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Player Manual

Dedicated to:

Myself. I love you you crazy ADHD gal.

And also my players, I guess.


Contents
Part I : Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
 
Part II : Player Characters . . . . . . . . . . . . . . . . . . . . . . 7
Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Chapter 1 : The World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Air Nations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Earth Kingdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Fire Nation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Water Tribes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
United Republic of Nations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Chapter 2 : Bender Classes . . . . . . . . . . . . . . . . . . . . . . . . 19
Airbenders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Earthbenders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Firebenders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
Waterbenders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
The Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Chapter 3 : Non-Bender Classes . . . . . . . . . . . . . . . . 78
Chi Blocker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Chpter 4 : Character Details . . . . . . . . . . . . . . . . . . . . . . 82
Inspiration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Backgrounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Chapter 5 : Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .?
Packs and Kits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
 
Part III : Supplementary . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Appendix A : Worldbuilding . . . . . . . . . . . . . . . . . . . . . . . . ?
Appendix B : Spirits and Religion . . . . . . . . . . . . . . . . ?
Appendix C : Geography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
 
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
 
Character Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?

3
PART I Introduction

Getting Started The Avatar


Part I will go into detail primarily about character creation The Avatar, a central figure in the world of Avatar: the Last
and the rules of the game, and how they compare to other Airbender, is preceived to be the physical incarnation of the
popular RPGs such as Dungeons and Dragons. This system spirit of the world. The Avatar serves to maintain a balance of
is a D20 System-based Role Playing Game similar to the power between the four human nations, promote peace and
popular Dungeons and Dragons Role Playing Game. Avatar prosperity throughout the world, protect the environment,
D20 is a community-built system designed and tested by the and bridge the gap between the world of the spirits and the
Giant in the Playground RPG Homebrew Forum Community physical world.
The Avatar's unique ability to master all four
by many contributors. This system was created to be an of the bending disciplines and use them in combination
Avatar: The Last Airbender Role Playing Game. This guide makes the Avatar extremely powerful. In addition to the
was compiled from other sources and added upon. See disciplined mastery of all the elements, the Avatar can, in
credits for more details. times of great danger or emotional stress, enter into a special
"Avatar State," wherein the Avatar can call on the knowledge
Using this Guide and power of all the past Avatars. The Avatar's eyes glow and
his or her power increases substantially. The Avatar State
For the purposes of character creation, check out part II for even allows the Avatar to use bending abilities he or she
backstory, begin with the Character Creation Section on page would normally be unable to perform. Finally, through
5 for a basic introduction to each nation, and Parts III and IV intense meditation, the Avatar can enter into the spirit world
for your characters class info. Fighters, Rangers, Rogues, and and interact with spirits.
DM's including the Avatar in their
Bards are unchanged except for some flavortext, but bender campaigns should be cautious. At any given level, the Avatar
classes and Chi Blockers are added classes. If you prefer is likely to be substantially more powerful and versatile than
playing a specific class of DND character that has magic any non-Avatar character. Additionally, the Avatar has a well-
check out page 16, which lists each bending types closest defined role to play in the campaign setting, and possesses a
DND class counterparts. Regardless of whether you are new prestige that few (if any) other characters can match. NPC's
to Avatar or a long-time fan, be sure to read the Character should act appropriately when confronted with the Avatar,
Creation section of Part I, as it details the real-life cultures likely the most powerful and influential individual on the
these peoples were based on, and therefore what your own planet. This means that an Avatar PC can easily overshadow
characters will be based on as well. his or her party members. DM's considering allowing a player
to create and play an Avatar character should take these
issues into account.
4
Rules

U
nless otherwise stated, Avatar: The Last RPG
follows Dungeons and Dragons 5e rules. Wisdom and knowledge
Arcana
Arcana in the Avatar universe refers to all knowledge on
spirits, mysticism, divination, and the like. Bending
knowledge is not included in this, unless in reference to the
giving or removing of bending abilities through spiritual
Bending means. Some Arcana knowledge falls under religion if it
For the purposes of translating spells in the DnD world to involves spirits. Whether a roll is arcana or religion is
Bending moves in the Avatar world: determined at the GM's discretion.
Chi Points = Spell slots Religion
Religion in the Avatar universe refers to the cultural practices
Chi Level = Level of your spell slots of humans, and how it relates to spirits. Whether information
on these spirits is an arcana or religion roll is determined at
Unless otherwise noted. Otherwise, treat bending moves the GM's discretion.
the same way spells are treated.
Bending Moves used for day-to-day tasks- using firebending Bending knowledge
to light a fire, earthbending to build a tent, waterbending to Bending knowledge falls under intelligence, unless the
do laundry or airbending to fly to move, for example- use chi bending is involved in a ritual. Ritualistic bending falls under
(or, for earthbending, your constitution ability) at the GM's religion or arcana. Benders can add their proficiency bonus
discretion. Most of these tasks should fall under a basic to a roll when recalling information about their own bending
cantrip. element.
Multiclassing
If the campaign takes place beofre 171ag, benders can multi-
class as non-benders, but non-benders cannot multiclass as
benders. You must start as a bender in order to be a bender,
unless the campaign takes place post-Legend of Korra. Post-
Legend of Korra, after the harmonic convergence (171 ag), it
is possible for non-benders to become benders, following the
same rules.
Only Avatars can multiclass in multiple different types of
bending. Avatars begin with their birth element, and must
multiclass in all bending abilities and master them to become
fully realized. It takes an avatar 80 levels to become fully
realized.
To qualify for a new class, you must meet the ability score
prerequisites for both your current class and your new one,
as shown in the Multiclassing Prerequisites table below.
Class Ability Score Minimum
Airbender Wisdom 13
Chi Blocker Dexterity 13
Earthbender Constitution 13
Fighter Strength 13 or Dexterity 13
Firebender Dexterity 13
Paladin Strength 13 and Charisma 13
Ranger Dexterity 13 and Wisdom 13
Rogue Dexterity 13
Waterbender Constitution 13

5
PART II
PlayerCharacters

6
Character Creation

T
he first and most important rule is that because the The Air Nomads are based heavily in Tibetan and some Th
world of Avatar is based on real world Asian Nepalese culture, the Shaolin Monks, and Sri Lankan resem
cultures, all characters created must be Asian as Buddhism. Other influences are drawn from Hinduism - easte
well. This guide will go into more detail about what notably, the seven chakras. Many Buddhist and Hindu groups
real life cultures influenced the different cultures of practice vegetarianism, a trademark of Air Nomad culture.
Avatar the Last Airbender and therefore what your own Their bald heads, clothing, and meditation practices closely
characters will be influenced by. parallel real-world Buddhist monks. Tibetans use a set of toys
Other than that, the world is your oyster! Read on to Parts to find the next Dalai Lama, which the Air Nomads also use
II and III for more information on the worlds, different when looking for the new Avatar.
bending disciplines, and different locations in the Avatar Aang's clothing in season one and two closely resembles
world to help you decide where your character hails from. the saffron robes of Shaolin Monks. In season three, Aang
But don't feel like you need to be limited to just the locations wears clothing similar to the Dalai Lama; In Buddhist
listed below. Use your imagination to create the small town tradition, the right arm of the Dalai Lama is always kept
your character is from, or the neighborhood of the city they uncovered. The architecture of the air temples resembles
grew up in. Are they an Air nomad, traveling where the wind real-world brick pagodas similar to the famous "Pagoda
takes them or working in a temple? A waterbender from the Forest" of the Shaolin Temple in China.
foggy swamp, far from home living in Ba Sing Se? A citizen of
a small earth kingdom town, looking to put down roots in Earth Kingdom
volcanic fire nation soil? Or maybe a former fire national, The Earth Kingdom is based primarily on Chinese and some
living in the new United Republic, changing with the Korean culture. With the exception of Ba Sing Se, the
changing world. clothing is almost entirely based on pre-Manchu China. The
Is your character a bender? Benders require training from clothing of the upper classes is largely inspired by Tang
an early age in order to control their element safely and Dynasty clothing. Middle and lower classes are seen wearing
properly, and to build it up to a fighting form. Or do they just the hanbok, a type of traditional Korean clothing. EK citizens
use bending practically? Perhaps an earth bender who works are often seen wearing top knots.
Ba Sing Se, the capital of
as a sculptor, or a water bender who worked as a laundress? the Earth Kingdom is based on ancient Chinese capitals such
Maybe even a fire bending welder or an earth bending jewler. as Beijing; it also has significant influences from Qing
Waterbenders can heal the body, but did you know that Dynasty China.
some skilled firebenders can heal both the body and the
mind? The electrical signals in our brain can be controlled by Fire Nation
carefully trained firebenders. Careful earthbenders can mend The Fire Nation is based primarily on Japanese, Thai and
and grow bones by bending the minerals that build our Aztec cultures, with some Chinese influence as well. The
skeletal system. Air bending may not have any known healing Aztec influence is specifically related to ancient fire
use, but the air nomads have been known to make excellent civilization, known as the Sun Warriors, who died out long
healers of the soul. If its peace of mind you seek, perhaps a ago. Generally speaking, the more casual the situation, the
visit with an airbender is what you need. more heavily fire nation fashion and architecture resembles
Don't forget that there is far more to life than bending. Chi Thai culture, and the less it resembles Japanese. Armor,
blockers are specially trained in acrobatics and human weapons, and the military, however, are heavily influenced by
anatomy to be able to paralyze opponents with hard jabs to Chinese and Japanese equivalents. However overall, the
strategic places. Not to mention a variety of weaponry aesthetics of the nation are primarily Thai.
available to be trained in. Fire Lady Mai herself was a skilled One of the central concepts of Fire Nation culture is
knife thrower, able to puncture steel with her throws. The borrowed from Confucianisms "shao shuen" (孝順), or "filial
Yuyan archers can pin a fly to a wall by its wings from 100 piety", which is defined as the virtue of deference to one'
yards. elders. Fire Nationals also have a strong connection to their
People are more than their skills. Non-benders from the hair. The longer the hair, the better the firebender, and it
Earth Kingdom are still strong and sturdy. Water tribesmen being shorn is a sign of dishonor. Honor is also central in FN
are all strongly tied to family and community that holds culture, and duels for honor, or Agni Kais, are traditional.
together through hardship, regardless of bending or fighting Water Tribes
ability. The Northern and Southern Water Tribes are based heavily
Air Nomads on Inuit, Yupik, and Chinese culture and aesthetics. In
general, the colder the situation, the more heavily influenced
by Inuit the clothing and housing is, and the warmer, the
more Chinese influenced their clothing appears. Elements of
their society also draw from many other indigenous cultures
such as Pacific Islanders.

7
Chapter 1 : World

Air Nomads Fire Nation


1. Southern Air Temple 1. Fire Nation Capital
2. Northern Air Temple 2. Capital Island
3. Eastern Air Temple 3. Shuhon Island
4. Western Air Temple 4. Ember Island
5. Patola Mountains
6. Whaletail Island Water Tribes
7. ? Mountains 1. Southern Water Tribe
8. ? Mountains 2. Northern Water Tribe
Earth Kingdom 3. Foggy Swamp
1. Ba Sing Se United Republic of nations
2. Omashu 1. Republic City
3. Gaoling
4. Kyoshi Island
5. Si Wong Dessert
6. The Great Divide
7. Full Moon Bay
8. Serpents Pass
9. Chameleon Bay

8
The Eastern Air Temple is located in a mountain range in the
Air Nomads southeastern Earth Kingdom and was one of the two temples
that exclusively housed female Air Nomads, the other being
the Western Air Temple. Unlike the Northern and Southern
Info Air Temples, the Eastern Air Temple is housed on three
Currency: None. Air Nomads traditionally traded separate mountains, connected by bridges. Not much is
with other peoples, and did not develop their own known about its physical appearance, it has three pagodas,
currency.
one on each mountain, with green tiled roofs. The center
Language: Most closely resembles Tibetan, but the mountain pagoda has a couple smaller buildings next to it.

most common dialects are taught as well


The patron saint of the Eastern Temple is Seiryu, the Azure
Government: Theocracy
dragon of the East. Nuns from the Eastern Temple are strong,
Spirits: Chu Turak (S), Baihu (W), Xuanwu (N), clever, and flexible. Like life they make openings of the tiniest
Seiryu (E)
Economy: Small. Air Nomads traditionally cracks in rock to grow. They deal well with adversity both in
trade handcrafted goods made from woods and life and on the battlefield.
bison fur, as well as vibrant dyes and foods that are
unique to the climates of their temples.
Northern Air Temple

Head of State: Avatar Aang


Air Nomads is the collective term for the monastic order of
men and women who practice the discipline of airbending
and their seclusive, theocratic society. They reside in temples,
built high in the mountains or overhanging from cliffs. Scenic
and airy, all residents live communally, work communally, live
and grow and raise children communally in harmony. While
Airbenders are traditionally nomads, and spend much time
traveling the world and living between air temples, the
primary residents of air temples were, prior to the Air
Genocide, segregated by gender. This ceased to be common
practice with the resurgance of airbenders after the Hundred
Year War. Unlike the other nations, the people of the Air
Nomads were, without any seen exception, all benders due to
the high level of spirituality of their people.

After the Hundred Year War, Avatar Aang found several flying Located in the mountains along the northern coast of the
bison and ring-tailed winged lemurs. Elsewhere, a group Earth Kingdom continent,this was the other temple which
named the Air Acolytes was formed to carry on the teachings, exclusively housed male airbenders.The Northern Air Temple
culture, and traditions of the Air Nomads. Having restored was built thousands of years before the Hundred Year War by
the buildings to their former glory, they occupy the air Air Nomad monks, who used it mainly as a training ground
temples, along with the newfound flying bison and ring-tailed for young airbenders. The temple was noted for its design,
winged lemurs. which harmoniously integrated its natural surroundings into
the structure; the large hallways would harness the wind and
Eastern Air Temple allow air to flow naturally through the building. The original
inhabitants of the temple were Air Nomads, who once hosted
the sky bison polo championships at this temple prior to the
genocide.

