bending skills because of the convergence or was he born a airbender, who is he what is she or he going to do with these powers will they abuse, help people, or gain virtue through there air bending. These are all things you should be thinking when creating a air bender \pagebreak
##### Air Bender Table | Level | Proficiency Bonus | Features | bending arts | bending arts Known | |:---:|:---:|:---|:---:|:--:| | 1st | +2 | Unarmed Defense, Nomad weapon training,Basic air bending | 6 | 3 | | 2nd | +2 | ─ | 6 | 3 | | 3rd | +2 | Air Bender Tradition, Traditions Bending Arts | 7 | 4 | | 4th | +2 | ability score improvment, Air Evasion | 7 | 4 | | 5th | +3 | extra attack | 8 | 5 | | 6th | +3 | Tradition feature | 8 | 5 | | 7th | +3 | Air Manipulation | 9 | 6 | | 8th | +3 | ability score improvment, Bending Recovery | 9 | 6 | | 9th | +4 | ─ | 10 | 7 | | 10th | +4 | Mastery of Bending arts | 10 | 7 | | 11th | +4 | Tradition feature | 11 | 8 | | 12th | +4 | ability score improvment, jack of all trades | 11 | 8 | | 13th | +5 | ─ | 12 | 9 | | 14th | +5 | Secret Bending Tradition | 12 | 9 | | 15th | +5 | ─ | 13 | 10 | | 16th | +5 | ability score improvment | 13 | 10 | | 17th | +6 | ─ | 14 | 11 | | 18th | +6 | ─ | 14 | 11 | | 19th | +6 | ability score improvment | 15 | 12 | | 20th | +6 | Air Bending Master | 15 | 12 |
## Class Features As a Airbender, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Airbender level - **Hit Points at 1st Level:** 1d8 + your constitution modifer - **Hit Points at Higher Levels:** 1d8 per airbender level + your constitution modifer #### Proficiencies ___ - **Armor:** none - **Weapons:** simple melee weapons - **Tools:** One of your choice ___ - **Saving Throws:** wisdom and dexterity - **Skills:** Choose two from skills, Acrobatics, Athletics, Insight, and Nature #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a quaterstaff and bedroll - *(b)* one simple weapon and 3 rations \columnbreak ### Unarmed Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. ### Nomad Weapon Training at 1st level your traing in air bending gives you profiency with the following weapons weapons, glaive, Javelin, Pike, and Quarterstaff . You gain the following benefits while you are unarmed or wielding a nomad weapon and you aren’t wearing armor or wielding a shield: - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and Nomad weapons - When you use the Attack action with an unarmed strike or a Nomad weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. \pagebreak ### basic Air Bending at 1st level You learn the basic bending arts of air, to use them must waste a certain amount of Bending arts points that can be replenish by a long rest, the bending arts can be used depending on the details of the bending arts. You can find information about the basic bending arts at page **Insert page here**. At certain level you can learn new bending arts shown on the Air Bender Table under known Bending arts. ### Air Bender Tradition at 3rd level you choose a air bending traditions, these tradition shape your bending arts in various and unknown ways. You gain features of your bending tradition at 3rd(Bending tradition art), 6th, 14th() ### Traditional Bending Arts upon 3rd level you gain the choice to learn Bending arts traditions each subclass has 6 of there own bending arts, having varying effects and abilites depending on what Air bender tradition you chose to use. ### Ability Score improvment 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. As normal, you can’t increase an ability score above 20 using this feature ### Air Evasion At 4th level through your bending training you begin to read even the smallest air currents around you gifting a awareness to the danger around you. As a reaction you can evade the melee or ranged attacks. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your air bending level. #### If you reduce the damage to 0,may use one bending art as the same reaction if you have enough for a bending art. ### Mastery of Bending Arts at 6th level your mastery with your current bending arts make you gain Proficiency with the current 5 bending arts you know. \columnbreak ### Air Manipulation at 7th level you learn a fighting style called Wind manipulation, when you successfully hit a creature with one of your nomad weapons or unarmed strikes you can gain certain force damage die depending on how many times you successfully hit someone with your your nomad weapons or unarmed strikes, however if you miss you will lose your attack you will have to start over again. | Successful hits | force damage die | |:---:|:---:| | 1 | 1d4 | | 2 | 1d6 | | 3 | 1d8 | | 4 | 1d10 | | 5 | 1d12 | ### Bending Recovery upon 8th level as a action you can regain half of your bending art points. ### Sacred Bending Tradition upon 14th level You learn the sacred bending tradition a bending art that is of the highest caliber for a airbender. ### Jack Of All Trades at 12th level, you can add half of your current proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. ### Air Bending master upon 20th level You have mastered all of your bending arts gifting Proficiency with all of your bending arts, you also gain the air nomads tattos arrows as around your body as a symbol that you have mastered the art of wind bending. ### Basic Bending arts This is the list of basic bending arts. #### Gust ___ - **Casting Time:** 1 bonus action or reaction - **Range:** 20ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 2 ___ **Description:** you summon a gust of wind sending a oppenont 10ft away from