Airbender (5e Class)

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Airbender[edit]

Airbending, 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.

Introduction to the Legend[edit]

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. The only known exception were those who were born in another nation and later adopted into Air Nomad culture.

Creating an Airbender[edit]

avatar-the-legend-of-aang-the-last-airbender.gif
Example of airbending

Image source

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 a Airbender quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Nomad background.

Class Features

As a Airbender you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons, Shortsword, Longsword
Tools: Cartographer's Tool and chosen musical instrument
Saving Throws: Dexterity and Charisma
Skills: Choose 2 of Acrobatics, Athletics, Deception, Performance, Perception, Sleight of Hand, and Stealth

Equipment

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

Table: The Airbender

Level Proficiency
Bonus
Features Unarmed Damage Die Ki Points Movement Speed Knock Back Distance
1st +2 Unarmored Defense, Aerial Arts, One with the Wind 1d4 - - 5'
2nd +2 Ki, Unarmored Movement 1d4 2 15' 5'
3rd +2 Airbending Style 1d4 3 15' 5'
4th +2 Ability Score Improvement, Slow Fall 1d4 4 15' 5'
5th +3 Extra Attack, Concussive Attack 1d6 5 15' 10'
6th +3 Ki Empowered Strikes, Airbending Style Improvement 1d6 6 20' 10'
7th +3 Evasion, Flippant Mind 1d6 7 20' 10'
8th +3 Ability Score Improvement, Aerial Gift 1d6 8 20' 10'
9th +4 Concussive Attack Improvement 1d6 9 20' 10'
10th +4 Purity of Body 1d6 10 25' 10'
11th +4 Airbending Style Improvement 1d8 11 25' 15'
12th +4 Ability Score Improvement, Aerial Gift Improvement 1d8 12 25' 15'
13th +5 Deflecting Winds 1d8 13 25' 15'
14th +5 Diamond Soul 1d8 14 30' 15'
15th +5 Timeless Body 1d8 15 30' 15'
16th +5 Ability Score Improvement, Aerial Gift Improvement 1d8 16 30' 15'
17th +6 Airbnding Style Improvement 1d10 17 30' 20'
18th +6 Empty Body 1d10 18 35' 20'
19th +6 Ability Score Improvement 1d10 19 35' 20'
20th +6 Irrevocable Winds 1d10 20 35' 20'

Unarmored Defense[edit]

Starting at 1st level, when not wearing armor or a shield, you add your Charisma modifier+your dexterity modifier to AC.

Aerial Arts[edit]

At 1st level, you have mastery of combat styles that use unarmed strikes and simple one-handed, light melee weapons. Gain the following:

  • Can use Dexterity, instead of Strength, for attack and damage rolls on unarmed strikes and Airbender weapons.
  • Roll your Aerial Arts unarmed damage die from the table for your unarmed strikes as compressed winds now coats your hands and change your damage type to force.
  • When you use your Attack Action with an unarmed attack or Airbender weapon, you may make an unarmed strike as a bonus action.
  • When landing an unarmed strike, you may make the creature make a Constitution Save (DC 8 + Dexterity modifier) or be knocked back 5 feet. See the table to see the knock back distance. At level 3 and beyond, you will add your Proficiency Bonus to the DC.

One with the Air[edit]

At level 1, you gain the ability to walk on the air as if it is solid ground at will, and you know the gust cantrip as a bonus action or Reaction.

Ki[edit]

Starting at level 2, you can harness the mystical power of Ki that can fuel special maneuvers. Know these maneuvers:

  • Flurry of Blows. Immediately after you take the Attack Action on your turn, you can spend 1 Ki point to make two unarmed strikes as a bonus action.
  • Air Cushion. You can spend 1 Ki point to create a cushion of air as a Reaction to soften a creatures fall within 30 feet.
  • Wind Current. You can spend 1 Ki point to make a Reaction send a blast of wind to move a creature that is up to 30 feet of you. Unwilling creatures that have footing can make a Dexterity Saving Throws to avoid or to be pushed 15 feet or propel yourself 30 feet in any direction you choose without using your movement speed.