The temple was later inhabited by a group of Earth Kingdom


refugees led by the mechanist, who settled there after their
own village was destroyed by a flood. The temple was
modified from its original state to accommodate the lifestyle
of the new residents. As the mechanist added new inventions,
the temple underwent many technological upgrades, which
often required the destruction or expansion of many original
structures.

The patron Spirit of the Northern Temple is Xuanwu, the


black lion-turtle of the north. Monks of the Northern Temple
are patient, waiting for openings both in life and in battle.
While they hold life sacred like all air nomads, they
understand that death is a natural and necessary thing, and
that all death eventually leads to life.

9
Its design allows wind to flow into even the deepest
Southern Air Temple chambers, which made the Air Nomads feel at home. There
are steps built into the side of the cliff to allow for movement
between tiers of the temple and different buildings.

The patron saint of the Western Temple is Baihu, the white


bison of the west. Nuns of the Western Temple are like the
tempest: a force of nature and quick to change direction.

This is the first Air Temple seen in the Avatar series and the
home of Avatar Aang. It is located in the Patola Mountain
Range and was originally one of the two temples to house
only male airbenders, the other being the Northern Air
Temple. The massive temple featured a sanctuary in which
statues of past Avatars were arranged.

The patron spirit of the Southern Temple is Chu Turak the


vermillion bird of the south. Monks that call the Southern
Temple home tend to be energetic and enthusiastic in all they
do, living in the moment, rather than the future. They have
little patience for waiting for openings and instead actively
seek out opportunity both in battle and in life.
Western Air Temple

The Western Air Temple is located in the mountains north of


the Fire Nation and was one of the two temples that
exclusively housed female Air Nomads. Like the Eastern Air
Temple, it boasts statues of Yangchen as it was her
birthplace.

The temple is notable in that, unlike the other three temples,


it is situated underneath the edge of a cliff instead of atop a
mountain. The spires seem as though they were built upside-
down, and because of that, the temple is hidden from
passersby.

10
Earth Kingdom
Info
Currency: EK copper, silver, and gold pieces

Language: Northern EK and Coastal EK. There are


two written forms of both langages, a seal script
and a clerical script. Most people use clerical.

Government: Confederate Constitutional Monarchy

Spirits: Ghati, Jamina, Parvata

Economy: Large, agriculture based. Earth kingdom


cities and towns are traditionally self sustaining,
thanks to their large agriculture industry. They are
the largest producer of food in the world, and
export large amounts of food. As most large earth
kingdom cities run on earthbending, industry does
not have much development, but is rather
imported.

Head of State: Earth King Kuei

Capital: Ba Sing Se

Spanning an entire continent as well as several subsidiary


islands, The Earth Kingdom is the largest and most
populated sovereignty in the world and encompasses much of
the eastern hemisphere. The kingdom operates as a
monarchy under the rule of a king or queen from the city of
Ba Sing Se
The people of the Earth Kingdom are proud and strong
and adhere to a philosophy of peaceful coexistence and
cooperation with the other nations of the world.
Earthbenders use their abilities for defense and industry. It
also has a large economy based on agriculture and limited
industry, though it is not as economically powerful as the Fire
Nation, which benefits from advanced technology.
The Earth Kingdom is characterized by significant ethnic
and cultural diversity, a consequence of the country's vast
territorial expanse. As a result, it suffers from high levels of
local autonomy and ethnic conflict, both of which began
accelerating as the central government grew weak. Despite
this division, the people's recognition of the Earth Kingdom
as a single political entity is largely strengthened through the
communal belief in a shared history and identity.

11
Ba Sing Se Omashu

Ba Sing Se is the capital of the Earth Kingdom as well as one


of its constituent states. It is the largest city in the world,
encompassing a large portion of the nation's northeastern Omashu is the second largest city in the Earth Kingdom and
corner, essentially being more of a small country than a mere the capital of one of its states. Surpassed in size and
city. As a testament to its grandeur, the Earth Kingdom's importance only by Ba Sing Se, the gates of this bustling
roadway network is centered on the city. Ba Sing Se means metropolis are guarded by an army of earthbenders. This city
"Impenetrable City"; it is so named for its world-famous is also well known for its famous delivery system powered by
walls, the gates of which have no hinges or other hardware a combination of both earthbending and gravity.
and are opened by the use of earthbending. Within the Outer The tall mountain peak on which Omashu was founded is
Wall lies a large expanse of farmland, Lake Laogai, and located in the Kolau Mountains in the southwestern Earth
several mountains. The Inner Wall encloses the city itself. Kingdom. It rises high out of a deep chasm and was created
The metropolis is also notable for having a unique system of by earthbenders several centuries prior to King Bumi's reign.
walls dividing the populace into different parts of the city Being built on this mountain provides the city with one of its
based on social status. best defenses; the only way to reach the gates of Omashu is
Ba Sing Se is arguably one of the oldest settlements in the across a long narrow bridge of stone that spans the sheer
world, with maps dating back over 5,000 years. Early in its gorge.
history, Ba Sing Se was a small subterranean city carved out The city of Omashu sits within the Kolau Mountain Range,
of rocks by earthbenders. Eventually, as the metropolis' surrounded on all sides by steep canyons and an enormous
expansion reached the surface, the catacombs were gorge. The city's three gates are composed of massive blocks
abandoned. Afterward, Ba Sing Se grew increasingly of stone, each five feet thick and over thirty feet tall. As a
powerful, and its kings began to wage wars of expansion result, the gates can only be opened by skilled earthbenders
against other neighboring states. At the time, the city greatly who guard its only entrance. The city itself is built on a
profited from its strategically favorable location, as it was number of hills. The palace sits on the tallest hill, which is
protected to the south by the treacherous Taihua Mountains. centered behind some other hills. The city has thousands of
When Ba Sing Se was still young, several armies of rival houses for ordinary citizens and nobles as well as hundreds
polities attempted to march through this mountain range, of shops, restaurants and pottery workshops. Most types of
only to be destroyed by its horrible blizzards. The city businesses in Ba Sing Se would be present in Omashu as
continued to grow and eventually became the capital of the well. The city also has a complex mail system, in which
unified Earth Kingdom. packages are transported using earthbending and gravity.
After becoming the center of the Earth Kingdom, the city Buildings in Omashu are generally built from stone, unlike
remained firmly under the control of the earth monarchs, in most buildings in the Earth Kingdom, and have green tiled
sharp contrast to the rest of the country which was often just roofs.
nominally ruled by the central government. In addition, Ba
Sing Se was less affected by the sophisticated outlaw
societies called the daofei that plagued most of the Earth
Kingdom. Instead, crime groups in the capital mostly
remained mere street gangs.

12
Gaoling Kyoshi Island

Gaoling is a large town located within a mountain range in Kyoshi island is a mix of earth kingdom and southern water
the State of Gaoling, southern Earth Kingdom. An old and tribe culture. While they fall under the Earth King, they are
well-established town, Gaoling has a broad spectrum of self-governing, and deal primarily with the Southern Water
citizens. It is also the location of the Earth Rumble Tribe. They import fats, furs, and blue dyes from the SWT
tournaments. and export cloth, lumber, and grains.
Gaoling lies in a valley surrounded by steep, rocky Kyoshi Island is located off the southern coast of the Earth
hillsides, and is located near the Foggy Swamp. Most of Kingdom and dotted with many small villages. Predominantly
Gaoling's residents are middle-class people whose families a fishing port, this small island in the South Sea is a popular
have lived in the town for many generations. The center of destination among traders and travelers.
the village features a bustling marketplace with ornately It is well known as the adopted home of Avatar Kyoshi and
decorated buildings. The area serves as the village's center of the residence of the elite Kyoshi Warriors, an all-female
commerce, and as such, it is filled with merchants, barkers, fighting outfit. As a result, every village on the island hosts a
and shoppers. On the outskirts of the settlement are large, statue of its revered Avatar, and one of the villages has
expansive estates where the wealthiest families, such as the converted a temple into a shrine dedicated to her. The island
Beifongs, live. is characterized by its relative seclusion and temperate
climate.
Since its establishment, Kyoshi Island is led by a governor.
It hosts minimal connection to the Earth Kingdom imperial
government. Every village of Kyoshi Island has a local civil
leader and a band of female warriors to provide protection.
Kyoshi Day is the most important holiday on the island.
This celebration commemorates the day Avatar Kyoshi
created the island in defense against Chin the Conqueror. A
famous mural of Kyoshi at sunset was painted on the first
Kyoshi Day and now resides in a shrine to the Avatar on the
island.

13
Si Wong Dessert

The Si Wong Desert is an arid region located in the central


Earth Kingdom. It is the largest, driest, and hottest desert on
Earth, and due to its extreme climate, the region is almost
impossible to successfully cross. The desert is sparsely
populated by Si Wong tribes and beetle-headed merchants.
Otherwise known as the "Desert of the Dead", the Si Wong
Desert is the driest, hottest environment in the world,
consisting of miles of barren sand. It housed the largest
library in the world before the structure was returned to its
original home in the Spirit World.
Only a select few are mentally and physically capable of
surviving in this desert for an extended period of time, let
alone navigating through it. However, certain desert-dwelling
peoples, such as the sandbenders and the beetle-headed
merchants, have successfully adapted to the environment.
Nevertheless, even they can find themselves victims to
common habitual afflictions such as starvation, dehydration,
and skin cancer.
The desert's ecosystem primarily consists of
hallucinogenic cacti, a few scavenger species such as the
gilacorn, and the predatory buzzard wasps. It is also home to
a large sand shark, which is known to attack people and their
ships.

14
After Ozai's imprisonment Fire Lord Zuko began the long
Fire Nation process of reconstruction. Under his rule, the Fire Nation
resumed cooperation with the other nations to ensure world
peace and prosperity. The traditionalist Shyu was appointed
Info new Great Sage, and under his supervision, the Fire Sages
Currency: Fire Nation gold, silver, and copper relinquished their loyalty to the Fire Nation government and
pieces
returned to their spiritual and theological roots.[ These new
Language: Resembles ?, with a court and common policies, especially the demilitarization and decolonization,
dialect, as well as several local dialects
met the opposition of Fire Nation colonists and imperialists
Government: Absolute Monarchy
that began to escalate into violence by 101 AG. To solve the
Spirits: Agni, the sun spirit
crisis caused by the decolonization, Fire Lord Zuko, together
Economy: Large. The Fire Nation is the world leader with Avatar Aang and Earth King Kuei, transformed the
in industrialization and the production of metals. oldest Fire Nation colonies into the United Republic of
They export industry across the world, and import a Nations, ending the Fire Nation's imperialist era while at the
significant amount of food from the Earth Kingdom
and the United Republic of Nations.
same time allowing Fire Nation colonists to remain in their
new homelands.

Head of State: Firelord Zuko

Capital: Caldera City

The Fire Nation is one of the world's four nations and five
sovereign states. It is an absolute monarchy led by the Fire
Lord. Geographically, the nation is located along the planet's
equator in the western hemisphere and is composed of
several islands, named the Fire Islands. Its capital is Caldera
City, located roughly in the center of the archipeligo on
Capital Island, the largest of the Islands. Because of a warm
and humid climate, the Fire Nation is home to a variety of
native flora and fauna, though the main islands largely
consist of rough, grassy plains bearing little wildlife.
The Fire Nation is the second-largest populated nation in
the world, following the Earth Kingdom, while its economy is
the most powerful in the world; its strong industrial sector
and extensive technological developments not only enabled
the Fire Nation to create an extremely powerful military, but
also initiated worldwide modernization and globalization.
Before the foundation of the United Republic and the
following global technological revolution, it was also the
strongest and most advanced country in the world.
Following its unification, citizens of the Fire Nation
developed to be resourceful and resilient, a trait that was
later speculated by Prince-General Iroh the younger to be a
result of living on islands dominated by active volcanoes. Its
politics remained very complex and full of conflict. Even
though the Fire Lords held great power and controlled a
standing military, many islands retained distinct identities
and remained somewhat autonomous. Bloody feuds between
clans consequently were a common occurrence in the Fire
Nation, binding energy and resources.

15
Caldera City Eastern Islands
The south-eastern islands, mostly protected from storms, are
among the Worlds most beautiful tropical paradises. Once
home to waterbenders who have long since fled the
volcanoes to move to the icy North, the islands were carefully
terraformed to assist agriculture, and still produce most of
the Nations native agriculture.
Western Coast
The Western Coast, unprotected like the rest of the
archipeligo, falls under barrage by storms every late summer
to fall. It is still heavily populated, and the storms bring in
large amounts of sea food to the coastal regions, which are
farmed during the temperate winters. Though the practice
was made illegal by Firelord Sozin, and remained so until
Also known as Capital City, Royal Caldera City is the seat of Firelord Zuko, many have managed to cling to the tradition of
the government for the Fire Nation. It is home to the Fire praying to the spirit of the western wind to protect them from
Lord, the Fire Nation Royal Family, and Fire Nation nobility. the storms, and on the last day of spring, there is a festival in
The city is located on Capital Island, a large island in the their honor- the last before preperations begin.
western region of the Fire Nation.
The Fire Nation Capital is one of the largest settlements in Ember Island
the world. It has a distinct layout consisting of the Royal
Plaza, a forum located directly past the First Lord’s Harbor;
an industrial district surrounded by numerous Ember Island is a renowned resort area located in the outer
establishments and homes; and Royal Caldera City, a islands of the northern Fire Nation. Set among palm trees
residential district situated within the crater of a dormant and luscious vegetation, it is home to many luxurious resorts
volcano hosting the Fire Nation Royal Palace and various and vacation homes for the wealthy and powerful. Many high-
homes of Fire Nation elite. ranking Fire Nation officials have vacation homes here and
Shuhon Island the island is viewed as the top vacation destination in the Fire
Nation. The private beaches are surrounded by mountains
and dunes which create a private atmosphere for visitors.
The beaches are among the most popular in the country and
host many popular kuai ball games.

Shuhon Island is the second largest island in the Fire Nation,


east of Capital Island. When the noble clans held power in
the Fire Nation, the island fell under the traditional influence
of the Keohso clan. Fire Fountain City is a prominent
settlement on the island, known for its enormous firelord
statue in the center of the town. These statues are ever-
burning, an invention of Zhang Sato (a native of Fire
Fountain City) in 146BG, and only cease to burn when the
crown passes heads. In 101AG, the cold statue of Ozai was
replaced with one of Firelord Zuko, which still burns to this
day.

