Avatar (Last Airbender) (5e Class)

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Avatar[edit]

By a simple flick of the wrists, the human weaves a twirl of water around his enemies. He takes a more solid stance, and the earth beneath them starts to shift and rise. They launch their weapons at him, but they are quickly knocked away by a gust of wind. Fire appears in the palm of his hand and he expels it at his enemies. They sprint away, having never seen power over the elements like this before.

The Avatar is a master of the four elements; water, earth, fire, and air. They can control these elements and make many uses of them.

Balance[edit]

The Avatar, formed initially when Wan permanently fused with Raava during the Harmonic Convergence of 9,829 BG, 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.

Creating an Avatar[edit]

"The Avatar must be compassionate towards all people, and the only way to do that is to live with them. The Avatar must experience sadness, anger, joy, and happiness. By feeling all these emotions, it helps you understand how precious human life is, so you will do anything to protect it." — Avatar Yangchen to Avatar Aang

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Quick Build

You can make a Avatar quickly by following these suggestions. Depending on which is your birth element. Strength for Earthbenders, Charisma for Firebenders, Wisdom for Airbenders and Intelligence for Waterbenders. First, Constitution should be your highest ability score, followed by whichever element you choose to start with. Second, choose any background seeing as the Avatar can be anyone.

Class Features

As a Avatar you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium, and Heavy
Weapons: Simple weapons, bludgeoning Martial weapons
Tools: None
Saving Throws: Constitution, (a) Strength(b) Charisma(c) Wisdom(d) Intelligence
Skills: Choose Four from Athletics, Insight, Intimidation, Investigation, Perception, Survival, History, Nature, Religion, and Stealth

Equipment

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

  • Any Martial or finesse weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 4d4x10 gp in funds.

Table: The Avatar

Level Proficiency
Bonus
Chi Points Basic/Advanced Tehnique Level Bending Martial Arts Features
1st +2 - - - 1d4 Patient Defense, Elemental Arts, Bending Martial Arts
2nd +2 2 - - 1d4 Chi, Avatar State
3rd +2 3 1/3 1-2 1d4 Bending Techniques
4th +2 4 1/4 1-2 1d4 Ability Score Improvement
5th +3 5 1/5 1-3 1d6 Extra Attack
6th +3 6 2/6 1-3 1d6 Avatar State II
7th +3 7 2/7 1-4 1d6 Seismic Senses, Intense Release
8th +3 8 2/8 1-4 1d6 Ability Score Improvement
9th +4 9 2/9 1-5 1d8 Icy Ramp, Air Scooter
10th +4 10 2/10 1-5 1d8 Sturdy Spirit, Heated Passion
11th +4 11 3/11 1-6 1d8 Extra Attack, Avatar State III
12th +4 12 3/12 1-6 1d8 Ability Score Improvement
13th +5 13 3/13 1-7 1d10 Watery Limbs
14th +5 14 3/14 1-7 1d10 Seismic Senses Upgrade, Electric Redirections
15th +5 15 3/15 1-8 1d10 Medical Eye, Rock Strengthening
16th +5 16 3/16 1-8 1d10 Ability Score Improvement
17th +6 17 4/17 1-9 1d12 Avatar State IIII
18th +6 18 4/18 1-9 1d12 Lightning Bending, Octopus Form
19th +6 19 4/19 1-9 1d12 Ability Score Improvement, Detatchment
20th +6 20 4/20 1-9 1d12 Master of All Elements

Patient 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 Constitution modifier.

Elemental Arts[edit]

At 1st level, you know the following four cantrips: control flames, Gust, Mold Earth, and Shape Water.

Bending Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and bender weapons.

You gain the following benefits while you are unarmed or wielding only bender weapons and you aren't wearing heavy armor or wielding a shield:

  • You can use Dexterity or Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes and bender weapons.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die size increase as you gain monk levels, d6 at 5th, d8 at 9th, d10 at 13th and finally 1d12 at 17th
  • When you use a quarterstaff, or a spear, they gain the reach property.
  • When you engage in two-weapon fighting that have the light or finesse propriety, you can add your ability modifier to the damage of the second attack.
  • When you use the Attack action with an unarmed strike or a monk 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.
  • You can use your learned elemental arts tricks to determine the range and damage type of your martial arts dice, and you can cast them as an attack action.

Certain tribes use specialized forms of the bender weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or long and simple quarterstaff (called a bō staff). Whatever name you use for a bender weapon, you can use the game statistics provided for the weapon on the Weapons page.

