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Airbender

Air Benders, also known as Air Nomads, have the ability to bend the air to their will through
intricate movements. They prefer peaceful or evasive measures over aggressive ones. They
seek enlightenment and detachment from the earth, and to live peacefully with one another.

Freedom[edit]

Air Benders draw on their sense of freedom for their bending. Air flows in any way it chooses,
and the Air Nomads attempt to imitate that freedom when they bend. Air Bending movements
tend to take on circular motions and spins, much like how wind swirls around. They are also said
to have a great sense of humor!

Raising and Training[edit]

The original Air Benders were the Sky Bison. The early Air Benders studied their ways and
developed their techniques to what they are today.

Basically, every Air Bender is raised and taught in one of the four Air Temples. There is one
temple for each cardinal direction. The Northern and Southern Air Temples were made for males
and the Eastern and Western Air Temples for females.

Each Air Bending child has a mentor who was already an Air Bending master. They would teach
them how to bend, as well as raise them like their own children. When they are considered to
have mastered Air Bending, they receive their Air Bending tattoos, which are light blue arrows
that flow through the chi paths of the body, and end at the hands, feet, and forehead.

Air Benders don't live only in these temples. They often go out to see the rest of the world and its
people. They tend to enjoy traveling, especially on Sky Bison.

For an Air Bender to become an adventurer, there must be a reason for them to do so. They may
have had a vision from the spirit world, or perhaps have heard of a great calamity somewhere in
the world that they believe they can fix.

Creating an Air Bender[edit]

As you make your Air Nomad, think about how you were raised and taught in the Air Temple and
what you think about the outside world. Were you slow to learn new Air Bending techniques or
the opposite? Do you often see creatures from the spirit world? Does the materialistic life of the
physical world beckon you? How was your relationship with your masters and friends? How does
the state of the world affect you? Do you want to solve it or focus on something else?
Consider why you left the Air Temple. Did you sense a great danger and were sent to
investigate? Were you simply out traveling and these events started happening around you?

Most Air Benders lean towards a Chaotic or Neutral Good alignment because of their love of
freedom and the teachings of the Air Bending masters. Some may be Lawful by sticking close to
the rules and ways of the Air Nomads.

Quick Build

You can make an Air Bender quickly by following these suggestions. First, Wisdom should be
your highest ability score, followed by Dexterity . Second, choose the acolyte background.

Class Features

As an Airbender you gain the following class features.

Hit Points

Hit Dice: 1d6 per Air Bender level

Hit Points at 1st Level: 6 + dexterity modifier

Hit Points at Higher Levels: 1d6 (or 4) + dexterity modifier per Air Bender level after 1st

Proficiencies

Armor: —

Weapons: Simple weapons

Tools: Choose one set of artisan's tools or one musical instrument

Saving Throws: Dexterity, Wisdom

Skills: Choose two from Acrobatics, History, Insight, Nature, Religion, and Stealth

Equipment

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

■ (a) Priest's Pack or (b) Scholar's Pack

■ (a) One set of artisan's tools or (b) One musical instrument

■ A glider (acts as a quarterstaff in combat) +1 to AC while using


Proficiency
Shove Chi Extra
Level Bonus Features Distance Points Speed

1st +2 Gentle Defense, Elemental 5 ft. — 5 ft.


Arts

2nd +2 Chi 10 ft. 4 5 ft.

3rd +2 Aerial Senses/Air Bending 10 ft. 6 5 ft.


Style

4th +2 Ability Score Improvement 15ft. 8 5 ft.

5th +3 Extra Attack 15 ft. 10 10 ft.

6th +3 Billowing Blow 15 ft. 12 10 ft.

7th +3 Aerial Senses improvement 15 ft. 14 10 ft.

8th +3 Ability Score Improvement 15 ft. 16 10 ft.

9th +4 15 ft. 18 10 ft.

10th +4 Evasion 15 ft. 20 15 ft.

11th +4 Understanding 20 ft. 22 15 ft.

12th +4 Ability Score Improvement 20 ft. 24 15 ft.

13th +5 Air Bending Style feature 20 ft. 26 15 ft.

14th +5 Aerial Senses improvement 20 ft. 28 15 ft.

15th +5 Air Bending Style feature 20 ft. 30 20 ft.

16th +5 Ability Score Improvement 20 ft. 32 20 ft.

17th +6 Extra Attack (2) 25 ft. 34 20 ft.