16
The Northern Water Tribe is an independent state located
Water Tribes within the realms of the North Pole, ruled by a hereditary
monarchic chiefdom. As the oldest division of the three Water
Tribes, the Northern Water Tribe dominated both the North
Info Pole as well as the South Pole for centuries. Its capital city,
Currency: Water Tribe Beads (coin shaped carved Agna Qel'a, is notable for being made almost entirely out of
bones with holes in the center)
ice. Even though much of its territory encompasses largely
Language: Northern and Southern dialects are inhospitable tundra terrain, the Northern Water Tribe always
sublty different but closely resemble Inuit, an oral thrived in its isolation, and grew into a major political and
language. Many people also speak Earth Kingdom, economical power after the Hundred Year War.

and they use this writing system.


The people of the Northern Water Tribe are traditionally
Government: Chiefdom (north is heirarchal, south conservative and very spiritual, but still open to change and
is by vote)
reform. The Northern waterbending style is the most
Spirits: Tui and La (push and pull), the Ocean and widespread form, practiced by waterbenders at both poles
Moon Spirits

Economy: Medium. The Water Tribes are mostly


and in the United Republic of Nations, as raids on the
self-sustaining, and export goods to nearby earth
Southern Water Tribe led to the southern style becoming
kingdom town on the northerns and southern
nearly extinct during the Hundred Year War.
coasts of the earth kingdom which are too far from Long before the Hundred Year War, the predecessors of the
Ba Sing Se and Omashu to benefit from their large Water Tribe relocated to the North Pole from the tropical
agricultural economy. regions they originally inhabited. There, they formed several
independent tribes. Eventually, a group of waterbenders
united to build Agna Qel'a in an attempt to bring all the tribes
In the aftermath of the Fire Nation's siege of the North Pole, of the North Pole together. The waterbenders used their icy
select benders and healers from the Northern Tribe left for environment to create the various temples, villages, and
the South Pole in an effort to rebuild their ravaged sister canals that comprise the city. After a time of civil unrest, this
tribe. These efforts were increased after the Hundred Year newfound unity declined, and a group of secessionists
War's conclusion, culminating in the Southern journeyed to the South Pole to engender a new tribe.
Reconstruction Project led by the siblings Malina and Maliq. Despite these initial difficulties, the relations between the
When the Northerners discovered the world's largest oil Northern Water Tribe and the secessionist Southern Water
depository on Southern soil, however, the Northern Tribe improved over time. The South reaccepted the
leadership deemed its sister tribe unfit to handle such an authority of the Northern chiefs as long as it was granted
important resource. Secret plans were drafted according to autonomy and a Council of Elders to govern itself. To
which the Southern Water Tribe would become a colony of strengthen the tribal ties and political harmony, the Northern
the North. When this plot was discovered, a Southern ruling family began to take Southerners as their spouses.
nationalist uprising broke out that was eventually defeated at Additionally, the New Moon Celebration was established in
the hands of Team Avatar and their allies. Regardless, anti- order to reunite the two Water Tribes. Over time, the
northern sentiment persisted among the Southern Water Northern Water Tribe grew prosperous and powerful enough
Tribe. to defend its wealth from outsiders thanks to a strong navy.
After the Hundred Year War, the Northern Water Tribe
Northern Water Tribe underwent social and economic reforms. Women were no
longer restricted by law, and the tribe grew increasingly
powerful. Agna Qel'a began to significantly expand to become
a large metropolis.
Even though their cultures were still similar—as they
maintained common customs and celebrations until 40 AG—
the people of the North and South developed completely
differently in regard of society and politics. The Southern
Water Tribe was far less hierarchical than the North, enjoying
a high degree of gender equality. The Southern tribesmen
eventually built a massive inland city as their political and
cultural center and the tribe began to prosper. Some tensions
remained between the sister tribes, as some Northerners
regarded the Southerners as barbarians, whereas some
among the latter believed the North to be an oppressive
society. During these years, a tradition of celebrating the
Head of State: Chief Arnook
Glacier Spirits Festival began, during which the people would
Capital: Agna Qel'a fast and meditate, and the tribal elders would commune with
the spirits as they danced in the sky to create the southern
lights; it ended on the day of the winter solstice.

17
The Southern tribesmen also began to travel around the
world. One group of Southern waterbenders discovered the Foggy Swamp Tribe
Foggy Swamp in the Earth Kingdom thousands of years
before the Hundred Year War. They decided to stay because
of the abundant amounts of water there, engendering the
Foggy Swamp Tribe in the process. However, as the Foggy
Swamp tribesmen maintained isolation, the people of the
South Pole never learned of these events.
Southern Water Tribe

The Foggy Swamp Tribe is a waterbending settlement


situated in a wetland known as the Foggy Swamp, located in
the southwestern part of the Earth Kingdom, and is one of
the three Water Tribes in the Avatar World. The tribesmen
are descendants of individuals who migrated from the South
Pole to the Foggy Swamp in the Earth Kingdom, where they
Head of State: Chief Hakoda and the Council of established a separate faction that eventually developed a
Elders
distinct culture and bending style separate from those of the
Capital: Capital City two polar tribes.
It remained relatively isolated to the polar Water Tribes
and the rest of the world until the tribe's involvement in the
The Southern Water Tribe is an independent state located at invasion of the Fire Nation in 100 AG. Despite the Foggy
the South Pole and is the southern division of the Water Swamp Tribe's complete independence from both of its sister
Tribes. A federation of several smaller tribes, the South is tribes, it is not formally recognized as a separate political
ruled by a Council of Elders, who also elect the tribe's chief. entity and thus did not have a representative in the United
The Southern Water Tribe has had an eventful history and Republic Council at any point in time.
saw times of prosperity and freedom as well as decline and Although technologically unsophisticated, the tribe consists
genocide. Before the Hundred Year War, the South was of powerful waterbenders who have developed a specialized
thriving and had a unique culture and waterbending style. bending style adapted for swamp use. Specifically, the form
After a series of brutal Fire Nation raids, however, the employed by swampbenders differs significantly from
South Pole was left devastated and nearly all the surviving conventional waterbending, as it primarily involves rigid
waterbenders had been taken prisoner. By 99 AG, the bending motions and the manipulation of plant life. The tribe
Southern Water Tribe was on the brink of extinction, with its members indulge mostly on small game and giant insects but
culture shattered, its main city largely abandoned, and its refrain from consuming catgators, which they domesticate
unique waterbending style effectively erased. After the Siege and keep as pets.
of the North, the Northern Water Tribe administrated a relief The members of the Foggy Swamp Tribe are accustomed
effort led by Master Pakku, who brought along a number of to their surroundings and have a deep appreciation of the
warriors, waterbenders, and healers to aid in the Southern workings of the natural world. They follow the belief that all
tribe's redevelopment. This mission proved to be successful, living organisms are interconnected and reliant on each
resulting in political rapprochement between the two tribes. other, based on their understanding of the sacred banyan-
Following the Hundred Year War and the re-involvement of grove tree, from where some of the tribe members have
both Water Tribes in international affairs, the South became reached enlightenment.
a major economic power: Both its population and
infrastructure swelled, with people mostly living in its coastal
capital and several villages nearby. The people of the
Southern Water Tribe are modern, progressive, and focused
on commerce and trade, but in contemporary times lack the
spirituality that had long defined their culture.

18
In the aftermath of the Hundred Year War Avatar Aang and
United Republic of Nations Fire Lord Zuko came to an agreement with Earth King Kuei
on the establishment of the Harmony Restoration Movement,
which aimed to return Fire Nation colonies to the control of
Info the Earth Kingdom. One of the consequences of this action
Currency: Yuan
was the removal of Fire Nation citizens from the settlements
Language: Coastal EK and Common FN
that they had created over the past century. This forced
Government: Unitary Directoral Republic
departure had considerably negative demographic
Economy: Medium. consequences unforeseen by the parties in the agreement,
such as compromising biracial denizens with both Fire
Nation and Earth Kingdom heritage, and destroying the
prosperity the colonies were experiencing due to the efforts
Head of State: United Republic Council
of citizens from both nationalities. A year into the operation
Capital: Republic City of the movement, Firelord Zuko withdrew his support.
Avatar Aang and Firelord Zuko initially resolved the
impasse by instating a coalition government, where the
colonies would be governed by both Fire Nation and Earth
Kingdom citizens. The system first came into place in Yu
Dao, the first Fire Nation colony, though the other colonies
soon followed.
Eventually, the Avatar and the Fire Lord transformed the
colonies, along with Cranefish Town, into a fifth nation where
people from the four nations would be able to live in
harmony. The new republic was governed by a council of five
citizens representing each of the original four nations, with
two representing the polar Water Tribes. They named this
new polity the United Republic of Nations, and made
Cranefish Town its capital, renaming the settlement Republic
City. Earth King Kuei agreed to cede large portions of Earth
Kingdom land to form the republic.
Republic City

The United Republic of Nations, more commonly known as


the United Republic, is a sovereign state created by Avatar
Aang and Fire Lord Zuko after the end of the Hundred Year
War. It was formed from the oldest Fire Nation colonies
established in the western Earth Kingdom and was created
to serve as a society where benders and nonbenders from all
four nations could live and thrive together in peace and
harmony. The United Republic is known for having a unique
culture, which was shaped by immigration and a
technological revolution.
The capital of the United Republic is Republic City, a large,
modern metropolis located on the shores of Yue Bay. From While the colonies underwent a peaceful democratic
there, a political organization consisting of one transition, the industrial revolution spread in the western
representative from each nation, the United Republic Earth Kingdom. Taking advantage of new technologies and
Council, governed the republic. the availability of bending and nonbending workers from all
nations, new businesses and factories were founded. One site
in particular grew rapidly. Located at the Mo Ce Sea's coast,
near Yu Dao, it originally hosted just one factory, the Earthen
Fire Refinery, but quickly expanded into a large
agglomeration known as Cranefish Town. People from all
around the world migrated there in hopes of getting jobs.
Cranefish Town was made the new capital of the United
Republic of Nations, and renamed Republic City.

19
Chapter 2 : Bender Classes

Air is the element of freedom.


Air nomads detach themselves from worldly concerns and found peace and freedom. They are freespirited and have good humor.

Airbenders skill with their element relies heavily on their spirituality.

Airbenders most closely resemble monks.

Earth is the element of substance.


The people of the Earth Kingdom are diverse and strong. They are persistent and enduring. Patient at best and stubborn at worst.

A skilled earthbender is patient and immovable, not just strong.

Earthbenders most closely resemble barbarians and druids.

Fire is the element of power.


The people of the Fire Nation have desire and will, and the energy and drive to achieve what they want. They are passionate,

and fight fire with fire, giving an eye for an eye. A firebender's power lies in breath control, not in physical strength.

Firebenders most closely resemble sorcerers and barbarians.

Water is the element of change.


The people of the Water Tribes are capable of adapting to many things. They have a deep sense of community and and love that

holds them together through anything. Waterbenders are fighters of opportunity and turn their opponents force against itself.

Water benders most closely resemble druids and warlocs.

20
The Airbender

A
irbending is one of the four elemental bending
arts, is the aerokinetic ability to control and Origin
manipulate air. The peaceful Air Nomads During the era of Raava, the power of air was temporarily
utilized this type of bending in their everyday bestowed on the inhabitants who lived on a giant lion turtle
lives. while they left the village to stock up on food. After
Air is the element of freedom. The Air Nomads detached permanently leaving the care of the lion turtle, the former
themselves from worldly problems and concerns; finding inhabitants eventually learned airbending from the flying
peace and freedom was the key to solving their difficulties in bison, a sacred creature in the Air Nomad culture. The bison
life. Airbenders continually sought spiritual enlightenment, typically use their massive beaver-like tail to create gusts of
and, as a result, all children born into the Air Nomads were wind and, as the name suggests, can fly without any visible
benders. The first airbenders learned their art from the flying means of propulsion. It is also said that the airbenders
bison. borrowed the arrow mark from the flying bison for the design
The key to airbending is flexibility and finding and of their traditional tattoos. These markings symbolize one's
following the path of least resistance. Airbending is notable mastery of the airbending art and are given to a practitioner
for being almost purely defensive, as well as the most once their training is complete. Unlike other nations, all Air
dynamic of the four bending arts. Airbenders can overwhelm Nomads were born as airbenders due to the culture's strong
many opponents at once with large and powerful attacks that ties to spirituality.
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. Opposing bending art
Due to their aforementioned spirituality, they often adapt to In keeping with Air Nomad teachings on pacifism, airbending
the situation surrounding them and employ negative jing, is the most passive of the four arts, as many of its techniques
preferring evasive maneuvers as opposed to direct emphasize constant mobility, deflection, and eluding the
confrontation. opponent. Earthbending is considered the direct opposite,
In contrast with other bending disciplines, airbending whereas airbenders avoid or deflect oncoming attacks,
necessitates constant spiritual awareness, and an airbender earthbenders absorb or overwhelm them with superior force.
who loses this connection can see their skills deteriorate. Airbenders are constantly moving in circles, while
earthbenders require to be firmly rooted in one place to
effectively bend. Firebending, however, is considered the
spiritual opposite of airbending, as it places aggressiveness
and passion against passivity and peacefulness.
Like all of the bending arts, airbending is no more or less
powerful than the other arts, though it is easily the most
dynamic and agile of the four. It is the skill and power of the
user that determines victory.

