Airbender, Variant (5e Class)

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Airbender[edit]

No ordinary orc should be able to run as fast as the wind, but this one does. Hurrying to deliver a warning to the city, he uses his innate connection with the wind to boost his speed.

As the gigantic swarm of wasps approaches, the owlin delivers a quick flap of her wings, scattering the pests with a burst of wind.

As the mysterious druid causes a thick fog to form to cover her escape, the human giving chase uses his abilities to blow it away. After one more quick blast of wind, the druid walls to their knees, and looks up immediately to see they have been caught.

Free Spirits[edit]

Airbenders live like the air itself does - constantly moving as they please and blessing those they meet with a gentle gesture of good will. They live their lives as free spirits, often expecting the same of others. Although gentle and kind, managing to upset an airbender may be your undoing as you will find that you weren't ready to handle a full-blown tornado.

Creating an Airbender[edit]

As you create your airbender, consider the following questions: What, if any, are your goals in life? Are you nomadic or do you prefer to settle? How well do you socialize with others? What reasons might you have for questing when you already have enough freedom to completely rule your own life?

Quick Build

You can make an airbender quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the nomad background. Third, choose the quarterstaff as your simple weapon.

Class Features

As a (an) Airbender you gain the following class features.

Hit Points

Hit Dice: 1d6 per (an) Airbender level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per (an) Airbender level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: Any one set of tools of your choice and any musical instrument of your choice
Saving Throws: Dexterity and Charisma
Skills: Choose three from Athletics, Acrobatics, Insight, Religion, Nature, Survival, and Stealth.

Equipment

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

  • (a) A quarterstaff or (b) Any other Simple Weapon
  • A musical instrument of your choice
  • A set of tools of your choice
  • An explorer's pack

Table: The (an) Airbender

Level Proficiency
Bonus
Features
1st +2 Airbending, Unarmored Defense
2nd +2 Unarmored Movement, Airbending Tradition
3rd +2 Expertise
4th +2 Ability Score Improvement
5th +3 Improved Airbending
6th +3 Airbending Tradition Benefit
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Improved Unarmored Movement
10th +4 Improved Airbending
11th +4 Airbending Tradition Benefit
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5 Improved Airbending
16th +5 Ability Score Improvement, Airbending Tradition Benefit
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Irrevocable Winds

Airbending[edit]

At level 1, you gain the ability to control the wind. You gain the gust, mage hand, thaumaturgy, and true strike cantrips, as well as the catapult, featherfall, fog cloud, jump, and longstrider 1st-level spells. You can cast these spells at will, without using a spell slot, but if you have spell slots from another class, casting one of these spells uses a spell slot no matter what. Your spellcasting modifier for these spells is your Dexterity. None of your airbending spells require verbal or material components, but all of them require somatic components. When you cast mage hand with this feature, it is invisible.

For these spells, you must continue providing somatic components on the spell for as long as they remain active. Failing to provide somatic components ends the spell early. You may provide somatic components to multiple active airbending spells at a time, but you still may not concentrate on more than one spell at a time.

Your airbending skills improve at 5th level, 10th level, and 15th level, granting you access to new airbending spells.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your proficiency bonus.

Unarmored Movement[edit]

Starting at 2nd level, you gain increased movement speed. Your base movement speed while not wearing armor or a shield increases by 5 feet, and again by another 5 feet at level 9.

Airbending Tradition[edit]

At 2nd level, you chose an airbending tradition. Choose between Cloud, Feather, or Tornado, detailed at the end of the class description. Your choice grants you features at 2nd level and again at levels 6, 11, and 16.

Expertise[edit]

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Ability Score Improvement[edit]

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.

Improved Airbending[edit]

At 5th level, your airbending skills improve, adding the following spells to your airbending spell list: Air Bubble, Expeditious Retreat, Kinetic Jaunt, Levitate, Blade Ward, and Shield. Additionally, all of your airbending spells are automatically upcast to 2nd level.

Airbending Tradition Benefit[edit]

At 6th level you gain a feature from your airbender archetype.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. 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.

Improved Airbending[edit]

At 10th level, your airbending skills have improved enough to add the following spells to your airbending spell list: Fly, Haste, Wind Wall, Magic Missile, Warding Wind, Resistance, and Silvery Barbs. Additionally, all of your airbending spells are automatically upcast to 3rd level.

Improved Airbending[edit]

At 15th level, you have officially become a master of the winds. You unlock access to the following airbending spells: Controls Winds, Freedom of the Winds, Investiture of Wind, and Steel Wind Strike. Casting Steel Wind Strike this way does require the material components of the spell. Additionally, all of your airbending spells are now cast at a minimum of 5th level.

Irrevocable Winds[edit]

At 20th level, your mastery over the wind is so unmatched that none of your airbending spells can be countered. Additionally, all airbending spells you cast are now upcast to 7th level.

Feather[edit]

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Graceful Descent Starting at 2nd level, when you cast featherfall as an airbending spell, you may now target up to 10 targets with the spell, and you may choose non-creatures as targets as well.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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