Chi[edit]

At 2nd level, you can start using more advanced Bending techniques. The amount of energy that you have is measured by your number of chi points. Your Bender level determines the number of points you have, as shown in the Chi Points column of the Avatar table.

You can use chi points to fuel various Bending features. You start knowing three such features: Fiery Blows, Rumble, Water Run and Move Like the Wind. You learn more Bending features as you level up.

When you spend a chi point, it is unavailable 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 the Bending features require you to make a ranged spell attack to hit your target or your target to make a saving throw to resist the feature’s effect. The bending attack bonus and save DC are calculated as follows:

Bending Modifier Is your (whatever element you start off with)modifier

Bending Attack Bonus Proficiency bonus + Bending Modifier Save DC Bending Attack Bonus +8

Fiery Blows

Immediately after you take the Attack action on your turn, you can spend 1 chi point to make two unarmed strikes that deal your Extra Heat fire damage as a bonus action. You are proficient with these attacks.

Rumble

When you make a melee attack, as a bonus action you can spend 1 chi point to have your attack hit the ground to create a tremor. You can also do this as an action without making a melee attack. Every creature within a 20-foot radius of you must make a Dex saving throw or be knocked prone. You can expend extra chi points to increase the range of the rumble by 5-feet per chi point or cause certain creatures not to be affected by the rumble, 1 chi point per creature.

Water Run

You can cause water to solidify just enough for you to run across it as a bonus action. You cannot end a turn while over the water, or you will begin to sink. This effect lasts for 1 hour. You can spend 1 chi point when activating this feature so that you can end your turn while over water and not sink.

Move Like the Wind

You can spend 1 chi point to cast longstrider and jump on yourself as a bonus action.

Avatar State[edit]

Avatar State.gif

The Avatar State is a defense mechanism, designed to empower you with the skills and knowledge of all the past Avatars. The glow is the combination of all your past lives, focusing their energy through your body. In the Avatar State, you are at your most powerful, but you are also at your most vulnerable. If you are killed in the Avatar State, the reincarnation cycle will be broken and the Avatar will cease to exist. At 2nd level, due to you being such a new Avatar you haven't quite yet mastered this ability. This ability will activate when the Avatar is in mortal peril or is emotionally compromised, and puts survival over elegant, well thought-out fighting. It appears that the Avatar does not remember the events of when they are in the state. The state stops when the Avatar is safe, or pacified. As an bonus action starting at 2nd level you gain:

  • All modifiers become +2;
  • Your health doubles;
  • Your AC gains +1;
  • This can only be activated when you are below 25% hp;
  • This ability lasts for 1 min.
  • You may use this feature once, regaining use after a long rest.

Bending Techniques[edit]

Upon reaching 3rd level, you can have up to 2 Advanced Bending Techniques of levels 1-2 of your choosing, as well as 1 Basic Bending Technique. As you gain levels in this class, you will be able to learn higher level techniques, as seen in the Technique Level column of the Fire Bender table, as well as have more techniques prepared, as seen in the Basic/Advanced column of the Bender table.

To do a technique, you must use a number of chi points equal to the technique's level. Basic techniques don't cost any chi points to do.

To do techniques at higher levels, you simply expend the chi cost to use it at that level. However, you cannot do techniques at a higher level than you are capable of doing based on the Technique Level column. For example, as a 3rd level Fire Bender, you could increase a 1st level technique to a 3rd level, but you couldn't increase it to 4th level technique.

Additionally, when you gain a level in this class, you can choose one of the Advanced or Basic Bending Techniques you know and replace it with another Advanced or Basic technique from the Bending Technique list, which also must be of a level for which you are capable of.

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.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level.

Avatar State II[edit]

  • you gain +3 to the modifier ;
  • Your health becomes max;
  • Your AC gains +2;
  • This can only be activated when you are below 50% hp;
  • Duration increases to 2 mins
  • You may use this feature once, regaining use after a long rest.

Intense Release[edit]

Starting at 7th level, if you are restrained in any way, you can cause your body to reach extremely high temperatures to break the bonds as an action. Metal bonds, like handcuffs, may take several minutes or maybe hours to break, up to the DM. This ability can also be used so that if anyone makes physical contact with you, they will take 1d6 points of Fire damage. This buff lasts for 1 hour, or you can cancel it without taking an action. It can instead be used to create an explosion around you as an action. It has a 15 foot radius centered on you, dealing 6d8 damage to all creatures and objects within the radius besides you. You must complete a long rest before using this feature again.