Ki Save DC = 8 + Proficiency Bonus + Dexterity modifier and 30 minutes of meditation will regain all of your Ki points.

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 15 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Airbender levels, as shown in the Airbender table.

Airbending Style[edit]

Starting at 3rd level, you choose one of four of earth bending styles. Choose between Way of the Air Bison, Way of the Nimbus, and Way of the Dampener. All are detailed at the end of the class description. Your choice grants you features at 3rd level, 6th level, 11th level, and 17th level.

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.

Slow Fall[edit]

Beginning at 4th level, you can use your Reaction when you fall to reduce any falling damage you take by an amount equal to eight times your Airbender level.

Extra Attack[edit]

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

Concussive Attack[edit]

At 5th level, when you hit a creature with a Melee Attack, you can spend 1 Ki point to expel a concussive burst of air that deals an extra 1d4 force damage. The creature must make a Constitution Save or become disorientated.

At 9th level, you can now deal an extra 1d6 force damage, and also on a failed Constitution Save, the creature is also dazed.

Ki Empowered Strikes[edit]

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

Evasion[edit]

Starting 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 Throws to take only half damage, you instead take no damage if you succeed on the Saving Throws, and only half damage if you fail.

Flippant Mind[edit]

At 7th level, you can use your action to end one effect on yourself that is causing you to be magically restrained or any type of being stunned.

Aerial Gift[edit]

Beginning at level 8, you have honed your body to vibrate with the same currents as the air around you. You gain the ability to vibrate your steps as an action to increase your movement for 1 minute as if you casted Kinetic Jaunt that you can do up to 3 times per Long Rest. Gain further abilities at higher levels.

At level 12, gain the ability to make an action to make yourself fly as if casting the Fly on yourself only that you can do up to 3 times per Long Rest. At level 16, gain the ability to make an action to grant you aerial freedom as if you casted Freedom of the Winds.

Purity of Body[edit]

At 10th level, your mastery of the ki flowing through you makes you immune to Disease and poison.

Deflecting Winds[edit]

At 13th level, you gain faster reflexes against attacks made to you. You can use your Reaction to redirect a melee strike or deflect a missile with a guiding gust:

  • Melee: When you redirect a melee strike meant to hit you, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Airbender level.
    • If you reduce the damage to 0, you can redirect the creature in an direction you choose but back up to 5 feet.
    • If you redirect a melee attack in this way, you can spend 1 Ki to make an unarmed strike as part of the same Reaction.
  • Missile: When your deflect a missile meant to hit you by a ranged weapon attack, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Airbender level.
    • If you reduce the damage to 0, you can redirect the missile.
    • If you redirect a missile in this way, you can spend 1 Ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same Reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a Airbender weapon for the attack.

Diamond Soul[edit]

Beginning at 14th level, your mastery of ki grants you proficiency in all Saving Throws.

Additionally, whenever you make a Saving Throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body[edit]

At 15th level, your Ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body[edit]

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Irrevocable Winds[edit]

At 20th level, you can use Gust in the following ways:

Cantrip (0 Ki Points)