21
Airbender
Proficiency Cantrips Moves Chi Chi Light
Level Bonus Features Known Known Points Level Disciplines footed
Bending, Airbending Path,
1st +2 2 2 1 1st — -
Bōjutsu
2nd +2 Disciplines 2 3 2 1st 2 +10 ft.
3rd +2 Airbending Path Feature 2 4 2 2nd 2 +10 ft.
4th +2 Ability Score Increase 3 5 2 2nd 2 +10f t.
5th +3 ─ 3 6 2 3rd 3 +10ft.
6th +3 Airbending Path Feature 3 7 2 3rd 3 +15 ft.
7th +3 ─ 3 8 2 4th 4 +15 ft.
8th +3 Ability Score Increase 3 9 2 4th 4 +15 ft.
9th +4 ─ 3 10 2 5th 5 +15 ft.
10th +4 Airbending Path Feature 4 10 2 5th 5 +20 ft.
11th +4 Spirit of the Wind 4 11 3 5th 5 +20 ft.
12th +4 Ability Score Improvement 4 11 3 5th 6 +20 ft.
13th +5 ─ 4 12 3 5th 6 +20 ft.
14th +5 Airbending Path Feature 4 12 3 5th 6 +25 ft.
15th +5 ─ 4 13 3 5th 7 +25 ft.
16th +5 Ability Score Improvement 4 13 3 5th 7 +25 ft.
17th +6 ─ 4 14 4 5th 7 +25 ft.
18th +6 ─ 4 14 4 5th 8 +30 ft.
19th +6 Ability Score Improvement 4 15 4 5th 8 +30 ft.
20th +6 Chi Mastery 4 15 4 5th 8 +30 ft.

A Quarterstaff-glider The A
Class Features An Explorers pack or a Scholar’s Pack
Cloth robes of the Airbender tribe
use y
show
As an Airbender, you gain the following Class Features: An instrument of your choice to use
Hit Points point
Hit Dice: 1d8 per Airbender level Bending finish
Hit Points at 1st Level: 8 + your Constitution modifier Your training with the monks of the Airbending tribe has
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution allowed you to tap into the flowing winds around you.
modifier per Airbender level after first
Cantrips
Proficiencies Cantrips are basic airbending moves that don’t require a
Armor: Light significant amount of Chi use, and therefore can be used at
Weapons: All Polearms, fans will. You know two cantrips of your choice from the Airbender
Tools: One instrument of your choice move list. You learn additional Airbender Cantrips of your
Saving Throws: Dexterity, Wisdom choice at higher levels as shown in the Airbender table.
Skills: Acrobatics, Animal Handling, Nature, Insight,
Perception Chi
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:

22
Bending known at 1st level or Higher At 20th level you can draw on your inner reserve of Chi to
At 1st level you know two 1st level bending moves of your regain expended Chi points. You can spend 1 minute Te
meditating to regain all your expended Chi points. Once you
choice from the Airbender move list. The moves known use this feature, you are unable to use it again until you take a Nor
column of the table shows when you learn more moves. A long rest. You s
move you choose must be of a level no higher than what is the b
shown in the tables Chi Level column for your level. Like X
Additionally, when you gain a level in this class, you can stron
choose one of the Airbending moves you know and replace it know
with another move from the Airbender move list. Which also
must equal to or lower than your Chi Level listed in the table first
above. Start
battle
Bending ability shield
Wisdom is your bending ability for your Airbender moves, so wisdo
you use your wisdom whenever a move refers to your
bending ability. In addition, you use your wisdom modifier Way
when setting the saving throw DC for an Airbender move you At 3r
use and when making an attack roll with one. use y
Bending Save DC = 8 + your proficiency bonus + your bond
Wisdom modifier weap
Bending Attack modifier = your proficiency bonus + your resist
Wisdom Modifier Th
away
Temple Styles anoth
In your study at one of the four air temples you have Ad
developed a style unique to that temple. At 1st level, you gain you, y
a temple style, detailed at the end of the class description. bonu
Virt
Disciplines At six
In your study with the monks, you have learned many special oppo
modifications to your normal airbending. At 2nd level, you
gain two Disciplines of your choice, those disciplines are Pier
detailed at the end of the class description. When you gain At lev
certain Airbender levels, you gain additional disciplines of single
your choice as shown in the disciplines column of the class 20 fe
table. Additionally, when you gain a level in this class, you can
choose a discipline you know and replace it with another four
discipline that you could learn at that level. At 14
All yo
Bōjutsu dama
You have trained extensively with polearms as an extension of Sou
your body, using momentum and leverage to your advantage.
For the purposes of calculating your attack and damage, you Monk
can use your dexterity modifier instead of strength. This does patro
NOT add the finesse property to the weapon. When a heavy bring
weapon is used with this feature, it loses the “Reach” also t
property if it has one. cost,
fight,
Spirit of the wind turnin
Starting at 11th level, you gain a fly speed equal to your Paci
walking speed, this gust only works in short bursts however, At 1s
and you begin to fall if you end your turn in the air and wind
nothing else is holding you aloft. breez
wisdo
Chi Mastery
Prox

23
Creative Cloudmaking Force of a Great Typhoon
Starting at 6th level, you can create a small cloud around you At 14th level the air around you becomes an extension of
to obscure your movement and escape danger. When you your body and your weapon. Your weapon can be considered
take damage, you can use your reaction to become (heavily to have the “Reach” property.
obscured/hidden) by the cloud and move with the wind up to
60 feet in any direction. This movement doesn’t provoke Western Temple
opportunity attacks. You remain (heavily obscured/hidden) The patron of the nuns of the western temple is Baihu, the
until the start of your next turn or until you attack or bend. white bison of the west and the spirit of fall. She is also the
You can’t use this feature again until you complete a short or herald of the storm season in the western hemisphere, which
long rest. takes place every autumn, baraging the Fire Nation coast
Way of the Water year after year, and often triggering tsunamis to hit the Earth
At 10th level you learn to use your opponents momentum Kingdoms eastern coast. She is not always gentle. She is
agianst them, similar to the way of waterbenders. When an three aspects; one of gentle allowance, another of fierce
opponent attempts to attack you at melee range and misses, refusal, and the last of an empty void. She is pure chaos, in
you may make an opportunity attack as a reaction. the way that it is gentle and the way that it is harsh. Nuns of
the Western Temple are like the tempest: a force of nature
fourteenth and quick to change their mind and direction.
You learn to avoid conflicts almost entirely. You learn the Fall Breeze
dodge reaction, allowing you to quickly move around your When you train at the Western temple at level 1, you learn
opponent, and providing you opportunity attacks. When that fighting against the wind often ends with a hard landing.
performing the dodge reaction, roll acrobatics, dexterity, or When any creature enters within 10 feet of you for the first
athletics depending on the move (your DM will decide this) time on a turn, you can use your reaction to have them roll a
and aim to beat your opponents attack roll. Opportunity strength saving throw against your save DC. If they fail the
attacks such as these take place outside of initiative order. saving throw, they are knocked prone (or pushed back x feet)
Eastern Temple by a howling gust of wind. You can use this ability 3 times per
day. You regain all expended uses of this ability after a long
Nuns of the Eastern temple call their patron Seiryu, he azure rest.
dragon of the east and the bringer of both spring and the new
year. Nuns from the Eastern Temple are strong, clever, and Nomadic Pathways
flexible. Like life itself they make openings of the tiniest At 3rd level, your position at the western temple has taught
cracks in rock to grow. They deal well with adversity both in you of air and weather patterns. Your travel time is not
life and on the battlefield. slowed down by storms and when there are no storms you
travel by the currents, and your travel time is halved.
first
At 1st level, you learn to make opportunity where there is sixth
none. If an opponent disengages from battle, you can make At 6th level,
an opportunity attack regardless.
tenth
War Bending At 10th level,
At 3rd level the quickening air current caused by using your
cantrips speeds up your melee strikes. When you use your Eye of the Storm
action to cast a cantrip, you can make one weapon attack as a Starting at 14th level, your fall breeze feature becomes a
bonus action. constant squall. You can keep a strong wind whipping around
you in a 10 ft radius at your command. When any creature
Opportunity Making enters within 10 feet of you for the first time on a turn, you
At 6th level, you improve your ability to create openings for can choose to use your reaction to have that creature roll a
yourself. When you disengage while within 5 ft of an strength saving throw vs your save DC. If that creature fails
opponent, you gain an opportunity attack against them on the saving throw, they are knocked prone (or pushed back x
your next turn, so long as they remain within your movement feet) by a howling gust of wind.
distance.
Vision of the Currents
At 10th level you can see the paths through the air that
attacks are taking and can alter that path with a carefully
directed burst of air. Twice per short rest, as a reaction to any
attack against you, you can attempt to alter the direction of
the attack, add +5 to your AC until the end of the turn. You
regain all the expended uses of this ability at the end of a
short or long rest.

24

Disciplines Spirit Bond (Prerequisite: Path of the Spirits Feature):


Cutting Wind (Prerequisite: Gust cantrip): When you cast You can communicate telepathically with your familiar and
Gust, deal 1d6 + your wisdom modifier slashing damage on a perceive through your familiar’s senses as long as you are on
failed save. This damage increases to 2d6 at 5th level, 3d6 at the same plane of existence. Additionally, while perceiving
11th level, and 4d6 at 17th level. through your familiar’s senses, you can also speak through
your familiar in your own voice, even if your familiar is

normally incapable of speech.
Harrying Gust (Prerequisite: Gust cantrip): On a failed

save, instead of pushing the target 5 feet, you can either push Colors of the wind (Prerequisite: 15th Level): You can see
the target 10 feet, or knock them prone. all the colors of the wind. The winds show you the true form

of any shapechanger or creature concealed by illusion or
Disarming Gale (Prerequisite: Gust cantrip): On a failed transmutation magic while the creature is within 30 feet of
save, instead of all other effects of Gust, you can choose to you and within line of sight.
knock the weapon out of the creatures grasp and have it land

up to 10 feet away. Dread Winds: As a bonus action, you can conjure a cyclone

of wind around you. The cyclone grants you advantage on
Running Downwind (Prerequisite: 5th Level): Your Charisma (Intimidation) checks but disadvantage on all other
walking speed is increased by +10 Charisma checks. In addition, a creature that starts its turn

within 5 feet of you takes slashing damage equal to your
Armor of Air: You can cast Mage Armor on self at will Wisdom modifier. You can dismiss the cyclone with another
without expending a Chi point or material components. bonus action.

Updraft (Prerequisite: 9th level): You can cast Levitate on Improved Bō (Prerequisite: 5th level): After meditating
yourself at will without expending a Chi point or material with your weapon using your Path of the Bō feature, it
components. becomes a +1 magical weapon until your bond with the

weapon is broken. This doesn’t affect already magical
Jet (Prerequisite: 5th level): You bend a jet of air from your weapons.
feet when you leap. You can cast Jump on yourself at will

without expending a Chi point or material components. Superior Bō (Prerequisite: 9th level): After meditating with

your weapon using your Path of the Bō feature, it becomes a
Restricting Flow (Prerequisite: 15th level): You can cast +2 magical weapon until your bond with the weapon is
Hold Monster at will without expending a Chi point or broken. This doesn’t affect already magical weapons.
material components.


Ultimate Bō (Prerequisite: 15th level): After meditating
Summon Air Spirit (Prerequisite: 9th level): You can cast with your weapon using your Path of the Bō feature, it
Conjure Elemental once using a Chi point. You can only becomes a +3 magical weapon until your bond with the
summon an air elemental with this ability. You cannot use weapon is broken. This doesn’t affect already magical
this ability again until you complete a long rest. weapons.

Extended Cyclone (Prerequisite: Cyclone (Thorn whip) Freedom of Movement: The wind moves freely, and little can
Cantrip): You can now pull the target up to 20 feet with your prevent you from moving freely as well. You ignore difficult
Cyclone (Thorn whip) cantrip. terrain, have advantage on all checks to escape a grapple,

manacles, or rope bindings, and have advantage on saving
Shockwave (Prerequisite: Booming Blade Cantrip): If the throws against being restrained.
target of your booming blade moves and activates the

secondary effect. The target is also pushed 5 feet in the Fog of War (Prerequisite: 18th Level): As an action, you
opposite direction it was going to move, in addition to the can turn invisible for 1 minute. If you attack, deal damage, or
normal effects of booming blade. force a creature to make a saving throw, you become visible

at the end of the current turn.
High Pressure System (Prerequisite: 5th Level): You can

cast slow once using a Chi point. You can’t use this ability Light as a feather: You gain proficiency in two skills from:
again until you complete a long rest. Stealth, Acrobatics, Slight of Hand

Prevailing Winds (Prerequisite: Lift (Mage Hand) Nomadic Heritage: You learn two languages of your choice
Cantrip): Triple the weight that your Lift (Mage Hand) from your travels around the world, as well as gain
cantrip can carry. proficiency in either Persuasion or History

25
Airbender Bending List
Down Draft*
Cantrips (0 Level): Zephyr Strike 3rd Level 5th Level
Gust Elemental Weapon (Limited Bigby’s Hand
Cyclone 2nd Level to Thunder Damage)** Create Vacuum*
Magic Stone Blindness/Deafness Fly Conjure Elemental (Air
Booming Blade Blur Haste Elemental)**
Lift Cloud of Daggers Stinking Cloud Control Winds
Thunderclap Dust Devil Thunder Step Greater Spirit Step*
Grounding* Wind Wall Vortex*
1st Level Gust of Wind Slow* Steel Wind Strike
Catapult Levitate Spirit Message* Telekinesis
Fog Cloud Spirit Step* Hold Monster
Cutting Breeze* Pass without Sound* 4th Level
Shield Silence Conjure Minor Elementals
Thunderwave Warding Wind (Air Elemental)**
Unseen Servant Immobilize Person* Freedom of Movement
Detect Magic/Chi Storm Sphere*
Confusion*