Seismic Senses[edit]

Starting at 7th level, your tremorsense increases to 60 feet. You can also now tell if someone is lying or not by feeling their internal bodily movements through the earth. You make Insight checks with advantage when detecting if someone is lying.

Also, when an enemy attempts to make a melee attack towards you, you can use your reaction and consume 2 chi points to attempt to trap the attacker in earth before they hit you. The attacker makes Dex Save against your save DC. If they succeed they attack as normal. If they fail, they are encased in rock from their shoulders down and are considered restrained. They can take an action in subsequent turns to make Strength Saving throws against your Save DC to break out of the rock.

Icy Ramp[edit]

Staring at 9th level, when falling, you can use your reaction to bend water and create an ice ramp to break your fall and slide down. The DM will determine before you use your reaction whether or not you have enough water on/around you to create a long enough ramp. You can also use this on a creature or object that is falling within 30 feet of you. If any creature that isn't a Water Bender goes down this ramp, they must make a Dexterity saving throw of DC 10. A failure results in them being knocked prone while sliding down and taking half of the fall damage that they would have taken. A creature's movement isn’t used as they go down the ramp. This ramp lasts until the end of your next turn, at which point it will melt.

Air Scooter[edit]

When you reach 9th level, you can create a ball of air that you sit on (or circle of air that you stand inside of) and fly forward as a bonus action at the cost of 1 chi point. This feature acts as a concentration spell. This gives you an additional 30 feet of movement. While on the scooter, you can skim across water, up vertical surfaces, and even glide. When gliding, you cannot gain height. You can only maintain height or slowly lose height. After 1 minute passes or at the moment you get off of the scooter, it will disperse. You can only attack with a melee attack or with Basic Air Techniques while on the scooter. Expending 1 extra chi point can extend the duration of the Air Scooter by 1 minute.

Sturdy Spirit[edit]

Starting at 10th level, you can take an action to stop an effect that is causing you to be stunned or incapacitated.

Heated Passion[edit]

Starting at 10th level, you gain Heated Passion. Heated Passion is a feature that allows you to tap into what drives your Fire Bending to increase the amount of damage you deal when dealing fire damage. You have 1d4 uses of this feature, which resets every dawn. When you use Heated Passion, you increase the damage dice that you use by one size (d4 to d6, d6 to d8, d8 to d10, and d10 to d12. You can't go beyond a d12). You must decide before you roll for damage if you want to use Heated Passion or not. For example, if you used Heated Passion when you used fire bolt, which deals 2d10 fire damage, you would instead deal 2d12 fire damage.

Avatar State III[edit]

  • All modifiers become +4;
  • Your health doubles;
  • Your AC gains +3;
  • This can only be activated when you are below 50% hp;
  • Duration increases to 3 mins

You may use this feature once, regaining use after a long rest.

Aerial Senses[edit]

Starting at 13th level, you can now use your Aerial Senses feature when being attacked by a melee attack. Also, if an ally within 15 feet of you is the target of a ranged attack, you can use your reaction and 1 chi point to push or pull the target with air 5 feet to avoid the attack. If the attack is an AOE attack, like the spell fireball, you will have to expend 1 extra chi point for ever 5 foot increment more you have to push your ally to put them out of harm's way.

Watery Limbs[edit]

Starting at 13th level, you can wrap water around your arms as a bonus action and expending 1 chi point, giving your melee attacks more range and power. Your range for melee attacks and melee waterbending techniques increases by 15 feet and the damage dealt by the attack or technique deals an additional 1d6 points of damage. This increases at level 14 (1d8), level 17 (2d6) and level 20 (2d8). This buff lasts for 1 minute.

Seismic Senses Upgrade[edit]

Starting at 14th level, your tremorsense now increases to 90 feet and enables you to detect vibrations in the ground to perceive objects, creatures, and other aspects of their environment, essentially acting as sonar, but through earth. You can now see in complete darkness within 90 feet of you as if it were dim light without an action or reaction. You tap your foot and can feel the vibrations bouncing off of objects in the room. If something is floating or not touching earth or your sub-element, you can’t see it.