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 Throws 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 affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
1st Level (1 Ki Point)
  • One Medium or smaller creature that you choose must succeed on a Strength Saving Throws or be pushed up to 10 feet away from you.
  • You create a small blast of air capable of moving three objects that is neither held nor carried and that weighs no more than 10 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 higher sensory affect using air, such as moving light amount of debris to swirl or wind to slam heavier doors closed.
2nd Level (2 Ki Points)
  • One large or two smaller creatures that you choose must succeed on a Strength Saving Throws or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving six objects that is neither held nor carried and that weighs no more than 20 pounds. The object is pushed up to 15 feet away from you. It is pushed with enough force to cause damage to non-magical items.
  • You create a higher effects using the air, such as moving heavier amount of debris to swirl to cause ranged projectiles to be at disadvantage and melee swings to take a -2 to hit against the force of the wind, except for you.
3rd Level (3 Ki Points)
  • One large or two smaller creatures that you choose must succeed on a Strength Saving Throws or be pushed up to 10 feet away from you.
  • You create a small blast of air capable of moving 12 objects that is neither held nor carried and that weighs no more than 40 pounds. The object is pushed up to 20 feet away from you. It isn't pushed with enough force to cause damage.
  • You create a higher effects using the air, such as moving heavier amount of debris to swirl to cause ranged projectiles are unable to reach their target beyond 5 feet and melee swings to take a -4 to hit against the force of the wind, except for you.
4th Level (4 Ki Points)
  • One huge or three smaller creatures that you choose must succeed on a Strength Saving Throws or be pushed up to 10 feet away from you.
  • You create a small blast of air capable of moving 24 objects that weighs no more than 80 pounds. Creatures must make a Strength Saving Throws or be disarmed. The object is pushed up to 25 feet away from you. It is pushed with enough force to cause damage to non-magical items.
  • You create a higher effects using the air, such as moving heavier amount of debris to swirl to cause ranged projectiles are unable to reach their target beyond 5 feet and melee swings to take a -6 to hit against the force of the wind, except for you.
5th Level (5 Ki Points)
  • One huge or three smaller creatures that you choose must succeed on a Strength Saving Throws or be pushed up to 20 feet away from you.
  • You create a medium blast of air capable of moving 24 objects that weighs no more than 80 pounds. Creatures must make a Strength Saving Throws or be disarmed. The object is pushed up to 30 feet away from you. It is pushed with enough force to cause damage to non-magical items.
  • You create a higher effects using the air, such as moving heavier amount of debris to swirl to cause ranged projectiles are unable to reach their target beyond 5 feet, melee swings to take a -8 to hit against the force of the wind, and the area becomes difficult to move through it a -5 to movement speed and fly speed, except for you.
6th Level (6 Ki Points)
  • One gargantuan or four smaller creatures that you choose must succeed on a Strength Saving Throws or be pushed up to 15 feet away from you.
  • You create a large blast of air capable of moving 48 objects that weighs no more than 160 pounds. Creatures must make a Strength Saving Throws or be disarmed. The object is pushed up to 35 feet away from you. It is pushed with enough force to cause damage to non-magical items.
  • You create a higher effects using the air, such as moving heavier amount of debris to swirl to cause ranged projectiles are unable to reach their target beyond 5 feet, melee swings to take a -10 to hit against the force of the wind, and the area becomes difficult to move through it a -10 to movement speed and fly speed, except for you.
7th Level (7 Ki Points)
  • One gargantuan or four smaller creatures that you choose must succeed on a Strength Saving Throws or be pushed up to 20 feet away from you.
  • You create a large blast of air capable of moving 48 objects that weighs no more than 320 pounds. Creatures must make a Strength Strength Saving Throws or be disarmed. The object is pushed up to 40 feet away from you. It is pushed with enough force to cause damage to non-magical items.
  • You create a higher effects using the air, such as moving heavier amount of debris to swirl to cause ranged projectiles are unable to reach their target beyond 5 feet and melee swings to take a -8 and at disadvantage to hit against the force of the wind, and the area becomes difficult to move through it a -15 to movement speed and fly speed, except for you.
8th Level (8 Ki Points)
  • One gargantuan or four smaller creatures that you choose must succeed on a Strength Saving Throws or be pushed up to 25 feet away from you.
  • You create a large blast of air capable of moving 48 objects that weighs no more than 640 pounds. Creatures must make a Strength Saving Throws or be disarmed. The object is pushed up to 45 feet away from you. It is pushed with enough force to cause damage to non-magical items.
  • You create a higher effects using the air, such as moving heavier amount of debris to swirl to cause ranged projectiles are unable to reach their target beyond 5 feet and melee swings to take a -10 and at disadvantage to hit against the force of the wind, and the area becomes difficult to move through it a -20 to movement speed and fly speed, except for you.
9th Level (9 Ki Points)
  • One colossal or five smaller creatures that you choose must succeed on a Strength Saving Throws or be pushed up to 20 feet away from you.
  • You create a large blast of air capable of moving 48 objects that weighs no more than 1280 pounds. Creatures must make a Strength Saving Throws or be disarmed. The object is pushed up to 50 feet away from you. It is pushed with enough force to cause damage to non-magical items.
  • You create a higher effects using the air, such as moving heavier amount of debris to swirl to cause ranged projectiles are unable to reach their target beyond 5 feet and melee swings to take a -12 and at disadvantage to hit against the force of the wind, and the area becomes difficult to move through it a -25 to movement speed and fly speed, except for you.