18th +6 Air Bending Style feature 25 ft. 36 20 ft.

19th +6 Ability Score Improvement 25 ft. 38 20 ft.

20th +6 Air Bending Master 25 ft. 40 25 ft.

Gentle Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your
Wisdom modifier + your dexterity modifier

Elemental Arts[edit]
At 1st level, your attacks are gently empowered by your bending. You can use Dexterity instead of Strength
for the attack and damage rolls of your unarmed strikes and simple weapons.
Shove -
Whenever you move a creature with a shove attack, you may move the target up to 5 additional feet in the
same direction. This distance increases when you reach certain air bender levels, as shown in the Shove
column of the Air Bender table. Additionally, you may make a shove attack as a bonus action immediately
after you hit a creature with a melee attack or with an Air Bending Technique.
Extra Speed -
Your speed increases by 5 feet while you are not wearing armor or wielding a shield. This bonus increases
when you reach certain air bender levels, as shown in the Extra Speed column of the Air Bender table.

Chi[edit]
At 2nd level, you can focus your bending on powerful techniques. The amount of energy that you have to
bend is measured by your number of chi points. Your Air Bender level determines the number of chi points
you have, as shown in the Chi Points column of the Air Bender table.

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 Air 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:

Techniques function identically to spells, with the exception of only having to spend your chi points, as
indicated in the technique's cost, instead of spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your techniques, as air bending is refined through restraint and
meditation, rather than emotion. You use your Wisdom whenever a technique refers to your spellcasting
ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a technique you
cast and when making an attack roll with one.

Bending Modifier
Dexterity modifier divided by 2 (rounded down) + wisdom modifier divided by 2 (rounded up)

Bending Attack Bonus


Proficiency bonus + Bending Modifier

Save DC
Bending Attack Bonus + 8

Unarmed Strike
When you use the Attack action with an unarmed strike or your staff on your turn, you can make one unarmed
strike as a bonus action.
Aerial Senses[edit]
Starting at the 3rd level, you can use your reaction to sense and evade when you are targeted by a ranged
weapon attack, granting the attack disadvantage. If the attack lands, you can expend 1 chi point to make a
Dexterity saving throw contested by the attack roll. If you win the contest, you take half as much damage
from the attack. You may make this reaction while surprised, but you may not make this reaction if the
attack is a critical hit.

At 7th level, you may use this feature against any melee or ranged attack made within 15 feet of you that is
not a critical hit.

At the 14th level, when you make a Dexterity Saving throw using this feature, you take no damage on a
success, and half as much damage on a failure, and you may use this feature on a critical hit.

Air Bending Style[edit]


At 3th level, you choose in what direction to train your air bending. Choose between Traditional, Spiritual,
and Heretical, all detailed at the end of the class description. Your style choice grants you features at 5th
level and then again at 9th, 13th, and 15th level.

Be the leaf
Starting at level 4 you get the ability as a bonus action to be one with the wind, to move between your
enemies without provoking an attack of opportunity once per turn of combat. Also, 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.
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]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn. This increases to twice at 10th level.

Billowing Blow[edit]
Starting at 6th level, your attacks are naturally enhanced by your air bending. Your unarmed strike uses a
d6 for damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical
attacks and damage.

Understanding[edit]
Starting at 11th level, you gain a greater understanding of the world, as well as the invisible strings that tie
everything together. You gain proficiency in Nature and Religion. If you are already proficient in one or both
of these skills, your proficiency bonus is doubled for any ability check you make that uses the chosen
proficiency.

Air Movement[edit]
Starting at 18th level, you’ve mastered the art of using the air to aid your movement in tight situations. You
can rise up from being prone without losing movement. You also gain advantage on avoiding and breaking
out of being grappled or restrained.
Air Bending Master[edit]
At 20th level, you gain resistance to thunder damage, as well as bludgeoning, piercing, and slashing from
nonmagical attacks. When you cast an air bending technique, you may double its cost to double its range
or damage, gain advantage on its attack roll, or grant the target disadvantage on its saving throws.
Traditional Style[edit]
Traditional air benders seek to learn the ways of the air nomads; monks with a connection to both the
physical and spiritual world.

Pacifism
At 3th level, your virtues lead you away from the path of violence. When you deal bludgeoning or thunder
damage equal to or above half of the target's remaining hit points, you may knock them unconscious for 1
minute as a bonus action immediately after dealing the damage for 1 chi point. If they take any damage
while unconscious in this way, they immediately wake up.