26
Casting Time: 1 Action
Airbending Cantrips Range: 30 Feet
Gust Components: V, S
Airbending Cantrip Duration: 1 Minute
Casting Time: 1 Action You can control a small current of air to move or manipulate
Range: 30 Feet objects. This air current lasts for the duration or until you
Components: V, S dismiss it as an action. The current vanishes if it is ever more
Duration: Instantaneous than 30 feet away from you or if you bend this move again.
You seize the air and compel it to create one of the following You can use your action to control the current. You can use
effects at a point you can see within range: the current to manipulate an object, open an unlocked door
or container, or stow or retrieve an item from an open
One Medium or smaller creature that you choose must container. You can move the current up to 30 feet each time
succeed on a Strength saving throw or be pushed up to 5 you use it. The current can't attack, activate items unless
feet away from you. stated otherwise, or carry more than 10 pounds.
You create a small blast of air capable of moving one
object that is neither held nor carried and that weighs no Thunderclap
more than 5 pounds. The object is pushed up to 10 feet Airbending Cantrip
away from you. It isn’t pushed with enough force to cause Casting Time: 1 Action
damage. Range: 5 Feet
You create a harmless sensory effect using air, such as Components: S
causing leaves to rustle, wind to slam shutters shut, or Duration: 1 Action
your clothing to ripple in a breeze. You create a burst of thunderous sound that can be heard up
Cyclone to 100 feet away. Each creature within range, other than you,
Airbending Cantrip must succeed on a Constitution saving throw or take 1d6
thunder damage.
Casting Time: 1 Action The spell’s damage increases by 1d6 when you reach 5th
Range: 30 Feet level (2d6), 11th level (3d6), and 17th level (4d6).
Components: V, S
Duration: Instantaneous 1st-Level Airbending
You conjure a small cyclone that carries a target closer to you. Catapult
Make a melee bending attack against the target. If the attack 1st-Level Airbending
hits, the creature takes 1d6 slashing damage, and if the
creature is Large or smaller you pull it up to 10 feet closer to Casting Time: 1 Action
you. Range: 60 feet
This move's damage increases by 1d6 when you reach 5th, Components: S
11th, and 17th level. Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that
Magic Stone isn’t being worn or carried. The object flies in a straight line
Booming Blade up to 90 feet in a direction you choose before falling to the
Airbending Cantrip ground, stopping early if it impacts against a solid surface. If
Casting Time: 1 Action the object would strike a creature, that creature must make a
Range: 5 Feet Dexterity saving throw. On a failed save, the object strikes the
Components: V, M (a weapon) target and stops moving. When the object strikes something,
Duration: 1 round the object and what it strikes each take 3d8 bludgeoning
damage.
As part of the action used to bend this move, you must make At Higher Levels. When you cast this spell using a spell slot
a melee attack with a weapon against one creature within the of 2nd level or higher, the maximum weight of objects that
spell's range, otherwise the move fails. On a hit, the target you can target with this spell increases by 5 pounds, and the
suffers the attack's normal effects, and it becomes sheathed damage increases by 1d8, for each slot level above 1st.
in booming energy until the start of your next turn. If the
target willingly moves before then, it immediately takes 1d8
thunder damage, and the move ends. This move's damage
increases when you reach higher levels.

At Higher Levels. At 5th level, the melee attack deals an


extra 1d8 thunder damage to the target, and the damage the
target takes for moving increases to 2d8. Both damage rolls
increase by 1d8 at 11th level and 17th level.
Lift
Airbending Cantrip

27
Fog Cloud Detect Chi
1st-Level Airbending 1st-Level Airbending
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of fog centered on a point For the Duration, you sense the presence of chi within 30 feet
within range. The sphere spreads around corners, and its of you. If you sense chi in this way, you can use your action to
area is heavily obscured. It lasts for the duration or until a see a faint aura around any visible creature or object in the
wind of moderate or greater speed (at least 10 miles per area that bears chi, and you learn its what kind of bender they
hour) disperses it.
are, if any, and whether they are a spirit or spirit-touched.
At Higher Levels. When you cast this spell using a spell slot The move can penetrate most barriers, but is blocked by 1
of 2nd level or higher, the radius of the fog increases by 20 foot of stone, 1 inch of Common metal, a thin sheet of lead, or
feet for each slot level above 1st. 3 feet of wood or dirt.
Cutting Breeze Down Draft
1st-Level Airbending 1st-Level Airbending
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 feet Range: 90 Feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You create three gusts of wind. Each gust hits a visible A powerful downdraft of wind fills a 20-foot square starting
creature of your choice. A gust deals 1d4+1 force damage to from a point. This wind turns the area into difficult terrain.
its target. The gusts all strike simultaneously and you can When the bending move ends, the wind dissipates.
direct them to hit one creature or several. A creature in the area when you perform the bending move
At Higher Levels: The bending move creates one more must succeed on a Strength save or be restrained until the
gust for each Chi level above 1st. move ends. A creature restrained can use its action to make a
Strength check against your bending save DC. On a success,
Shield it frees itself.
1st-Level Airbending
Casting Time: 1 Reaction* Zephyr Strike
Components: V, S Casting Time: 1 Bonus Action
Duration: 1 Round Range: Self
Components: V
You bend a wall of air to protect you. Until the start of your Duration: Concentration, up to 1 minute
next turn, you have a +5 bonus to AC, including against the
triggering attack, and you take no damage from magic You move like the wind. Until the move ends, your movement
missile. doesn’t provoke opportunity attacks.
Once before the move
ends, you can give yourself advantage on one weapon attack
which you take when you are hit by an attack roll on your turn. That attack deals an extra 1d8 force
damage on a hit. Whether you hit or miss, your walking
Thunderwave speed increases by 30 feet until the end of that turn.
1st-Level Airbending
Casting Time: 1 Action 2nd-Level Airbending
Range: 15 foot cube
Components: V, S Deafness
Duration: Instantaneous 2nd-Level Airbending
A wave of thunderous force sweeps out from you. Each Casting Time: 1 Action
creature in a 15-foot cube originating from you must make a Range: 30 ft
Constitution saving throw. On a failed save, a creature takes Components: V
2d8 thunder damage and is pushed 10 feet away from you. Duration: 1 minute.
On a successful save, the creature takes half as much damage You can deafen a foe. Choose one creature that you can see
and isn't pushed.
In addition, unsecured Objects that are within range to make a Constitution saving throw. If it fails,
completely within the area of Effect are automatically pushed the target is Deafened for the Duration. At the end of each of
10 feet away from you by the move's Effect, and the spell its turns, the target can make a Constitution saving throw. On
emits a thunderous boom audible out to 300 feet.
At Higher a success, the spell ends.
Levels. When you bend using a chi slot of 2nd Level or At Higher Levels. When you bend using a chi slot of 3rd
higher, the damage increases by 1d8 for each slot level above Level or higher, you can target one additional creature for
1st. each slot level above 2nd.

28
Blur A line of strong wind 60 feet long and 10 feet wide blasts You b
2nd-Level Airbending from you in a direction you choose for the move's Duration. small
Each creature that starts its turn in the line must succeed on escap
Casting Time: 1 Action a Strength saving throw or be pushed 15 feet away from you durat
Range: Self in a direction following the line. (inclu
Components: V Any creature in the line must spend 2 feet of Movement for and c
Duration: Concentration, up to 1 minute. every 1 foot it moves when moving closer to you. that r
Your body becomes blurred, shifting and wavering to all who The gust disperses gas or vapor, and it extinguishes trace
can see you. For the Duration, any creature has disadvantage candles, torches, and similar unprotected flames in the area.
on Attack rolls against you. An attacker is immune to this It causes protected flames, such as those of lanterns, to
Effect if it doesn't rely on sight, as with Blindsight or dance wildly and has a 50 percent chance to extinguish them.
Earthsight, or can see through illusions, as with Truesight, or As a Bonus Action on each of your turns before the spell
with Detect Chi. ends, you can change the direction in which the line blasts
from you.
Dust Devil
2nd-Level Airbending Levitate
Casting Time: 1 Action 2nd-Level Airbending
Range: 60 feet (5ft cube) Casting Time: 1 Action
Components: V, S, Range: 60 ft
Duration: 1 minute. Components: V, S
Choose an unoccupied 5-foot cube of air that you can see Duration: Concentration, up to 10 minutes.
within range that has a dirt or dusty floor, or utilize pocket One creature or object of your choice that you can see within
sand. A gale of wind that resembles a dust devil appears in range rises vertically, up to 20 feet, and remains suspended
the cube and lasts for the move’s duration. there for the Duration. The move can levitate a target that
Any creature that ends its turn within 5 feet of the dust weighs up to 500 pounds. An unwilling creature that
devil must make a Strength saving throw. On a failed save, succeeds on a Constitution saving throw is unaffected.
the creature takes 1d8 bludgeoning damage and is pushed 10 The target can move only by pushing or pulling against a
feet away. On a successful save, the creature takes half as fixed object or surface within reach (such as a wall or a
much damage and isn’t pushed. ceiling), which allows it to move as if it were climbing. You
As a bonus action, you can move the dust devil up to 30 can change the target's altitude by up to 20 feet in either
feet in any direction. If the dust devil moves over sand, dust, direction on Your Turn. If you are the target, you can move up
loose dirt, or small gravel, it sucks up the material and forms or down as part of your move. Otherwise, you can use your
a 10-foot-radius cloud of debris around itself that lasts until action to move the target, which must remain within the
the start of your next turn. The cloud heavily obscures its move's range.
area. When the move ends, the target floats gently to the ground
At Higher Levels. When you cast this spell using a spell slot if it is still aloft.
of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd. Spirit Step
2nd-Level Airbending
Grounding Casting Time: 1 Bonus Action
2nd-Level Airbending Range: Self
Casting Time: 1 Action Components: V, S
Range: 300 ft Duration: Instantaneous
Components: V, S You briefly step through the spirit world and reappear up to
Duration: Concentration, up to 1 minute. 30 feet from your original location in an unoccupied space
You disrupt the air current beneath a creature you can see that you can see.
within range, rendering it unable to fly. The target must
succeed on a Strength saving throw, or its flying speed (if any) Pass without Sound
is reduced to 0 feet for the move’s duration. 2nd-Level Airbending
Casting Time: 1 Action
Gust of Wind Range: Self
2nd-Level Airbending Components: V, S
Casting Time: 1 Action Duration: Concentration, up to 1 hour.
Range: 60 ft line
Components: V, S
Duration: Concentration, up to 1 minute.

29
Warding Wind Choose a willing creature that you can see within range. Until
2nd-Level Airbending the move ends, the target's speed is doubled, it gains a +2
bonus to AC, it has advantage on Dexterity Saving Throws,
Casting Time: 1 Action and it gains an additional action on each of its turns. That
Range: 10 ft sphere action can be used only to take the Attack (one weapon
Components: V Attack only), Dash, Disengage, Hide, or Use an Object action.
Duration: 10 minutes
A strong wind (20 miles per hour) blows around you in a 10- Stinking Cloud
foot radius and moves with you, remaining centered on you. 3rd-Level Airbending
The wind lasts for the move’s duration. Casting Time: 1 Action
The wind has the following effects: Range: 90 ft
Components: V, S, M (a rotten egg or several skunk cabbage
It deafens you and other creatures in its area. leaves)
It extinguishes unprotected flames in its area that are Duration: Concentration, up to 1 minute.
torch-sized or smaller.
It hedges out vapor, gas, and fog that can be dispersed by You create a 20-foot-radius Sphere of yellow, nauseating gas
strong wind. centered on a point within range. The cloud spreads around
The area is difficult terrain for creatures other than you. corners, and its area is heavily obscured. The cloud lingers in
The attack rolls of ranged weapon attacks have the air for the Duration.
disadvantage if the attacks pass in or out of the wind. Each creature that is completely within the cloud at the
start of its turn must make a Constitution saving throw
Immobilize Person against poison. On a failed save, the creature spends its
2nd-Level Airbending action that turn retching and reeling. Creatures that don't
Casting Time: 1 Action need to breathe or are immune to poison automatically
Range: 60 ft succeed on this saving throw.
Components: V, S A moderate wind (at least 10 miles per hour) disperses the
Duration: Concentration, up to 1 minute cloud after 4 rounds. A strong wind (at least 20 miles per
hour) disperses it after 1 round.
Choose a humanoid that you can see within range. The target
is enveloped in a constricting cyclone and must succeed on a Thunder Step
Strength saving throw or be paralyzed for the duration. At the 3rd-Level Airbending
end of each of its turns, the target can make another Strength Casting Time: 1 Action
saving throw. On a success, the bending move on the target Range: 90 ft
ends. Components: V
At Higher Levels. When you use this bending move using Duration: Instantaneous
at a Chi level of 3rd level or higher, you can target one
additional humanoid for each Chi level above 2nd. The You move so fast you appear to teleport yourself to an
humanoids must be within 30 feet of each other when you unoccupied space you can see within range. Immediately
target them. after you disappear, a thunderous boom sounds, and each
creature within 10 feet of the space you left must make a
3rd-level Airbending Constitution saving throw, taking 3d10 thunder damage on a
failed save, or half as much damage on a successful one. The
Fly thunder can be heard from up to 300 feet away.
3rd-Level Airbending You can bring along objects as long as their weight doesn’t
Casting Time: 1 Action exceed what you can carry. You can also teleport one willing
Range: Touch creature of your size or smaller who is carrying gear up to its
Components: V, S carrying capacity. The creature must be within 5 feet of you
Duration: Concentration, up to 10 minutes. when you cast this spell, and there must be an unoccupied
You touch a willing creature. The target gains a flying speed space within 5 feet of your destination space for the creature
of 60 feet for the Duration. When the move ends, the target to appear in; otherwise, the creature is left behind.
falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you bend using a chi slot of 4th
At Higher Levels: When you bend using a chi slot of 4th level or higher, the damage increases by 1d10 for each slot
Level or higher, you can target one additional creature for level above 3rd.
each slot level above 3rd.
Haste
3rd-Level Airbending
Casting Time: 1 Action
Range: 30 ft
Components: V, S
Duration: Concentration, up to 1 minute.