Way of the Air Bison[edit]

aang.gif
Example of the Air Bison style

Image source

Prior to the Hundred Year War, many flying bison lived in the air temples. They were highly respected by the Air Nomads, who regarded them as the first airbenders. You have a follow the defensive flow of the winds and the cutting edges of currents to defend yourself.

Aeriform Technique[edit]

At the 3rd level, you delve into the defense and offensive wind techniques of the Airbender and following the teachings of the original airbenders.

Gain basic earth techniques, as an action specified
  • Air Scooter - Form a martial form as an action to create a ball of air that you can ride. Your movement speed while on your scooter is 60 feet and can Levitate it at will. This will last 1 minute per Proficiency Bonus. You can do this a number of times equal to your Charisma modifier per short rest or long rest.
  • Breath Technique - Form a breathing form as an action a number of times equal to your Charisma modifier per short rest or long rest to do one of the following:
    • Cooling Body - Able to cool yourself to endure hot environments. This lasts for 1 hour.
    • Warming Body - Able to warm yourself to endure cold environments. This lasts for 1 hour.
  • Glancing Winds (Defensive Stance) - As a Reaction you may halve an attack's damage against you as if you have Uncanny Dodge a number a times equal to your Charisma modifier per short rest or long rest. You may spend 1 Ki point to dodge an attack entirely. Cannot be under any other defensive stance to apply this.
Gain advanced techniques, as an action specified and spending Ki points as directed
  • Air Blades - Form a martial form as an action and spending 1 Ki point per air blades to send a number of blades of air equal to Proficiency Bonus with a range of 50/200 feet that use your unarmed strike + Charisma modifier of slashing damage.
  • Air Blast - Form a martial form as an action and spending 2 Ki points to send a pulse or jet of compressed air shot from the hands, feet, or mouth. The force of the attack is generated more from the bender's own power rather than assisted by momentum. It has a range of 120/360 feet. It removes the ability of bonus actions for this round and deals a number of unarmed damage die equal to your Proficiency Bonus + Charisma modifier as force damage.
  • Directed Funnel - Form a martial form as an action and spending 1 Ki point per minute you use it to create a small vortex of air between your hands that points outward. The end can be placed on towards an area on your person, such as a quiver. You can send as many projectiles as attack and bonus attack actions that use your unarmed damage die + Charisma modifier as piercing damage or balls of air like a cannon that deals your unarmed damage as fore damage. Both instances have a range of 80/320 feet.
  • Wind Run - Form a martial form as a bonus action and spending 2 Ki points that grants you the effects of Haste that last up to 1 minute.

Each technique is considered a melee attack, even if it's ranged. Regain your basic techniques per short rest or long rest.

Thundering Gusts[edit]

At 6th level, you can jab at the air around them to send it hurtling forward at incredible speed, catching even the heaviest foes and tossing them aside. Your standard unarmed strikes now have a range of 20/60 feet and can use them to help propel themselves up to 20 feet. Gain an extra attack.

Advanced Aeriform Technique[edit]

At 11th level, you delve further into the defense and offensive wind techniques of the Airbender and continue following the teachings of the original airbenders.