Airbending Staff
The staff, tool, and weapon of choice of most airbenders, now grants +2 to the AC of the wielder and can
use it to bend any attack, giving a +1 to the bender attack.
Battle Meditation
At 5th level, just as you may focus chi into blasts of wind, you may focus the movement of the wind back
into chi. As an action, you may regain chi points equal to your air bending level + your wisdom modifier.
You may use this feature once, regaining use at the end of a long rest.

The Spirit World


At 9th level, your mastery of ancient arts allows you to enter another; the Spirit World. You may cast astral
projection for 10 chi points without physical components. You must be prone and blind for the spell's
casting duration. While astral projecting in this way, you can not use your bending, you do not leave behind
a silver cord, with your body and soul being connected by the winds between dimensions. If your spirit body
enters the same plane your body is in, it becomes invisible and can not interact with anything in any way,
allowing for it to pass through objects.

Nomadic Master
At 13th level, you have mastered the ancient ways of the nomads. You become immune to the frightened
and charmed conditions. As an action, you may bless a creature you can touch, allowing them to reroll one
d20 they roll of their choice within 1 hour. You may use this feature a number of times equal to your
wisdom modifier, regaining all uses at the end of a long rest.

Spiritual Style[edit]
Spiritual air benders attempt to release their worldly attachments, attaining the powers of the original air
benders, who directly gained their powers from the lion turtle.

Soul Sight
At 3th level, your spirit is naturally connected to the unseen actors in the world. As an action for 3 chi
points, you gain the ability to see creatures benefiting from the invisible condition. This does not let you see
otherwise unseen attackers and targets.

The Spirit World


At 5th level, your detachment from the world allows you to enter another; the Spirit World. You may cast
astral projection for 10 chi points without physical components. You must be prone and blind for the spell's
casting duration. While astral projecting in this way, you can not use your bending, you do not leave behind
a silver cord, with your body and soul being connected by the winds between dimensions. If your spirit body
enters the same plane your body is in, it becomes invisible and can not interact with anything in any way,
allowing for it to pass through objects.

Synchronous Meditation
At 9th level, you can bring other people into the Spirit World when you use this feature. When a creature
spends The Spirit World's casting time prone and blind within prone within 15 feet of you, both you and the
creature may attempt a DC 15 Intelligence (Religion) check. On a success, they gain its effects as well.
Each additional creature you bring with you increases the DC for your Religion check by 2.

Detachment
At 13th level, you have fully severed yourself from your earthly connections, putting yourself in a
continuous state of flight. Your maximum chi points decrease by 10 and you gain a flying speed equal to
your movement speed. If you knew the True Flight air bending technique, your Bending Mastery increases
by 5.

Heretical Style[edit]
Heretical air benders completely forgo their predecessors' connection to the spirit world, utilizing their
bending as a weapon of power and death rather than one of balance and harmony.

Falling Wind
At 3th level, your blasts of wind strike to kill. When you knock a creature prone with a shove attack or an air
bending technique, they take non-magical bludgeoning damage equal to your Dexterity or Strength
modifier.

Material Force
At 6th level, you wield the wind as you would any other weapon. When you gain this feature, choose
Strength or Dexterity. The chosen ability becomes your air bending casting ability.

Killing Blow
At 13th level, Asphyxiation's range is doubled. You may increase any Heretical Style air bending
technique's Bending Level to increase its range by 5 times as many feet.

Suffocation Field
At 15th level, when you use Asphyxiation, you may spend 5 additional chi points to target an additional
creature within range.

Traditional Style Techniques[edit]


Gliding Takeoff

Bending Level: 3

Chi Cost: 4

Range: Self (30 foot radius)

Duration: Concentration, up to 1 minute can be extended by spending 2 chi


As a bonus action, any creature wielding a glider or other device capable of holding a creature aloft of your
choice within range are lifted up to 30 feet in the air and gain a flying speed equal to your movement speed
until this technique ends. They may choose to descend, but can not ascend without assistance.

Heat Regulation

Bending Level: 3

Chi Cost: 3

Range: Self

Duration: Concentration, up to 1 minute

As a bonus action, you manipulate the temperature of the air around you. Temperatures must be twice as
high or low for you to suffer from extreme heat or cold (using 50 degrees Fahrenheit as base healthy
temperature), and it takes twice as long for you to suffer exhaustion from said temperatures.

