Controler Bender (Avatar, Variant 5e Campaign Setting)

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Controler Benders[edit]

Controler Benders are skilled warriors who harness the power of the elements to maintain balance in the world. They command fire, water, earth, and air, using their elemental bending abilities to protect their people and preserve harmony against natural and spiritual threats. Each master specializes in one element, blending their physical movements with intense focus and energy to control and manipulate their surroundings. Whether battling rogue forces or aiding in peaceful pursuits, Controler Benders embody the union of strength, wisdom, and balance, channeling the raw forces of nature in both combat and daily life.

Controler Benders[edit]

Quick Build

You can make a Controler Bender quickly by following these suggestions. First, the special ability of the subclass should be your highest ability score, followed by Strength or Dexterity. Second, choose the Scholar background. Third, choose dungeoneer's pack for your starting equipment and a light crossbow and 20 bolt.

Class Features

As a Controler Bender you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one musical Instrument
Saving Throws: Strength or Dexterity, and the special ability of the subclass
Skills: Choose any two

Equipment

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

  • (a) Dungeoneer’s pack or (b) Explorer’s pack
  • (a) A light crossbow and 20 bolts or (b) Shortbow and 20 arrows
  • any simple weapon
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Controler Bender

Level Proficiency
Bonus
Features Unarmored Movement
1st +2 Bending arts +10 ft.
2nd +2 +10 ft.
3rd +2 +10 ft.
4th +2 Ability Score Improvement +15 ft.
5th +3 +15 ft.
6th +3 +15 ft.
7th +3 +20 ft.
8th +3 Ability Score Improvement +20 ft.
9th +4 +20 ft.
10th +4 +25 ft.
11th +4 +25 ft.
12th +4 Ability Score Improvement +25 ft.
13th +5 +30 ft.
14th +5 +30 ft.
15th +5 +30 ft.
16th +5 Ability Score Improvement +35 ft.
17th +6 +35 ft.
18th +6 +35 ft.
19th +6 Ability Score Improvement +40 ft.
20th +6 +40 ft.

Bending arts[edit]

Starting at 1st level, you were born with a Bending arts. Bending arts are unique abilities congenitally engraved into the user's body. Most Controler Bender are born with an Bending arts that manifests around the age of five or six. You must choose one Bending arts, all detailed under Bending arts. Your choice grants you features at 1st, 3rd, 6th, 10th, and 20th levels.

Bending arts
  • Anything that prevents you from casting spells, such as an Antimagic Field, also prevents you from using innate techniques.
  • Your Bending arts deals half as much damage against yourself.
Chi

Your training has allowed you to control your chi by yourself. Your access to this energy is represented by a number of chi points. You have a number of chi points equal to quadruple your Controler Benders level + your special ability modifier modifier, as shown in the chi column of the Controler Bender table. You can spend these points to fuel various Controler Bender class features, including your Bending arts.

When you spend chi, it becomes unavailable until you finish a long rest, at the end of which you regain all spent chi.

Some chi applications require its target to make a saving throw to resist the application's effect. The saving throw DC is calculated as follows:

Bending arts save DC = 8 + proficiency bonus + your special ability modifier.
Bending arts attack roll = proficiency bonus + your special ability modifier.

Unarmored Movement⁠[edit]

Beginning at 1st Level, your movement speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain jujutsu sorcerer levels, as shown in the Controler Benders table.

Bending arts[edit]

Airbending[edit]

Airbending is the bending art used by the Air Nomads. It concentrates on speed and evasion, forgoing a strong offense for a greater defense. Though apparently lacking fatal finishing moves, it is the most dynamic of all the bending arts.

Table: The Airbending

Level Proficiency
Bonus
Features Chi Unarmored Movement Martial Arts
1st +2 4 + Dex +10 ft. 1d6
2nd +2 8 + Dex +10 ft. 1d
3rd +2 12 + Dex +10 ft. 1d
4th +2 Ability Score Improvement 16 + Dex +15 ft. 1d
5th +3 20 + Dex +15 ft. 1d
6th +3 24 + Dex +15 ft. 1d
7th +3 28 + Dex +20 ft. 1d
8th +3 Ability Score Improvement 32 + Dex +20 ft. 1d
9th +4 36 + Dex +20 ft. 1d
10th +4 40 + Dex +25 ft. 1d
11th +4 44 + Dex +25 ft. 1d
12th +4 Ability Score Improvement 48 + Dex +25 ft. 1d
13th +5 52 + Dex +30 ft. 1d
14th +5 56 + Dex +30 ft. 1d
15th +5 60 + Dex +30 ft. 1d
16th +5 Ability Score Improvement 64 + Dex +35 ft. 1d
17th +6 68 + Dex +35 ft. 1d
18th +6 72 + Dex +35 ft. 1d
19th +6 Ability Score Improvement 76 + Dex +40 ft. 1d
20th +6 80 + Dex +40 ft. 1d

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 special ability modifier.