Gain basic earth techniques, as an action specified
  • Air Cocoon (Defensive Stance) - Perform a martial form as an action by rotating air around you to redirect elemental attacks. Roll a number of unarmed damage die equal to your Proficiency Bonus against the damage dealt to you to reduce the damage dealt. You can do this a number of times equal to your Charisma modifier per short rest or long rest. Cannot be under any other defensive stance to apply this.
  • Cushion of Forceful Fist (Defensive Stance) - Perform a martial form as a Reaction to put a cushion of twisting air around their body to keep physical strikes at bay. Creatures make a Melee Attack must do so at disadvantage. This lasts for 1 minute and can be done a number of times equal to your Charisma modifier per short rest or long rest. Cannot be under any other defensive stance to apply this.
  • Reed in the Wind (Defensive Stance) - Perform a martial form as a bonus action to match your movements perfectly to match and avoid the movements of their opponent. For 1 minute you can dodge as a Reaction each turn to a single attacker's attacks. You can do this a number of times equal to your Charisma modifier per short rest or long rest. Cannot be under any other defensive stance to apply this.
Gain advanced techniques, as an action specified and spending Ki points as directed
  • Air Bomb - Perform a martial form as an action and spending 3 Ki points to bring air into a tight, compact form centered on you and then letting it loose, blasting wind outward with great force. You expel the force up to 20 feet of you and creatures within the range must make a Strength saving throws or be knocked back 30 feet. Creatures knocked back must also make a Dexterity saving throws or be knocked prone.
  • Air Shield - Perform a martial form a Reaction and spending 2 Ki points to swirl air next to your body to deflect munitions or Melee Attacks. You can do this a number of times equal to your Charisma modifier.
  • Explosion of Air - Perform a martial form as an action and spending 4 Ki points to compress a ball of air and send it up to 400 feet. You can make it remotely denotate with the same action to cause an explosion equal to 5 feet per Proficiency Bonus. Creatures inside must make a Dexterity saving throws. On a failed Save , creatures take three unarmed damage die + Charisma modifier of force damage and are knocked prone or take only half damage and are not knocked prone.

Each technique is considered a melee attack, even if it's ranged. Regain your basic techniques per short rest or long rest.

Breath of the Wind[edit]

At 17th level, you have gained a better breath control. Gain double the movement speed and duration of the features in Aerial Gift. Gain double the duration of Breath Technique feature of Aeriform Technique and an extra bonus action that can be used to either Dash or Disengage.

Way of the Nimbus[edit]

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Example of cloudbending

Image source

You practice the ways of the mist forms of the air. The flow and consistencies of the gaseous forms around you are at your disposal. You change your fighting style to that of the rolling movements of the clouds to redirect and misdirect your opponents.

Obscurity Technique[edit]

At the 3rd level, you understand the ways of the clouds and how they move. You focus on the obscurity of your attacks and the make advantageous attacks at your opponents expense.

Gain basic air techniques, as an action specified
  • Cloud Dance - Perform a martial form as a bonus action you convert your bodily movements to roll with attacks against you. For 1 minute, you can roll your dodge to take half damage and perform an Attack Action as a Reaction when taking melee damage. You can perform this a number of times equal to your Charisma modifier per short rest or long rest.
  • Wisps of the Cloud - Perform a martial form as a bonus action to allows you to teleport to foggy or cloudy locations as if you casted Misty Step. You can perform this a number of times equal to your Charisma modifier per short rest or long rest.
  • Swift Cloud - Perform a martial form as a bonus action you can move twice your normal movement speed while within foggy conditions or cloudlike areas for 1 minute.
  • Cloud Manipulation - Perform a martial form as an action to manipulate the directions and functionality of fog and cloudlike substances, such as moving a toxic cloud to be forced into anther creature's breathing to deal the remaining damage in it's duration at once. This can be performed a number of times equal to your Charisma modifier per short rest or long rest.
Gain advanced techniques, as an action specified and spending Ki points as directed
  • Fog - Perform a martial form as an action and spending 1 Ki point you create a 20-foot-radius sphere of fog as if you casted Fog Cloud. You can spend 1 additional Ki point to increase the size by 20 feet up to a total of 9 Ki points. The obscurity that occurs with the fog that you create does not effect you.
  • Obscure Movements - Perform a martial form as an action obscure your appearance, soften your footsteps, and hide you scent. This can last up to 1 minute per Airbender level. Attacks you make while under this condition have Advantage, and attacks made against you are at Disadvantage.
  • Cloud Coverage - Perform a martial form as a bonus action and spending 2 Ki points to create a cloud that attaches to a single target up to medium size that will last for 1 minute. You may spend 1 additional Ki point per size category above medium within this same bonus action. The target is considered blinded and under the effects of Slow.
  • Cloud Strike - Perform a martial form as an action and spend 3 Ki points to jump to the nearest cloud up to 25 feet per Proficiency Bonus to propel yourself the same amount of distance from the cloud towards a target. Deal 1 additional unarmed damage die per 50 feet of distance traveled before reaching the target.