Air Wheel

Bending Level: 3

Chi Cost: 5

Range: Self

As an action, you form an enhanced air scooter in the form of a large disk. Your movement speed
increases to 90 feet, you can stand and move along vertical surfaces and across liquids, and your unarmed
strikes' attack and damage rolls use your Wisdom modifier. If you do not spend your bonus action at the
start of each of your turns to maintain this technique, it ends immediately.

Monk Stance

Bending Level: 4

Chi Cost: 12

Range: Self

Duration: Concentration, up to 1 minute

As a bonus action, you allow your movements to flow and spiral like the wind. Your movement speed
increases by 10 feet, and your unarmed strikes' damage die increases to 2d4 or 2d6, and you gain the
benefits of the dash, dodge, and Disengage action. If you cast another air bending technique while this
technique is active, you immediately lose concentration, and its cost is reduced by 2 (minimum 0).
Hurricane

Bending Level: 5

Chi Cost: 8

Range: Self (100 foot long x 15 foot wide line)

As an action, you sweep both of your hands forwards, creating an unrivaled gust of wind. All creatures
within range must attempt a Dexterity saving throw. On a failure, they take 8d6 + your Intelligence modifier
thunder damage. On a success, they take half as much damage.

Spiritual Style Techniques[edit]


Cloud Walk

Bending Level: 3

Chi Cost: 5

Range: Self

As an action, you bring gusts of wind beneath you with each step. You gain a flying speed equal to your
movement speed until the end of your turn.

Air Spout

Bending Level: 3

Chi Cost: 6

Range: Self

As an action, you form a tornado beneath you, keeping you aloft at a cost. You gain a flying speed equal to
your movement speed. You must spend 1 chi point at the beginning of each of your turns to maintain this
technique.

Wind Self

Bending Level: 3

Chi Cost: 4

Range: 30 feet

As a bonus action, create your own form out of compressed air. You may take actions as if you were
standing in one place within range. When this techniques ends, the target falls if it is still aloft, unless it can
stop the fall.

Cloud Bending

Bending Level: 3

Chi Cost: 4
Range: 120 feet

As an action, you sweep both of your hands in a wave around you, guiding water vapor in the air into a
cloud. You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads
around corners, and its area is heavily obscured. If you do not spend your action at the start of each of your
turns to maintain this technique, it ends immediately. When you maintain this technique, you may move the
cloud up to 60 feet.

True Flight

Bending Level: 5

Chi Cost: 10

Duration: Concentration, up to 1 minute

Range: Touch

As an action, you release your earthly attachments, becoming one with the winds. One creature within
range gains a flying speed equal to their movement speed. When this techniques ends, the target falls if it
is still aloft, unless it can stop the fall.

Spirit cloud
Bending Level: 5
Chi cost: 10
Range: special (see link)

Heretical Style Techniques[edit]


Belker Claws (link)
Bending Level: 3
Chi cost: 2
Range: touch

Gale Slice

Bending Level: 3

Chi Cost: 1

Range: 15 feet

As a bonus action or as an attack when you take the Attack action, you create a blade of wind intended to
cut flesh rather than harmlessly incapacitate targets. One creature within range must attempt a Dexterity
saving throw. On a hit, the target takes 2d6 + your Wisdom modifier magical slashing damage. On a
success, they take half as much damage. Creatures reduced to 0 hit points with this damage automatically
fail any death saving throws they make until they are stabilized.

Air Blades
Bending Level: 3

Chi Cost: 3

Range: Touch

As a bonus action or as an attack when you take the Attack action, you surround the target in flesh-cutting
blades. One creature within range takes twice your Intelligence modifier magical slashing damage.
Creatures reduced to 0 hit points with this damage automatically fail any death saving throws they make
until they are stabilized.

Air Explosion

Bending Level: 3

Chi Cost: 10

Range: Self (20 foot radius)

As an action, you compress a large amount of air into a ball between your hands before crushing it, rapidly
decompressing it. Every creature within range must attempt a Dexterity saving throw. On a failure, they
take 6d6 + your Intelligence modifier. On a success, they take half as much damage.

Asphyxiation

Bending Level: 5

Chi Cost: 10

Range: 15 feet

As an action, you form a hollow sphere of air around the target's head formed from the air within
their lungs. One creature within range must attempt a Wisdom saving throw. On a failure, they
begin suffocating. If you do not spend your action at the start of each of your turns to maintain
this technique, it ends immediately.

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