you. You can also you this ability to send a item flying away if it is melee however the person you are using this move must roll a DC dexterity save of ( 12 + your dexterity modifer ) \pagebreak #### Air Ball ___ - **Casting Time:** 1 action - **Range:** 40ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 3 ___ **Description:** you move your hands in a circular motion creating a air ball, you can use the air ball in the following ways - **Entrraped:** you can entrapped a opponent in the air Ball 40ft from you you can entrap samll and medium sizes for 1d4 rounds - **Minor levitation:** you can levitate small and medium objects 40ft of you with your air ball. #### Air release ___ - **Casting Time:** 1 action - **Range:** 20ft radius - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 2 ___ **Description:** you release a gust of air 20ft around you causing 2d8 force damage and sending your opponents 10ft away from you. #### Air Punch/kick ___ - **Casting Time:** 1 action - **Range:** N/A - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 2 ___ **Description:** you compress air where your fist or leg is and strike someone causing 2d8 force damage. #### Air Rush ___ - **Casting Time:** 1 action - **Range:** 5ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 4 ___ **Description:** you make a rush of blows with your fist compressing air in them with each strike causing 4d8 force damage. #### Air Rush ___ - **Casting Time:** 1 action - **Range:** 5ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 4 ___ **Description:** you make a rush of blows with your fist compressing air in with in them causing 4d8 force damage. \columnbreak #### Air Swipe ___ - **Casting Time:** 1 action - **Range:** 15ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 3 ___ **Description:** with one of your nomad weapons you can make a crescent strike with your nomad weapon summoning a compress crescent wind shape that goes 20ft, if anyone is hit they take 3d8 force damage #### Wind Walk ___ - **Casting Time:** 1 action - **Range:** 50ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 2 ___ **Description:** you use the wind around you and float 3ft above the ground and move 50ft from where you were originally #### Air Wake ___ - **Casting Time:** 1 action - **Range:** 20ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 5 ___ **Description:** you build massive wind currents around you and release them causing 5d8 force damage. #### Pull Wind ___ - **Casting Time:** bonus action - **Range:** 30ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 1 ___ **Description:** you use the wind around you and pull a object toward you in a radius of 30ft around you. #### Heat Regulation ___ - **Casting Time:** 1 action - **Range:** 30ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 1 ___ **Description:** you use bending teachings of breathing to regulate your heat for 24 hours. (You can not be hurt by fire damage or cold damage that is caused by natural occurrences) \pagebreak ## Air Bender Traditions # Spirit Walker These airbenders have a deep connection to the spirit world, letting them see and communicate to spirits and the dead. However not munch is know about them they have only been so many spirit walkers in the world.
##### Spirit Walker | Level | Features | |:---:|:---:|:---|:---:| | 3rd | Spirit Bending Arts, Spirit Seeing | | 6th | Spirit Familier | | 11th | Spirit Walk | | 14th | Sacred Bending Tradition |
### Spirit Bending arts upon 3rd level you learn the 6 bending arts, (you would learn and use these bending arts like the basic bending arts regularly would.) #### Light and Dark flows ___ - **Casting Time:** 1 bonus action - **Range:** N/A - **Duration:** 3 mins - **Damage:** Radiant and Necrotic damage - **Bending Art Cost:** 1 ___ **Description:** for 3 rounds you can infuse your air bending arts with Light or dark flows. Below decribe the abilites of the dark and light flows picking one of these option counts as using the bending move - **Light Flow:** You gain a 2d8 radiant bonus damage die on your Bending arts - **Dark Flow:** You gain a 2d8 Necrotic damage die on your Bending arts #### Spirit Projection ___ - **Casting Time:** 1 action - **Range:** 30ft - **Duration:** 1d6 mins - **Damage:** N/A - **Bending Art Cost:** 4 ___ **Description:** for 1d6 rounds you can project spirits or undeads spirit of a radius of you for 30ft. These spirits can be seen by anyone even if they do not have the ability they can also communicate with them. \columnbreak #### Warning winds ___ - **Casting Time:** 1 action - **Range:** 30ft - **Duration:** 1 hour - **Damage:** N/A - **Bending Art Cost:** 2 ___ **Description:** for 1 hour you can infuse your winds with Dark energy anyone in a radius of 10ft must roll a wisdom DC saving throw (10 + your wisdom modifer). If failed they gain the fear status and can not hurt you, if they succeed they are not affected. #### Calming Winds ___ - **Casting Time:** 1 action - **Range:** 15ft - **Duration:** 1 hour - **Damage:** N/A - **Bending Art Cost:** 2 ___ **Description:** for 1 hour you can infuse your winds with light energy anyone in a radius of 10ft must roll a wisdom DC saving throw (10 + your wisdom modifer). If failed they are charmed and can not hurt anyone while the effect is still going on, if they succeed they are not affected. #### Out of Mind ___ - **Casting Time:** 1 action - **Range:** 500ft - **Duration:** 1 hour - **Damage:** N/A - **Bending Art Cost:** 3 ___ **Description:** When in sleep you can remove your spirit from your body becoming