Each technique is considered a Melee Attack, even if it's ranged.

Fog and Cloud Transmutation[edit]

At 6th level, you can the ability to change the attributes to exist fog or clouds. Fog clouds you create do not obscure your party memeber's view. You can perform a martial form as an action to change the properties as one of the following:

  • Disoriented - causes Disoriented effect.
  • Mundane - transforms to regular fog or clouds.
  • Poison - causes poisoned effect.
  • Sleep - causes the effects of Sleep.

Advanced Obscurity Technique[edit]

At 11th level, you further understand the ways of the clouds and how they move. You continue your focus on the obscurity of your attacks and the make advantageous attacks at your opponents expense.

Gain basic air techniques, as an action specified
  • Cloud Deflection Strike - Perform a martial form as a Reaction against a Melee Attack with a contested Melee Attack to redirect the attack with one hand and make a Melee Attack in the same Reaction. You can perform this a number of times equal to your Charisma modifier per short rest or long rest.
  • Cloud Deflection Throw - Perform a martial form as a Reaction against a Melee Attack with a contested Melee Attack to redirect the attack with one hand and make a Strength check with a DC of 12 for creatures your size and smaller and +3 to DC per size category of creature larger than you. On success, throw the creature is thrown down and is knocked prone. You can perform this a number of times equal to your Charisma modifier per short rest or long rest.
  • Cloud Deflection Push - Perform a martial form as a Reaction against a Melee Attack with a contested Melee Attack to redirect the attack with one hand and make a Strength check with a DC of 10 for creatures your size and smaller and +3 to DC per size category of creature larger than you. On success, push the creature back 10 feet. You can perform this a number of times equal to your Charisma modifier per short rest or long rest.
Gain advanced techniques, as an action specified and spending Ki points as directed
  • Smokey Haze - Perform a martial form as an action and spending 2 Ki points to shroud yourself in existing smoke. When you strike or when a melee attacker attempts to attack, the enemy must make a Constitution Save or take smoke inhalation. For each failed Save , the enemy takes 1 level of exhaustion
  • Fog Wall - Perform a martial form as an action and spending 3 Ki points to create a dense wall of fog that is up to 50 feet long, 15 feet high, and 10 feet thick. You may make the wall a line, curved, encircled, or domed. The duration lasts for 1 minute. You can spend 1 additional Ki point to either increase the size of the wall of fog by 10 feet long, 10 feet high, and 5 feet thick within the initial action or extend the duration as a bonus action of an existing Fog Wall by 1 minute.
    • Ranged projectiles and ranged spells must make a d100 roll to reach its intended target from one side of the wall to the other if they know where their target is.
      • 81-100 they will hit their intended target.
      • 1-20 they will hit one of a nonfriendly target.
      • 21-80 they will miss entirely.
    • Divination spells cannot penetrate a domed Fog Wall.
    • Crossing the edges of the smoke is considered difficult terrain.
    • Creatures of medium size or smaller while the wall thickness is at 5 feet that you choose that cross it have a 50% chance of getting lost in the Fog Wall. When the is thicker include the following:
      • 15 feet - include large creatures.
      • 20 feet - include huge creatures.
      • 25 feet - Include gargantuan creatures.
  • Cloud Gravity - Perform a martial form as an action and spending 2 Ki points to change the effects of gravity of yourself for 1 minute. Gain an additional reaction that is dedicated to change how gravity works on you. You can reverse your current gravitation state, lessen the amount of gravity that is on you to increase your movement speed by up to 20 feet, or increase the amount of gravity that is on you to increase your up to +8 against being knocked back or knocked prone.

Each technique is considered a Melee Attack, even if it's ranged.