30
Wind Wall Spirit Message
3rd-Level Airbending 3rd-Level Airbending
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 Ft Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute. Duration: 1 Round
A wall of strong wind rises from the ground at a point you You ask the spirits of the cardinal winds to deliver a short
choose within range. You can make the wall up to 50 feet message of twenty-five words or less to a creature with which
long, 15 feet high, and 1 foot thick. You can shape the wall in you are familiar. The the spirits deliver the message to the
any way you choose so long as it makes one continuous path creatures thoughts, the creature recognizes you as the sender
along the ground. The wall lasts for the Duration. if it knows you, and can answer in a like manner immediately.
When the wall appears, each creature within its area must The bending move enables creatures with Intelligence scores
make a Strength saving throw. A creature takes 3d8 of at least 1 to understand the meaning of your message.
bludgeoning damage on a failed save, or half as much You can send the message across any distance and even to
damage on a successful one. other planes of existence, but if the target is on a different
The strong wind keeps fog, smoke, and other gases at bay. plane than you, there is a 5 percent chance that the message
Small or smaller flying creatures or Objects can't pass doesn't arrive.
through the wall. Loose, lightweight materials brought into
the wall fly upward. Arrows, bolts, and other ordinary 4th Level Airbending
projectiles launched at Targets behind the wall are deflected
upward and automatically miss. (Boulders hurled by Giants Freedom of Movement
or siege engines, and similar projectiles, are unaffected.)
Creatures in Gaseous Form can't pass through it, but most
spirits can.
Slow
3rd-Level Airbending
Casting Time: 1 Action
Range: 120 Ft
Components: V, S
Duration: Concentration, up to 1 minute.
You conjure strong winds to push against every movement of
up to six creatures of your choice in a 40-foot cube within
range. Each target must succeed on a Dexterity saving throw
or be affected by this bending move for the duration.
An affected target's speed is halved, it takes a −2 penalty to
AC and Dexterity saving throws, and it can't use reactions.
On its turn, it can use either an action or a bonus action, not
both. Regardless of the creature's abilities or magic items, it
can't make more than one melee or ranged attack during its
turn.
If the creature attempts to bend with a time of 1 action, roll
a d20. On an 11 or higher, the move doesn't take effect until
the creature's next turn, and the creature must use its action
on that turn to complete the move. If it can't, the move is
wasted.
A creature affected by this bending move makes another
Dexterity saving throw at the end of its turn. On a successful
save, the effect ends for it.

31
Conjure minor spirit Stor
4th-Level Airbending Minor Air Spirit 4th-L
Casting Time: 1 Action Small Spirit, Air nomads Casti
Range: 90 ft Rang
Components: V, S Armor Class 11 + the level of the bending move Com
Duration: Concentration, up to 1 hour Hit Points spirits CON modifier + your chi ability Dura
You call forth a minor wind spirit from the spirit world. The modifier +ten times the spells level A 20-
spirit manifests physically in an unoccupied space that you Speed 40 ft., Fly 40ft. cente
can see within range. This corporeal form uses the Minor Air rema
Spirit stat block below. When you cast the spell, choose a STR DEX CON INT WIS CHA when
mood: Trickster, Furious, or Joyful. The creature physically Stren
resembles a ?, a ?, a ? or an ? (your choice) marked by the 13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (0) 16 (+3) spher
chosen mood, which also determines one of the traits in its Un
stat block. The creature disappears when it drops to 0 hit Damage Resistances all but air bending your
points or when the spell ends. Senses Senses cente
The creature is friendly to you and your companions for the Spirit Step. As a bonus action, the spirit can 60 fe
spell’s duration. In combat, the creature shares your initiative magically teleport up to 30 feet to an unoccupied advan
count, but it takes its turn immediately after yours. It obeys space it can see.
Smoke Step (trickster only). Immediately after using
hit, th
verbal commands that you issue to it (no action required by its Spirit Step, the spirit can fill a 5-foot cube
Cre
you). If you don’t issue any, it defends itself but otherwise within 5 feet of it with smoke or dust, which on W
takes no action. remains until the end of the fey’s next turn. At
At Higher Levels. When you perform this move using a chi Ecstatic Step (Joyful Only). Immediately after using its chi le
slot of 4th level or higher, the creature assumes the higher Spirit Step, the spirit can choose a creature it can of its
level for that casting wherever it uses the spell’s level in its see within 10 feet of it and force it to succeed on
stat block. a Wisdom saving throw against your spell save Con
DC. 4th-L
Impassioned Step (Furious Only). Immediately after Casti
using its Spirit Step, the fey has advantage on the
next attack roll it makes before the end of its turn.
Rang
Com
Dura
Actions Whip
Multiattack. The spirit makes a number of attacks creat
equal to half this spell’s level (rounded down). creat
choos
throw
An
at the
that t
d10

2-6

7-8

9-
10

At
a Wis
that t
At
chi le
incre

32
5th-Level Airbending Conjure Spirit
5th-Level Airbending
Yangchen's Hand Casting Time: 1 Action
5th-Level Airbending Range: 90 Ft
Casting Time: 1 Action Components: V, S
Range: 120 Ft Duration: 1 hour
Components: V, S
Duration: Concentration, up to 1 minute You call forth an air spirit from deep within the spirit world.
The spirit manifests physically in an unoccupied space that
You create a Large hand of swirling wind in an unoccupied you can see within range. This corporeal form uses the Air
space that you can see within range. The hand lasts for the Spirit stat block below. When you cast the spell, choose E?,
move’s duration, and it moves at your command, mimicking N?, S?, or W?, which also determines some of the traits in its
the movements of your own hand. stat block. The creature disappears when it drops to 0 hit
The hand is an object that has AC 20 and hit points equal points or when the spell ends.
to its Strength. If it drops to 0 hit points, the spell ends. It has The spirit is friendly to you and your companions for the
a Strength of 26 (+8) and a Dexterity of 10 (+0). spell’s duration. In combat, the creature shares your initiative
When you cast the spell and as a bonus action on your count, but it takes its turn immediately after yours. It obeys
subsequent turns, you can move the hand up to 60 feet and verbal commands that you issue to it (no action required by
then cause one of the following effects with it. you). If you don’t issue any, it defends itself but otherwise
Clenched Fist: The hand strikes one creature or object takes no action.
within 5 feet of it. Make a melee attack for the hand using At Higher Levels. When you perform this move using a chi
your game statistics. On a hit, the target takes 4d8 force slot of 5th level or higher, the creature assumes the higher
damage. level for that casting wherever it uses the spell’s level in its
Forceful Hand: The hand attempts to push a creature stat block.
within 5 feet of it in a direction you choose. Make a check
with the hand’s Strength contested by the Strength
(Athletics) check of the target. If the target is Medium or
smaller, you have advantage on the check. If you succeed, the Air Spirit
hand pushes the target up to 5 feet plus a number of feet Small Spirit
equal to five times your bending ability modifier. The hand
moves with the target to remain within 5 feet of it. Armor Class 11 +the level of the spell
Grasping Hand: The hand attempts to grapple a Huge or Hit Points CON modifier +your bending ability
smaller creature within 5 feet of it. You use the hand’s modifier + ten times the spell's level
Strength score to resolve the grapple. If the target is Medium Speed 40 ft., fly 40 ft.
or smaller, you have advantage on the check. While the hand
is grappling the target, you can use a bonus action to have the
hand crush it. When you do so, the target takes bludgeoning STR DEX CON INT WIS CHA
damage equal to 2d6 + your bending ability modifier. 16 (+3) 10 (0) 15 (+2) 16 (+3) 10 (0) 6 (-2)
Interposing Hand: The hand interposes itself between you
and a creature you choose until you give the hand a different Damage Immunities All but Airbending
command. The hand moves to stay between you and the ? (E only).
target, providing you with half cover against the target. The ? (N only).
target can’t move through the hand’s space if its Strength ? (S only).
score is less than or equal to the hand’s Strength score. If its ? (W only).
Strength score is higher than the hand’s Strength score, the
target can move toward you through the hand’s space, but Actions
that space is difficult terrain for the target.
At higher level. When you cast this spell using a spell slot Multiattack. The spirit makes a number of attacks
of 6th level or higher, the damage from the clenched fist equal to half this spell’s level (rounded down).

option increases by 2d8 and the damage from the grasping ? (E only).

hand increases by 2d6 for each slot level above 5th. ? (N only).

? (S only).

? (W only).

33
Create Vacuum Greater Spirit Step
5th-Level Airbending 5th-Level Airbending
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 Ft Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You create a powerful vacuum in a 20-foot-radius sphere, You briefly step through the spirit world and reappear up to
centered on a point you choose within range. The vacuum 60 feet from your original location in an unoccupied space
spreads around corners. It lasts for the duration or until that you can see. On each of your turns before the bending
strong wind fills the area with air, ending the move. move ends, you can use a bonus action to step through the
When a creature enters the vacuum's area for the first time spirit world in this way again.
on a turn or starts its turn there, that creature must make a
Constitution saving throw. The creature takes 5d8 Vortex
bludgeoning damage on a failed save from the air being 5th-level Airbending
ripped from its lungs, or half as much damage on a Casting Time: 1 Action
successful one. Creatures are affected even if they hold their Range: 120 ft
breath or don't need to breathe. Components: V, S
You can use a bonus action to move the vacuum 10 feet in Duration: Concentration, up to 1 minute
any direction. A swirling disk of air, 10-foot-tall and 60 feet wide appears,
Control Winds centered on a point you can see within range. Until the move
5th-Level Airbending ends, that area is difficult terrain, and any creature that starts
its turn there must succeed on a Strength saving throw or
Casting Time: 1 Action take 6d6 bludgeoning damage and be pulled 10 feet toward
Range: 100 ft cube the center.
Components: V, S
Duration: 1 Hour Steel Wind Strike
You take control of the air in a 100-foot cube that you can see 5th-level Airbending
within range. Choose one of the following effects when you Casting Time: 1 Action
cast the spell. The effect lasts for the spell’s duration, unless Range: 30 ft
you use your action on a later turn to switch to a different Components: S, M (a melee weapon)
effect. You can also use your action to temporarily halt the Duration: Instantaneous
effect or to restart one you’ve halted. You flourish the weapon (either your staff or fans) and then
Gusts. A wind picks up within the cube, continually strike like the wind. Choose up to five creatures you can see
blowing in a horizontal direction you designate. You choose within range. Make a melee bending attack against each
the intensity of the wind: calm, moderate, or strong. If the target. On a hit, a target takes 6d10 force damage.
wind is moderate or strong, ranged weapon attacks that enter You can then move to an unoccupied space you can see
or leave the cube or pass through it have disadvantage on within 5 feet of one of the targets you hit or missed.
their attack rolls. If the wind is strong, any creature moving
against the wind must spend 1 extra foot of movement for
each foot moved.
Downdraft. You cause a sustained blast of strong wind to
blow downward from the top of the cube. Ranged weapon
attacks that pass through the cube or that are made against
targets within it have disadvantage on their attack rolls. A
creature must make a Strength saving throw if it flies into the
cube for the first time on a turn or starts its turn there flying.
On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube,
rising upward from the cube’s bottom side. Creatures that
end a fall within the cube take only half damage from the fall.
When a creature in the cube makes a vertical jump, the
creature can jump up to 10 feet higher than normal.

34
Telekinesis Major Lift
5th-level Airbending 5th-level Airbending
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 ft Range: 60 ft
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
You gain enough precise control to be able to sustain You gain the ability to move or manipulate creatures or
movement of objects and creatures with your bending. When objects by controlling strong gusts of wind. When you use this
you bend, and as your action each round for the Duration, you bending move, and as your action each round for the
can exert your will on one creature or object that you can see duration, you can exert the force of a gust on one creature or
within range, causing the appropriate Effect below. You can object that you can see within range, causing the appropriate
affect the same target round after round, or choose a new one effect below. You can affect the same target round after round,
at any time. If you switch Targets, the prior target is no longer or choose a new one at any time. If you switch targets, the
affected. prior target is no longer affected by this bending move.
Creature: You can try to move a Huge or smaller creature. Creature. You can try to move a Huge or smaller creature.
Make an ability check with your bending Ability contested by Make an ability check with your Bending ability contested by
the creature's Strength check. If you win the contest, you the creature's Strength check. If you win the contest, you
move the creature up to 30 feet in any direction, including move the creature up to 30 feet in any direction, including
upward but not beyond the range of this spell. Until the end of upward but not beyond the range of this bending move. Until
your next turn, the creature is Restrained in your telekinetic the end of your next turn, the creature is restrained by your
grip. A creature lifted upward is suspended in mid-air. cyclonic winds. A creature lifted upward is suspended in mid-
On subsequent rounds, you can use your action to attempt air.
to maintain your grip on the creature by repeating the On subsequent rounds, you can use your action to attempt
contest. to maintain your grip on the creature by repeating the
Object: You can try to move an object that weighs up to contest.
1,000 pounds. If the object isn't being worn or carried, you Object. You can try to move an object that weighs up to
automatically move it up to 30 feet in any direction, but not 1,000 pounds. If the object isn't being worn or carried, you
beyond the range of this spell. automatically move it up to 30 feet in any direction, but not
If the object is worn or carried by a creature, you must beyond the range of this bending move.
make an ability check with your bending Ability contested by If the object is worn or carried by a creature, you must
that creature's Strength check. If you succeed, you pull the make an ability check with your bending ability contested by
object away from that creature and can move it up to 30 feet that creature's Strength check. If you succeed, you pull the
in any direction but not beyond the range of this spell. object away from that creature and can move it up to 30 feet
You can exert fine control on Objects with your bending, in any direction but not beyond the range of this bending
such as manipulating a simple tool, opening a door or a move.
container, stowing or retrieving an item from an open You can exert fine control on objects with your powerful
container, or pouring the contents from a vial. control of air currents, such as manipulating a simple tool,
opening a door or a container, stowing or retrieving an item
from an open container, or pouring the contents from a vial.
Immobilize Monster
5th-Level Airbending
Casting Time: 1 Action
Range: 90 ft
Components: V, S
Duration: Concentration, up to 1 minute
Powerful cyclonic winds encircle a creature that you can see
within range. The target must succeed on a Strength saving
throw or be paralyzed for the duration. At the end of each of
its turns, the target can make another Strength saving throw.
On a success, the target escapes the effect of the bending
move.