Electric Redirections[edit]

Starting at 14th level, you have mastered the energy inside of yourself enough so that you can redirect lightning-based attacks. If a lightning-based Attack is directed at you, as a reaction and expending 1 chi point, you must first make a Dex saving throw higher than the attack’s accuracy or save DC. A failure results in you getting hit as normal. If you succeed, you must then make a Charisma saving throw to calm yourself and let the energy flow in, through, add your Cha bonus to this roll. If you roll a 10 or lower, you take half of the original damage and are stunned until the beginning of your next turn. If it is 11 to 15, you successfully redirect the attack, but it is redirected in a direction of your choice that is not in the direction the attack came from. If it is 16 or higher, you have complete control over the attack and where it goes. The same rules for the initial lightning-based attack apply to you in relation to range, damage, and number of targets.

Medical Eye[edit]

Starting at 15th level, you have learned to study people to tell if they’re feeling sick and need care, or just hoping to get some attention. You gain proficiency in Medicine and Insight. If you already have proficiency in one or both of these skills, you gain double proficiency.

Rock Strengthening[edit]

Starting at 15th level, you can consume 1 chi point, gather several rocks together and then compress them to make a single, incredibly dense rock as a bonus action. When you use this rock in an attack or an ability, the damage dice is treated as one category higher (1d6 changes to 1d8 etc, to a max of a d12). In addition, you can treat any 1 or 2 on a damage roll as a 3.

Lightning Bending[edit]

You have mastered the art of separating energy to create lightning. Starting at 18th level, as an action, make a Charisma saving throw as you attempt to calm yourself for this attack (If you've taken damage since the beginning of the round, you roll with disadvantage). If you roll less than a 10, you take 6d8 points of Fire damage as your attempt to Lightning Bend blows up in your face, literally. If your roll is greater than or equal to 10 and less than 21, you consume 8 chi points and use the technique blasting bolt, dealing only lightning damage. If your roll is 21 or higher, you consume only 5 chi points. If you reduce a creature to less than one third of their total hit points with this technique, they must make a Constitution saving throw against your Bending Save DC, falling unconscious for one minute if they fail.

Octopus Form[edit]

Starting at 18th level, you have learned the defensive Octopus Form. By consuming your action and 5 chi points, you create a ring of water around you with many tendrils. This acts as a concentration spell. The circle has a radius of 15 feet centered on you. You cannot move this circle once you have created it, and if you step out of it, the form falls apart. Your AC increases by 5, and all ranged attacks have disadvantage against you.

When an opponent walks through the ring of water, they must make a Dexterity Saving Throw against your Bending Save DC. Success results in them getting through, while failure results in a tentacle grabbing them and throwing them a maximum of 15 feet in any direction you choose. Throwing the target at another enemy follows the same damage rules as Momentous Movement’s Yank effect. At the end of every enemy’s turn that is in the circle, you can choose to force them to make a Dexterity Saving Throw against your Bending Save DC with advantage or be tossed out.

You can use your action to make an attack on everyone within the ring. Any number of creatures within the ring of your choice must make a Dexterity Saving Throw or take 2d8 cold damage and 2d8 bludgeoning damage. You can also make an attack against any creature within 15 feet of the ring, dealing 2d8 bludgeoning damage and 2d8 cold damage on a hit. Lastly, you could cause the ring to explode outward and have the effect of the last action of Investiture of Water, but affecting all creatures (besides yourself) within the ring and those within 15 feet from the ring in all directions. That last action causes the Octopus Form to fall apart.

Detachment[edit]

Starting at 19th level, you have detached yourself from the physical world. You gain flying movement speed of 60 feet. If you already have flying speed, you add 60 feet to that speed. You can end turns in the air and you can't fall unless you are incapacitated or pulled down (which would require a contested roll of their Athletics vs. your Religion).

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Avatar State IV[edit]

  • All modifiers become +5;
  • Your health doubles;
  • Your AC gains +4;
  • This can be activated at will
  • Duration increases to 4 mins
  • You may use this feature twice, regaining use after a long rest.

Master of All Elements[edit]

Starting level 20, while in the Avatar state you causes all four elements to chaotically rage around you. By expending an action, all creatures who are within 15 ft of you take 1d10 damage from each of the following damage types: fire, Cold, Bludgeoning and Force. This ignores damage type resistances. This lasts for as long as the Avatar state lasts You may use this feature once, regaining use after a long rest.

Earth Technique List[edit]

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

Basic Techniques Earth

Magic Stone (only you can attack with the pebbles. You can immediately attack with a pebble in the bonus action taken to do the technique. To keep the other pebbles ready to attack requires concentration.)