Fog Form[edit]

At 17th level, you can use your action to spend 4 ki points to and transform your body – and everything you are wearing and carrying – into fog for 1 hour. While in this form:

  • Your only method of movement is a flying speed of 90 feet.
  • You can enter and occupy the space of another creature.
  • You have resistance to nonmagical damage.
  • You cannot manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells.
  • You can pass through narrow openings and small holes, but treat liquids as solid surfaces.

Way of the Dampener[edit]

airbending-avatar-the-last-airbender.gif
Example of dampener skills

Image source

You study the ways of the conditions that the force of the air around you can do to creatures and the objects near you. You focus more on the controlling the airflow of the area, instead of the head on force of the winds themselves.

Suppression Technique[edit]

At the 3rd level, you train yourself for the momentum and disorientating effects of the air around you to create advantageous strikes or to make your opponents suffer.

Gain basic earth techniques, as an action specified
  • Gale Slice - Perform a martial form as an Attack Action that sends forth a thin, cutting edge of wind that can pierce wood or stone. This has a range of 30 feet and deals your unarmed damage die + Charisma modifier as slashing damage. You can perform this a number of times equal to your Charisma modifier per short rest or long rest.
  • Stunning Stance - When making any movement, you can make a Reaction with a contested Melee Attack against an opposing Melee Attack to make a counter attack with a blast of wind that deals your unarmed damage die + Dexterity modifier as force damage and maintain your momentum do not lose any of your movement speed.
  • Winded Strike - Perform a martial form as an Attack Action that sends a wave of wind force at a creature. The creature must make a Consitution Save or become weakened until the end of your next turn. Creatures that are consecutively weakened like this take 1 level of exhaustion. You can perform this a number of times equal to your Charisma modifier per short rest or long rest.
  • Wind's of Misdirection - Perform a martial form as a Reaction against a spell projectile to nullify the spell effect with a contested Melee Attack and reduce the amount of damage equal to the damage dealt. Deal a number of unarmed damage dies equal to your Proficiency Bonus against the spell. If the damage has reduced the spellcasters DC to 0, nullify the spell. If the damage has reduced the spellcasters DC below 0, send the spell back to the spellcaster or another target you choose. You can perform this a number of times equal to your Charisma modifier per short rest or long rest.
Gain advanced techniques, as an action specified and spending Ki points as directed
  • Concussive Wake - Perform a martial form as an Attack Action, spending 1 Ki point per attack spent, and movement to make a Dash. Fire a compressed air in the shape of your person to a target of your choice per attack used. Creatures must make a Dexterity Save . On a failed Save , creatures take your unarmed damage die + Charisma as force damage and are dazed.
  • Pulling Winds - Perform a martial form as a Reaction and spending 2 Ki point per 10 feet you can pull a creature that is medium or smaller creature or objects to a location of you choose up to 20 feet. Creatures must make a Strength Save to resist the pull.
  • Smooth Stride - Perform a martial form as a bonus action and spending 2 Ki point you perform a Dash without actually using your movement since you're cutting the air around yourself, limiting wind resistance. Creatures that are within 5 feet radius of you must make a Dexterity Save . On a failed Save , creatures take your unarmed damage die + Dexterity modifier slashing damage or half the damage on a successful Save .

Each technique is considered a Melee Attack, even if it's ranged.

Relentless Winds[edit]

At 6th level, you gain the ability to be as relentless as the unforgiving air currents. When you make successful conditions with your airbending abilities you may increase the DC of the next technique by 1 to a maximum of your Dexterity modifier.

Advanced Suppression Technique[edit]

At 11th level, you further train yourself for the momentum and disorientating effects of the air around you to create more advantageous strikes or to make your opponents suffer further.