35
The Earthbender

E
arthbending, one of the four elemental bending arts, After the inhabitants permanently left the care of the lion
is the geokinetic ability to manipulate earth and rock turtle, humans first learned to earthbend by observing and
in all their various forms, prevalent in the Earth imitating the geokinetic abilities of badgermoles living in the
Kingdom and the United Republic. Earth is the mountains in what is now Earth Kingdom territory.
element of substance, while the people of the Earth According to a legend, known widely as "The Legend of the
Kingdom are diverse, strong, and enduring. The key to Two Lovers", two star-crossed lovers named Oma and Shu,
earthbending involves waiting and listening for the right who hailed from separate warring villages, were the first
moment to strike and, when that moment comes, acting people who learned the art from these creatures so that they
decisively. In other words, earthbenders generally endure could meet within the mountain that divided them.
their enemies' attacks until the right opportunity to
counterattack reveals itself, then they strike with Opposed Bending Art
overwhelming force. King Bumi stressed this in his tactics
against the Fire Nation; he allowed himself to be imprisoned Earthbending is the opposing bending art to airbending.
in New Ozai for many months before liberating the city on the When first learning to earthbend, the pupil must first learn
Day of Black Sun simply waiting for the right moment to fight confrontational tactics and familiarity with the brute strength
and liberate the city. necessary to work with earth. This contrasts with the
emphasis of airbenders on mobility and evasion.
Origins and Culture Earthbenders require a firm root in the ground, while
airbenders are constantly moving.
During the era of Raava, the power of earth was temporarily Earthbending differs from the other bending arts in that it
bestowed on the inhabitants of a city atop a giant lion turtle maintains a distinct balance between offensive and defensive
while they left the village to hunt for food. capabilities. Earthbending uses a balance of strength and
defense to overwhelm opponents.

36

The Earthbender
Level Proficiency Bonus Features
1st +2 Earthbending, Combat Style
2nd +2 Earthbending Calling, Calling Feature
3rd +2 New Earthbending Techniques, Combat Meditation
4th +2 Ability Score Improvement, Calling Feature
5th +3 Extra Attack
6th +3 New Earthbending Techniques
7th +3 ─
8th +3 Ability Score Improvement
9th +4 New Earthbending Techniques
10th +4 Calling Feature
11th +4 ─
12th +4 Ability Score Improvement, New Earthbending Techniques
13th +5 ─
14th +5 Ability Score Improvement
15th +5 New Earthbending Techniques, Calling Feature
16th +5 Ability Score Improvement
17th +6 ─
18th +6 New Earthbending Techniques
19th +6 Ability Score Improvement
20th +6 Enduring Mountain

A Mace Le
Class Features A
As a Earthbender, you gain the following Class Features: A
Hit Points Ben
Hit Dice: 1d10 per Earthbender level Your
Hit Points at 1st Level: 10 + your Constitution modifier aroun
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per Earthbender level after first. Eart
Proficiencies Earth
Armor: Medium to sha
Weapons: Light Hammer, Mace, Flail, Maul, Warhammer basic
Tools: One Artisan’s Tool of your choice As
see w
Saving Throws: Constitution, Strength or Wisdom mani
Skills: Choose two skills from Athletics, History, Nature,
Insight, Survival, Wisdom
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:

37
You cause shapes, colors, or both to appear on the dirt or If y
stone, spelling out words, creating images, or shaping Example to an
patterns. The changes last for 1 hour. A level 5 Earthbender that has a constitution score Your
If the dirt or stone you target is on the ground, you cause it of 18, a constitution modifier of +4 and a max HP to
to become difficult terrain. Alternatively, you can cause the health of 54. and y
ground to become normal terrain if it is already difficult If they use a technique that costs 1 constitution, your
terrain. This change lasts for 1 hour. If you use this that will lower their constitution score to 17. Their You
technique multiple times, you can have no more than two Constitution modifier decreases from +4 to +3, uses
of its non-instantaneous effects active at a time, and you and because their constitution modifier decreased
can dismiss such an effect as an action. by 1, their maximum health is now reduced by 5 to Abi
49. The lower Constitution modifier also affects
Bending known at 1st level or Higher their Bending Save DC and Bending Attack When
At 1st level you know the basics of Earthbending and are only Modifier. incre
able to shape the earth as described above. incre
At later levels, as you train and become more adept at incre
shaping the earth around you, you learn more Earthbending
techniques. These techniques are listed at the end of this Ext
class section. You know and can use any technique listed on Begin
the table for your level or lower. when
Bending ability End
Constitution is your bending ability for your Bending moves, Combat Style
so you use your Constitution whenever a move refers to your Your training with Earthbending includes learning a style of When
bending ability. In addition, you use your Constitution fighting symbiotic with your style of Earthbending. At 1st powe
modifier when setting the saving throw DC for a Bending level, choose from one of the fighting styles below: Cons
move you use and when making an attack roll with one.

Bending Save DC = 8 + your proficiency bonus + your Stonewall.


Stone naturally clings to your form, you gain a
Constitution modifier +1 bonus to AC.
Bending Attack modifier = your proficiency bonus + your Enhanced Bending.
When you are wielding a melee
Constitution Modifier weapon in one hand and no other weapons you are able to
bend more adeptly with your free hand, you gain a +2
Costs of Earthbending bonus to damage rolls with your weapon and with your
Earthbending is a physically taxing art at higher levels and bending moves.
requires strength and endurance of its practitioners. Strength of the Earth.
Your Earthbending augments your
Each use of an Earthbending technique listed below lowers strength. When you roll a 1 or 2 on a damage die for an
your constitution score by a number described by the attack you make with a melee weapon that you are
technique. This is indicative of the massive effort required to wielding with two hands, you can reroll the die and must
manipulate the stone or earth, and its effect on your use the new roll, even if the new roll is a 1 or a 2. The
endurance. Each time your score is lowered to an odd weapon must have the two-handed or versatile property
number from an even number, your constitution modifier for you to gain this benefit.
decreases by 1. Because of the Constitution modifier Blockade.
When a creature you can see attacks a target
decrease, you also reduce your maximum health by your other than you that is within 5 feet of you, you can use
Earthbender level as well as recalculate your Bending Save your reaction to bend a small slab of stone between the
DC and Bending Attack Modifier. creature and its target. You impose disadvantage on the
Your constitution score returns to its normal value at the attack roll.
end of a long rest as long as you aren’t under any other effects
that would alter it. This also means that your max health, and Earthbender Calling
constitution modifier return to their normal values as well. At level 2, you respond to either the Call of the Badgermole,
or the Call of Stone.
Combat Meditation
Beginning at level 3, you have learned to center your mind
and body in combat and draw energy back into yourself.
As a bonus action, you can meditate briefly and regain one
point of your constitution score up to a maximum of your
original score.

38
Tremor Sense
Earthbender Calling At 10th level, you start to sense the vibrations other creatures
At level 2, you respond to either the Call of Badgermole, or make when they walk. You gain Tremorsense (60 ft):
the Call of Stone. These callings determine the path you wish Tremorsense. You can detect and pinpoint the origin of
to take your bending. The Call of Badgermole seeks to stand vibrations within 60 ft., provided that you and the source of
firm and protect its allies, while the Call of Stone looks to the vibrations are in contact with the same ground or
crush enemies beneath the weight of the earth. substance. You can tell with relative accuracy the size of
Call of the Badgermole creatures by the size of the vibrations they create. Tremor
Sense can’t be used to detect flying or incorporeal creatures.
Shield of Stone
Starting at 2nd level, you learn to protect yourself with a Neodymium Tether
stone slab used as a shield. While you are not wearing heavy Starting at 15th level, you become more adept at sensing and
armor, you can use a bonus action to bend a nearby stone bending metal. As long as your weapon contains either metal
into a defensive position for 1 minute. While your Shield of or stone, your weapon gains the: “Thrown (Range 20/40)”
Stone is active, you can add your strength modifier + 2 to property as you learn to control its flight with your bending.
your AC. Also, in place of an attack, you can choose one of the
following options:
Stubborn as a Rock
Beginning at 4th level, your Earthbending stance firmly Pull your weapon back to your hand.
connects you to the ground. You are unable to be pushed, Direct it at a creature that you haven’t already attacked
pulled, slid, or knocked prone by non-bending means. this turn, which is within range, and make an attack
against that creature.
Iron Will
Starting at 10th level, your willpower and ability to shrug off
physical effects has increased greatly. You gain advantage on
Constitution Saving throws.
Iron Augmented Combat Style
At level 15, you learn to augment your fighting style with
metal bending. Depending on the combat style you chose at
level 1, you gain the following benefits:
Stonewall.
You gain an additional +1 AC. Additionally,
enemies who make a successful attack against you take
2d4 bludgeoning damage as they connect with your Iron
hardened armor.
Enhanced Bending.
You gain an additional +2 bonus to
damage rolls with your weapon and with your bending
moves as you strengthen your weapon with steel, and
augment your bending with metal.
Strength of the Earth.
In addition to any other effects of
Strength of Earth, Any enemy you hit while wielding your
weapon with two hands, must succeed on a saving throw
against your Bending Save DC or be knocked prone.
Blockade.
The blockade you bend to protect your ally is
now made of metal ore that you pull from the earth. In
addition to any other effects of Blockade, if the enemy’s
attack does hit your ally, you can reduce the damage by
4d6.
Call of Stone
Weight of the World
At 2nd level you learn to use your Earthbending to add weight
and power behind your strikes. You can add your proficiency
bonus to your damage roll when you make an attack.
Earthen Might
Starting at level 4, your attacks have such power behind them
that they ignore any resistance to bludgeoning damage
(magical or non-magical).

39
Earthbender Techniques
Level 3
Tremor Shattering Blow
3rd-Level Earthbending 3rd-Level Earthbending
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 15 Feet Range: One weapon you are holding
Duration: Instantaneous Duration: 1 minute
Cost: 1 Constitution Cost: 1 Constitution
You cause a tremor in the ground within range. Each creature You cover the head of your weapon with stone to give added
other than you in that area must make a Dexterity saving weight to your attack. The first time you hit with a melee
throw against your Bending save DC. On a failed save, a weapon attack during this technique's duration, the stone
creature takes 1d8 bludgeoning damage and is knocked explodes outward, and the attack deals an extra 2d6
prone. If the ground in that area is loose earth or stone, it bludgeoning damage to the target. Additionally, if the target is
becomes difficult terrain until cleared, with each 5-foot a creature, it must succeed on a Strength saving throw or be
diameter portion requiring at least 1 minute to clear by hand. pushed 10 feet away from you and knocked prone.

Bumi’s Floating Island Level 6


3rd-Level Earthbending Earthen Weapon
Casting Time: 1 Action 6th-Level Earthbending
Range: 30 Feet Casting Time: 1 Bonus Action
Duration: 1 Hour Range: 60 Feet
Cost: 1 Constitution Duration: 1 minute
You lift a large chunk of stone from the ground, 5 feet in Cost: 1 Constitution
diameter and 1 inch thick, that floats 3 feet above the ground You bend some stone within range into a floating weapon that
in an unoccupied space of your choice that you can see within lasts for the duration of the technique. When you use the
range. technique, you can make a melee bending attack against a
The stone remains for the duration, and can hold up to 500 creature within 5 feet of the weapon. On a hit, the target
pounds. If more weight is placed on it, the stone crumbles, takes bludgeoning damage equal to 1d8 + your bending
and everything on the stone falls to the ground. ability modifier.
You can move the stone up to 15 feet as a bonus action. It As a bonus action on your turn, you can move the weapon
can move across uneven terrain, up or down stairs, slopes up to 20 feet and repeat the attack against a creature within 5
and the like. You can raise the stone up to 15 feet in the air or feet of it. The weapon can take whatever form you choose.
lower it to the ground as part of your movement.
If you move more than 100 feet from the stone the stone Volley of Stones
crumbles. 6th-Level Earthbending
General Fong’s Sinking Earth Casting Time: 1 Action
3rd-Level Earthbending Range: 90 Feet
Duration: Instantaneous
Casting Time: 1 Action Cost: 1 Constitution
Range: 90 Feet
Duration: Concentration, up to 1 minute You launch volley of small stones at a point you choose within
Cost: 1 Constitution range. Each creature in a 10-foot-radius sphere centered on
that point must make a Dexterity saving throw. A creature
The solid ground turns to soft sinking sand in a 20-foot takes 3d8 bludgeoning damage on a failed save, or half as
square starting from a point within range. For the duration, much damage on a successful one.
this area is considered difficult terrain.
A creature in the area when you use this technique sinks
into the earth rapidly and must succeed on a Dexterity saving
throw or be restrained by the sand around it until the
technique ends. A creature restrained by the sand can use its
action to make a Dexterity check against your Bending save
DC. On a success, it frees itself.

40
Toph’s Stone Grasp Sandstorm
6th-Level Earthbending 9th-Level Earthbending
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: Self
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
Cost: 1 Constitution Cost: 2 Constitution
Choose an unoccupied space on the ground that you can see You pick up any bits of sand and small earthen particles
within range. A Medium hand made from compacted soil around you and start spinning them around you in a cyclonic
rises there and reaches for one creature you can see within 5 pattern. A very strong wind picks up in a 10-foot radius and
feet of it. The target must make a Strength saving throw. On a moves with you, remaining centered on you. The cyclone
failed save, the target takes 2d6 bludgeoning damage and is lasts for the technique’s duration. The cyclone has the
restrained for the technique’s duration. following effects:
As an action, you can have the hand crush a creature it has It deafens you and other creatures in its area.
restrained. That creature must make a Strength saving throw.
It takes 2d6 bludgeoning damage on a failed save, or half on a It extinguishes unprotected flames in its area that are
successful one. torch-sized or smaller.
To break out, the restrained target can make a Strength The area is difficult terrain for creatures other than you.
check against your bending save DC. On a success, the target The attack rolls of ranged weapon attacks have
escapes and is no longer restrained by the hand. disadvantage if they pass in or out of the sandstorm.
As an action, you can have the hand reach for a different When a creature moves within the area, it takes 2d4
creature within 5 feet of it or to move to a different piercing damage for every 5 feet it travels.
unoccupied space within range. The hand releases a It hedges out vapor, gas, and fog that can be dispersed by
restrained target if you do either. strong wind.
Spike Growth Toph's Tiny Tent
6th-Level Earthbending 9th-Level Earthbending
Casting Time: 1 Action Casting Time: 1 Minute
Range: 150 Feet Range: Self (20 ft square that includes you)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 8 hours
Cost: 1 Constitution Cost: 1 Constitution
The ground in a 20-foot radius centered on a point within You pull two large slabs of stone out of the ground in a tent
range sprouts hard stone spikes. The area becomes difficult like shape that covers a 20 foot square area with you inside.
terrain for the duration. When a creature moves into or Then you force two more slabs out of the ground to close the
within the area, it takes 2d4 piercing damage for every 5 feet openings.
it travels. Seven creatures of Medium size or smaller can fit inside
The transformation of the ground may appear as natural at the tent with you. The technique fails if its area includes a
first glance. Any creature that can’t see the area at the time larger creature or more than seven creatures.
the technique is used must make a Perception check against While you maintain concentration, you are actively
your bending save DC to recognize the terrain as hazardous repairing the tent from attacks, and countering other
before entering it. Earthbending that would attempt to destroy the tent. Bending
and other magical effects can’t penetrate through the tent or
Level 9 be cast through it. You can let any creature you desire leave
or enter your tent by creating an opening in the stone.
Quake
When you are not concentrating on maintaining the
9th-Level Earthbending structure of the tent, the stone tent remains in place around
you, but can be affected normally by other’s bending or non-
Casting Time: 1 Action magical attacks.
Range: 120 Feet
Duration: Instantaneous
Cost: 1 Constitution
Choose a point you can see on the ground within range. A
fountain of churned earth and stone erupts in a 20-foot cube
centered on that point.
Each creature in that area must make a Dexterity saving
throw. A creature takes 4d12 bludgeoning damage on a failed
save, or half as much damage on a successful one.
Additionally, the ground in that area becomes difficult
terrain until cleared. Each 5-foot-square portion of the area
requires at least 1 minute to clear by hand.