Martial Arts[edit]

Also at 1st level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

Waterbending[edit]

Waterbending is practiced by some people of the Water Tribe. Waterbending concentrates on the flow of energy, focusing less on strength and more on turning the opponent's own energy against them. Waterbenders can fluidly and quickly alternate from defense to offense.

Table: The Waterbending

Level Proficiency
Bonus
Features Chi Unarmored Movement Martial Arts
1st +2 4 + Dex +10 ft. 1d8
2nd +2 8 + Dex +10 ft. 1d
3rd +2 12 + Dex +10 ft. 1d
4th +2 Ability Score Improvement 16 + Dex +15 ft. 1d
5th +3 20 + Dex +15 ft. 1d
6th +3 24 + Dex +15 ft. 1d
7th +3 28 + Dex +20 ft. 1d
8th +3 Ability Score Improvement 32 + Dex +20 ft. 1d
9th +4 36 + Dex +20 ft. 1d
10th +4 40 + Dex +25 ft. 1d
11th +4 44 + Dex +25 ft. 1d
12th +4 Ability Score Improvement 48 + Dex +25 ft. 1d
13th +5 52 + Dex +30 ft. 1d
14th +5 56 + Dex +30 ft. 1d
15th +5 60 + Dex +30 ft. 1d
16th +5 Ability Score Improvement 64 + Dex +35 ft. 1d
17th +6 68 + Dex +35 ft. 1d
18th +6 72 + Dex +35 ft. 1d
19th +6 Ability Score Improvement 76 + Dex +40 ft. 1d
20th +6 80 + Dex +40 ft. 1d

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 special ability modifier.

Martial Arts[edit]

Also at 1st level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

Earthbending[edit]

Earthbending originates in the Earth Kingdom. Earthbenders stand their ground, absorbing or intercepting attacks until they completely overwhelm their opponents. Unlike the other bending arts, earthbending's strength equally lies in both offense and defense.

Table: The Earthbending

Level Proficiency
Bonus
Features Chi Unarmored Movement Martial Arts
1st +2 4 + Str +10 ft. 1d10
2nd +2 8 + Str +10 ft. 1d
3rd +2 12 + Str +10 ft. 1d
4th +2 Ability Score Improvement 16 + Str +15 ft. 1d
5th +3 20 + Str +15 ft. 1d
6th +3 24 + Str +15 ft. 1d
7th +3 28 + Str +20 ft. 1d
8th +3 Ability Score Improvement 32 + Str +20 ft. 1d
9th +4 36 + Str +20 ft. 1d
10th +4 40 + Str +25 ft. 1d
11th +4 44 + Str +25 ft. 1d
12th +4 Ability Score Improvement 48 + Str +25 ft. 1d
13th +5 52 + Str +30 ft. 1d
14th +5 56 + Str +30 ft. 1d
15th +5 60 + Str +30 ft. 1d
16th +5 Ability Score Improvement 64 + Str +35 ft. 1d
17th +6 68 + Str +35 ft. 1d
18th +6 72 + Str +35 ft. 1d
19th +6 Ability Score Improvement 76 + Str +40 ft. 1d
20th +6 80 + Str +40 ft. 1d

Unarmored Defense[edit]

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

Martial Arts[edit]

Also at 1st level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

Firebending[edit]

Firebending is used by the people of the Fire Nation and is the most aggressive bending art. As the element of power, firebenders have to be able to maintain a constant source of energy and balance in battle, unleashing a volley of direct, successive attacks.

Table: The Firebending

Level Proficiency
Bonus
Features Chi Unarmored Movement Martial Arts
1st +2 4 + Str +10 ft. 1d8
2nd +2 8 + Str +10 ft. 1d
3rd +2 12 + Str +10 ft. 1d
4th +2 Ability Score Improvement 16 + Str +15 ft. 1d
5th +3 20 + Str +15 ft. 1d
6th +3 24 + Str +15 ft. 1d
7th +3 28 + Str +20 ft. 1d
8th +3 Ability Score Improvement 32 + Str +20 ft. 1d
9th +4 36 + Str +20 ft. 1d
10th +4 40 + Str +25 ft. 1d
11th +4 44 + Str +25 ft. 1d
12th +4 Ability Score Improvement 48 + Str +25 ft. 1d
13th +5 52 + Str +30 ft. 1d
14th +5 56 + Str +30 ft. 1d
15th +5 60 + Str +30 ft. 1d
16th +5 Ability Score Improvement 64 + Str +35 ft. 1d
17th +6 68 + Str +35 ft. 1d
18th +6 72 + Str +35 ft. 1d
19th +6 Ability Score Improvement 76 + Str +40 ft. 1d
20th +6 80 + Str +40 ft. 1d

Unarmored Defense[edit]

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

Martial Arts[edit]

Also at 1st level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

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