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Hailstone (any rock)

Stone Fists

Stone Shield

Earth Spikes

Elemental Blast (only bludgeoning)

Elemental Blow (only bludgeoning)

Elemental Edge (only bludgeoning)

Earth Advanced Techniques[edit]

1st Level

Gorgath's Rock-Volver

Earth Tremor

Earth Barrier

Rock Wave

Stone Bolt

2nd Level

Maximillian's Earthen Grasp

3rd Level

meld into stone

Erupting Earth

4th Level

stone shape

Spike Stones

5th Level

Earthen Prison (rock instead of vine)

Transmute Rock

wall of stone

Stone Drill

6th Level

Bones of the Earth

move earth

Investiture of Stone

7th Level

None

8th Level

earthquake

Fire Technique List[edit]

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

Basic Techniques Fire

Create Bonfire (no concentration, but the fire isn't magical)

fire bolt

Blazing Slash

09eb3b5be6927f83bfbe91fb6878c2e6.gif

Firesweep

Flame Swathe

Fire Blast

Elemental Blast (fire damage only)

Elemental Blow (fire damage only)

Elemental Edge (fire damage only)

Fire Advanced Techniques[edit]

1st Level

None

2nd Level

Flame Spiral

Dragon’s breath (fire and self only)

heat metal (requires contact)

3rd Level

fireball

Firebeads

Flame Jump

Quench

4th Level

Fire Dance

Flame Cyclone

fire shield

Torrent of Flame

wall of fire

5th Level

Chaotic Fire Storm (Fire damage only)

Chaos Flame

Din’s Fire

Fire Volley

flame strike

6th Level

Investiture of Flame

7th Level

delayed blast fireball

fire storm

Water Technique List[edit]

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

Basic Techniques Water

Water Bolt

Water Whip

Ice Shards

Elemental Blast (cold damage only)

Elemental Blow (cold damage only)

Elemental Edge (cold damage only)

Water Advanced Techniques[edit]

1st Level

Floor of Ice

8957f140f74caeff80b0c6080bbea9a5.gif

Ice Knife

grease (sheet of ice instead)

cure wounds

Ice Shield

Ice Spike

Water Tendril

Water Whip

Purify Food and Drink (only liquid poisons)

2nd Level

lesser restoration

3rd Level

Ice Armor

Frostball

Glacial Pass

Wall of Water

water breathing (concentration)

4th Level

control water

Watery Sphere

ice storm

greater restoration (normally a 5th level spell, but this version cannot cure curses.)

5th Level

cone of cold

Water Volley

mass cure wounds

6th Level

Investiture of Ice

Investiture of Water

wall of ice

heal

7th Level

None

8th Level

Tsunami

9th Level

Flash Freeze

mass heal

Air Technique List[edit]

Basic Techniques Air

Air Slash

Aerostrike

Forceful Breeze

Force Cannon

Elemental Blast (force damage only)

Elemental Blow (force damage only)

Elemental Edge (force damage only)

Air Advanced Techniques[edit]

1st Level

Air Wave

9624307502ee63933c2beb62bd5a787c.gif

Cyclone

feather fall

2nd Level

Air Bubble

gust of wind

Warding Wind

3rd Level

Air Aid: As a reaction, you can wield the air to give yourself advantage in any Dex-related event. This could be an Acrobatics check, Stealth, Dex saving throw, and so on. This can also be used on another creature or object within 10 feet of you. You can also cause a disadvantage instead of an advantage, if you so choose.

wind wall

4th Level

Windflower Wind Barrier

5th Level

Control Winds

Steel Wind Strike

6th Level

Investiture of Wind

7th Level

Whirlwind

8th Level

Tornado (no storm or sky necessary, just air)

Custom Techniques The player can attempt to think of their own Bending technique if they so choose. It is up to the DM to determine (a) if the Bender is at a high enough level to accomplish this technique and (b) how many chi points it would cost, as well as casting time (action, bonus action, etc.) A suggestion to the DM for making this decisions would be to look at the Techniques and abilities the Bender already has at this level and compare them to the technique the player wants to create. If you think the custom technique is stronger than what they are currently capable of, you reject the idea, or cause a nasty side effect to occur if they attempt this technique, if you think it's only a little bit outside of their skill level. You could also force them to roll a check or saving throw of some sort to see if they are successful at doing the technique or not. A custom technique takes up 1 spell in the player's Air Spell list.

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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