Gain basic earth techniques, as an action specified
  • Air Swipe - Perform a martial form as a Reaction to send an arc of wind that is 5 feet per Proficiency Bonus that can repel large or smaller projectiles back to their attackers and large creatures must make a Dexterity Save to be knocked back 10 feet or be knocked prone. You can perform this a number of times equal to your Charisma modifier per short rest or long rest.
  • Air Vortex - Perform a martial form as an action to create a vortex that can appear up to 60 feet away from you to a target or a creature. The object or creature can be flown up to 5 feet per Proficiency Bonus. You can perform this a number of times equal to your Charisma modifier per short rest or long rest. You can do one of the following:
    • Objects can be flown towards a creature with enough force that do damage. Creatures must make a Dexterity Save . On a fail Save , take your unarmed damage die + Charisma modifier as damage type appropriate damage, i.e. a boulder will cause bludgeoning damage and a loose arrow will cause piercing damage. Creatures that take full damage of bludgeoning damage must make a Constitution Save or become Dazed.
    • Creatures can be flow into other creatures or hard surfaces. Initial creature must make a Strength Saving Throw to resist the throw by cutting the distance in half, take half damage if it collides into something. and stay on its feet. If this creature collides into a solid enough object, such as a wall, then it takes 2 x unarmed damage + Charisma and are knocked prone. If the creature is flown into another creature, the other creature must make a Dexterity Save to take half damage but stay on its feet. Both creatures take two times unarmed damage die + Charisma and are both knocked prone. Both creatures that collide on failed Saves must also make a Constitution Save or become Dazed.
  • Breath of the Wind - Perform a martial form as an action to grant you an extra Reaction and bonus attack for up to 1 minute. You can perform this a number of times equal to your Charisma modifier per short rest or long rest.
Gain advanced techniques, as an action specified and spending Ki points as directed
  • Suffocation - When performing an Attack Action and spending 4 Ki points you can have your melee strikes for this round to take the air out of a struck creature. The area directly around the creature has the air removed during the round. The creature must make a Constitution Save . On a failed Save the creature is under the effects of Suffocation. Each strike reduces one minute they can maintain their breath. For every two failed Constitution Saving Throw from these strikes and the target survives this round, the target takes one level of exhaustion.
  • Vacuum Bubble - Perform a martial form as an action and spending 6 Ki points to remove the air from you in a radial sphere equal to 10 feet per Charisma modifier centered on you. You are the only one uneffected. Creatures that are in the affected area must make a Dexterity Save to draw in air to hold their breath before it is removed. On a fail, creatures can close their mouth but only able to survive the airless area for a number of minutes equal to 1 + half of their Constitution modifier. Creatures who remain in the area after their time are under the effects of Suffocating. All flames in the area are snuffed out. This will last up to one minute per Dexterity modifier. You may spend 2 Ki point each turn as an additional bonus action to have the area move when you do.
  • Wind Burst Wave - Perform a martial form as an action and spending 3 Ki points to leap into the air and hurtle back to the ground to build up wind pressure around you. As soon as you reach the ground, expel the wind pressure from you in a radial sphere of 10 feet per Proficiency Bonus. Creatures must make a Dexterity Save to take only half damage and be pushed back 15 feet. On failed Saves , creatures take 3 x unarmed damage die + Charisma in force damage and are flown back 30 feet and knocked prone. Creatures that are knocked prone must also make a Constitution Save or become dazed. Creatures that fail the Save by:
    • 5 or more become concussed, this lasts until the creature succeeds its Constitution Save at the end of its turns. This is seperate than other conditions effected by this feature.
    • 10 or more become disorientated, this lasts until the creature succeeds its Constitution Save at the end of its turns. This is seperate than other conditions effected by this feature.
    • 15 or more become confused, this lasts until the creature succeeds its Constitution Save at the end of its turns. This is seperate than other conditions effected by this feature.

Each technique is considered a Melee Attack, even if it's ranged.

Agility of the Winds[edit]

At 17th level, you can now turn your reactions into momentum. You gain a base number of Reactions equal to your Dexterity modifier. When you make successful Reactions, you gain additional movement speed by 15 feet. For every accumulated speed of 30 feet or more in a single round, gain an additional bonus action.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into a Airbender, you must meet these prerequisites: Not a bender of any other type or a Monk, Dexterity 13, Charisma 13

Proficiencies. When you multiclass into the Airbender class, you gain the following proficiencies: Simple weapons, Warhammers

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