something like the dead, you can go through walls and take no damage. You can also use all of your senses however no one can see or hear you while you are using this bending art, after one hour your spirit will be pulled back into your body. If you your physically body dies you will die too, however if it is not a fatal blow your spirit will be pulled back to your body. \pagebreak #### Spirit possession ___ - **Casting Time:** 1 action - **Range:** N/A - **Duration:** 1 hour - **Damage:** N/A - **Bending Art Cost:** 5 ___ **Description:** for one hour you can allow a undead or a regular spirit inside your body gaining some of its memories in the proccess when it leaves. While you are being possess you can not move however the spirit either being undead or a spirit can talk and move your hands and arms around while he or she is in there. When the spirit leaves you can try to gain certain memories by using a wisdom saving throw (DC 8 + your wisdom modifer). you can only gain up to 5 memories and have them for 48 hours. when the 48 hours are up you lose the memories. ### Spirit Eyes Upon level three you have the ability to see undead spirits and regular spirits you are also able to communicate to them ### Spirit Familier upon 6th level you can choose a Spirit that you have a deep connection to become your familiar, however the spirit must be willing. these Spirits Have the Spirit eyes they can also talk to you telepathically. When a spirit familiar loses all its hit points you can resummon it after a long rest. (To create a Spirit simply choose one misc creature of a challenge rating 1 or lower. the spirit might have a different appearance then its counter parts so get creative, the spirit also has the same stats as the creature and abilites.) ### Spirit Walk upon 11th level you can walk in and out of the spirit world equal to your wisdom modifer. In the spirit world 5ft is equal to 25ft, and the duration you can spend is equal to 1d4 rounds. If the rounds end you will be force out of the spirit world. you can also go out of the spirit world as a bonus action. \columnbreak ### Sacred Bending Tradition This bending art does not count against how many known bending arts and this does not take bending art points instead you can use it twice before along rest #### Astral Self ___ - **Casting Time:** 1 action - **Range:** N/A - **Duration:** 1 hour - **Damage:** N/A - **Bending Art Cost:** 5 ___ **Description:** you project your self somewhere in the world of your choice, your Astral self has the same hit points and the same abilites as you, when your Astral self loses hit points you will be incapacitated for one round. You can not move while you are using Astral self you can also hear smell talk and feel when you use Astral self. \pagebreak # Southern Air Temple The Southern air temple airbenders focus more on combat then defense making most of its bending arts be like the winds of storms strong but never fatal to there enemies. ###
##### Class Name | Level | Features | |:---:|:---:|:---|:---:| | 3rd | Weather Bending Arts | | 6th | Wind Blade | | 11th | Storm Winds | | 14th | Sacred Bending Tradition |
### Weather Bending Arts upon 3rd level you learn the 6 bending arts, (you would learn and use these bending arts like the basic bending arts regularly would.) #### Breath of Wind ___ - **Casting Time:** 1 action - **Range:** 25ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 3 ___ **Description:** you use the wind from your lungs to breath a gust of wind a person, range is 25ft if hit causes 3d8 force damage #### Breath of Wind ___ - **Casting Time:** 1 action - **Range:** 25ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 3 ___ **Description:** you use the wind from your lungs to breath a gust of wind a person, range is 25ft if hit causes 3d8 force damage #### Minor tornado ___ - **Casting Time:** 1 action - **Range:** 25ft - **Duration:** instant - **Damage:** force - **Bending Art Cost:** 4 ___ **Description:** you create a medium sized tornado in a radius of 25ft around you anyone caught in this tornado takes 4f8 force damage if they fail a Dexterity saving throw of (DC 10 + your Dexterity modifer), however if they succeed they take half damage. \columnbreak #### Air Jump ___ - **Casting Time:** 1 bonus action - **Range:** 25ft - **Duration:** instant - **Damage:** N/A - **Bending Art Cost:** 1 ___ **Description:** you focus the winds around into your feet and release it sending you up 25ft in the air. #### Cloud Bending ___ - **Casting Time:** 1 bonus action - **Range:** 30ft - **Duration:** 5 min - **Damage:** N/A - **Bending Art Cost:** 2 ___ **Description:** you can make a cloud a platform you can walk and jump on for an hour, you can create clouds a platform 30ft of you #### Create cloud ___ - **Casting Time:** 1 bonus action - **Range:** 30ft - **Duration:** 5 min - **Damage:** N/A - **Bending Art Cost:** 1 ___ **Description:** by focus a cold front or a hot front you make the air around you a medium sized cloud. ### Wind Blade You can focus the winds around you in a blade adding a 1d8 force damage die to any of its strike, you can use this ability equal to the amount of your wisdom modifer. This can be replenish by a long rest. ### Storm Winds You can focus the wind around you to make a kind of armor around you adding +5 to your natural armor, you can use this feature equal to your strength modifer. ### Sacred Bending Tradition Thorugh your master of air flow you learn to fly, you gain a flight speed of 50ft, if you already can fly add a +30ft to your flying ability.