41
One with the Mountain You mold a pile of stone into the form of a creature you
9th-Level Earthbending desire. While you maintain concentration, the stone form acts
as a separate creature, with its own initiative and set of
Casting Time: 1 Action actions. You control the creature through your bending and
Range: Touch can have it take whichever actions you wish.
Duration: 8 hours Use the stat block below for this creature:
Cost: 1 Constitution
You step into a stone object or surface large enough to fully
contain your body, melding yourself and all the equipment
you carry with the stone for the duration. Nothing of your Stone Creature
presence remains detectable by non-bending senses. Large, Neutral Construct
While merged with the stone, you can’t see what occurs
outside it, and any Perception checks you make to hear Armor Class 15
outside it have disadvantage. You can use bending techniques Hit Points 52
on yourself while merged in the stone. You can use your Speed 30 ft.
movement to leave the stone where you entered it, which
ends the technique. You otherwise can’t move.
Minor damage to the stone doesn’t harm you, but its partial STR DEX CON INT WIS CHA
destruction (to the extent that you no longer fit within it) 15 (2) 11 (0) 16 (3) 6 (-2) 11 (0) 7 (-2)
expels you and deals 6d6 bludgeoning damage to you. The
stone’s complete destruction (or transmutation into a Saving Throws +6 Str, +7 Con
different substance) expels you and deals 50 bludgeoning Damage Resistances Bludgeoning, piercing, and
damage to you. If expelled, you fall prone in an unoccupied slashing from non-magical weapons
space closest to where you first entered. Damage Immunities Poison
Condition Immunities Exhaustion, petrified, poisoned
Level 12 Senses Same senses as its creator

Staggering Blow
12th-Level Earthbending Actions
Casting Time: 1 Bonus Action Multiattack. The Creature makes two attacks with
whatever is appropriate to its form (Ex. Fists for a
Range: Self humanoid or claws for a bear)
Duration: 1 Minute
Cost: 1 Constitution Melee Attack. Melee Weapon Attack: +4 to hit, reach
The next time you hit a creature with a melee weapon attack 5 ft., one target. Hit: 5 (1d6 + 2) damage. The type
of damage is either bludgeoning, piercing, or
during this technique’s duration, the earth shakes with the slashing depending on what you form you chose for
force of the blow, and the attack deals an extra 4d6 the creature.
bludgeoning damage to the target. The target must make a
Constitution saving throw. On a failed save, it has
disadvantage on attack rolls and ability checks, and can’t take
reactions, until the end of its next turn. Stone Shape
12th-Level Earthbending
Stoneskin Casting Time: 1 Action
12th-Level Earthbending Range: Touch
Casting Time: 1 Action Duration: Instantaneous
Range: Touch Cost: 1 Constitution
Duration: Concentration, up to 1 hour You touch a stone object of Medium size or smaller or a
Cost: 1 Constitution section of stone no more than 10 feet in any dimension and
This technique covers a willing creature’s body in a form form it into any shape that suits your purpose. For example,
fitting layer of stones, while still allowing normal movement. you could shape a large rock into a weapon, idol, or coffer, or
Until the technique ends, the target has resistance to non- make a small passage through a wall, as long as the wall is
bending bludgeoning, piercing, and slashing damage. less than 10 feet thick. You could also shape a stone door or
its frame to seal the door shut. The object you create can
Animate Stone have up to two hinges and a latch, but finer mechanical detail
12th-Level Earthbending isn’t possible.
Casting Time: 1 Action
Range: 90 Feet
Duration: Concentration, up to 1 hour
Cost: 1 Constitution

42
Level 15 Transmute Rock
15th-Level Earthbending
Toph's Iron Prison Casting Time: 1 Action
15th-Level Earthbending Range: 120 Feet
Casting Time: 1 Action Duration: Instantaneous
Range: 90 Feet Cost: 1 Constitution
Duration: Concentration, up to 1 minute You choose an area of stone or mud that you can see that fits
Cost: 1 Constitution within a 40-foot cube and that is within range, and choose
Choose a creature that you can see within range. You pull one of the following effects.
iron particles from the ground and wrap bands of iron around Transmute Rock to Mud: Nonmagical rock of any sort in the
the creature. The target must succeed on a Strength saving area becomes an equal volume of thick and flowing mud that
throw against your Bending Save DC or be paralyzed for the remains for the techniques’s duration.
duration. At the end of each of its turns, the target can make If you use the technique on an area of ground, it becomes
another Strength saving throw. On a success, the technique muddy enough that creatures can sink into it. Each foot that a
ends on the target. creature moves through the mud costs 4 feet of movement,
Wall of Stone and any creature on the ground when you use this technique
15th-Level Earthbending must make a Strength saving throw. A creature must also
make this save the first time it enters the area on a turn or
Casting Time: 1 Action ends its turn there. On a failed save, a creature sinks into the
Range: 120 Feet mud and is restrained, though it can use an action to end the
Duration: Concentration, up to 10 minutes restrained condition on itself by pulling itself free of the mud.
Cost: 1 Constitution If you use the technique on a ceiling, the mud falls. Any
You pull massive slabs of stone from the earth beneath you, creature under the mud when it falls must make a Dexterity
creating a wall. The wall is 6 inches thick and is composed of saving throw. A creature takes 4d8 bludgeoning damage on a
10 10-foot-by-10-foot panels. Each panel must be contiguous failed save, or half as much damage on a successful one.
with at least one other panel. Alternatively, you can create 10- Transmute Mud to Rock: Nonmagical mud or quicksand in
foot-by-20-foot panels that are only 3 inches thick. the area no more than 10 feet deep transforms into soft stone
If the wall cuts through a creatures space when it appears, for the technique’s duration. Any creature in the mud when it
the creature is pushed to one side of the wall (your choice). If transforms must make a Dexterity saving throw. On a failed
a creature would be surrounded on all sides by the wall (or save, a creature becomes restrained by the rock. The
the wall and another solid surface), the creature can make a restrained creature can use an action to try to break free by
Dexterity saving throw. On a success, it can use its reaction to succeeding on a Strength check (DC 20) or by dealing 25
move up to its speed so that it is no longer enclosed by the damage to the rock around it. On a successful save, a
wall. creature is shunted safely to the surface to an unoccupied
The wall can have any shape you desire, though it can't space.
occupy the same space as a creature or object. The wall
doesn't need to be vertical, or rest on an firm foundation. Roku's Incineration
Thus, you can use this technique to bridge a chasm or create 15th-Level Earthbending
a ramp.
If you create a span greater than 20 feet in length, you Casting Time: 1 Action
must halve the size of each panel to create supports. You can Range: 60 Feet
crudely shape the wall to create crenellations, battlements Duration: Instantaneous
and so on. Cost: 2 Constitution
The wall is an object made of stone that can be damaged Reaching deep beneath you, you pull on the nearest source of
and thus breached. Each panel has an AC 15 and 30 hit molten earth. This lava erupts from beneath a creature in
points per inch of thickness. Reducing a panel to 0 hit points range that you can see.
destroys it and might cause connected panels to collapse at That creature must make a Dexterity saving throw. On a
the DM's discretion. failed save, the target takes 10d6 + 40 fire damage. If this
If you maintain your concentration on this technique for its damage reduces the target to 0 hit points, it is incinerated.
whole duration, the wall becomes permanent and cannot be An incinerated creature and everything it is wearing and
dispelled. Otherwise, the wall crumbles when the technique carrying, except magic items, are reduced to a smoldering
ends. pile of ash.

43
Level 18 Stoneform
18th-Level Earthbending
Earthshaping Casting Time: 1 Action
18th-Level Earthbending Range: Self
Casting Time: 1 Action Duration: Concentration, up to 10 minutes
Range: 120 Feet Cost: 1 Constitution
Duration: Concentration, up to 2 hours Until the technique ends, bits of rock spread across your
Cost: 1 Constitution body, and you gain the following benefits:
Choose an area of terrain no larger than 40 feet on a side You have resistance to bludgeoning, piercing, and slashing
within range. You can reshape dirt, sand, clay, or stone in the damage from nonmagical weapons.
area in any manner you choose for the duration. You can You can use a bonus action to create a small earthquake
raise or lower the area's elevation, create or fill in a trench, on the ground in a 15-foot radius centered on you. Other
erect or flatten a wall, or form a pillar. The extent of any such creatures on that ground must succeed on a Dexterity
change can't exceed half the area's largest dimension So, if saving throw or be knocked prone.
you affect a 40-foot square, you can create a pillar up to 20 You can move across difficult terrain made of earth or
feet high, raise or lower the square's elevation by up to 20 stone without spending extra movement. You can move
feet, dig a trench up to 20 feet deep, and so on. It takes 10 through solid earth or stone as if it was air and without
minutes for these changes to complete. destabilizing it, but you can’t end your movement there. If
At the end of every 10 minutes you spend concentrating on you do so, you are ejected to the nearest unoccupied
the technique you can choose a new area of terrain to affect. space, this technique ends, and you are stunned until the
Because the terrain's transformation occurs slowly, end of your next turn.
creatures in the area can't usually be trapped or injured by
the ground's movement. Earthquake
Rocks and structures shift to accommodate new terrain. If 18th-Level Earthbending
the way you shape the terrain would make a structure Casting Time: 1 Action
unstable, it might collapse. Range: 500 Feet
Similarly, this technique doesn't directly affect plant Duration: Concentration, up to 1 minute
growth. The moved earth carries any plants along with it. Cost: 3 Constitution
Bones of the Earth You create a seismic disturbance at a point on the ground
18th-Level Earthbending that you can see within range. For the duration, an intense
Casting Time: 1 Action tremor rips through the ground in a 100-foot-radius circle
Range: 120 Feet centered on that point and shakes creatures and structures in
Duration: Instantaneous contact with the ground in that area.
Cost: 2 Constitution The ground in the area becomes difficult terrain. Each
creature on the ground that is concentrating must make a
You cause up to six pillars of stone to burst from places on Constitution saving throw against your Bending Save DC. On
the ground that you can see within range. Each pillar is a a failed save, the creature’s concentration is broken.
cylinder that has a diameter of 5 feet and a height of up to 30 When you use this technique, and at the end of each turn
feet. The ground where a pillar appears must be wide enough you spend concentrating on it, each creature on the ground in
for its diameter, and you can target ground under a creature if the area must make a Dexterity saving throw. On a failed
that creature is Medium or smaller. Each pillar has AC 5 and save, the creature is knocked prone.
30 hit points. When reduced to 0 hit points, a pillar crumbles This technique can have additional effects depending on
into rubble, which creates an area of difficult terrain with a the terrain in the area, as determined by the DM.
10-foot radius that lasts until the rubble is cleared. Each 5 Fissures: Fissures open throughout the technique’s area at
foot diameter portion of the area requires at least 1 minute to the start of your next turn after you use the technique. A total
clear by hand. of 1d6 such fissures open in locations chosen by the DM.
If a pillar is created under a creature, that creature must Each is 1d10 x 10 feet deep, 10 feet wide, and extends from
succeed on a Dexterity saving throw against your Bending one edge of the technique’s area to the opposite side. A
Save DC or be lifted by the pillar. A creature can choose to creature standing on a spot where a fissure opens must
fail the save. succeed on a Dexterity saving throw or fall in. A creature that
If a pillar is prevented from reaching its full height because successfully saves moves with the fissure’s edge as it opens.
of a ceiling or other obstacle, a creature on the pillar takes A fissure that opens beneath a structure causes it to
6d6 bludgeoning damage and is restrained, pinched between automatically collapse (see below).
the pillar and the obstacle. The restrained creature can use
an action to make a Strength or Dexterity check (the
creature’s choice) against your bending’s save DC. On a
success, the creature is no longer restrained and must either
move off the pillar or fall off it.

44
Structures: The tremor deals 50 bludgeoning damage to any
structure in contact with the ground in the area when you use
the technique and at the start of each of your turns until the
technique ends. If a structure drops to 0 hit points, it
collapses and potentially damages nearby creatures. A
creature within half the distance of a structure’s height must
make a Dexterity saving throw. On a failed save, the creature
takes 5d6 bludgeoning damage, is knocked prone, and is
buried in the rubble, requiring a DC 20 Strength (Athletics)
check as an action to escape. The DM can adjust the DC
higher or lower, depending on the nature of the rubble. On a
successful save, the creature takes half as much damage and
doesn’t fall prone or become buried.

45
The Firebender

F
irebending, one of the four elemental bending arts, is
the pyrokinetic ability to control fire. It is unique Agni Kai
among the bending arts, as it is the only one in which Among firebenders, or at least those of the upper-class,
the performer can generate the element. As disputes of honor are settled by a challenge to an Agni Kai, or
described by Iroh, fire is the element of power, "fire duel", a traditional firebender duel that is centuries old.
consisting of overpowering force tempered by the unflinching Such a duel is conducted in an open-air arena, and it may be
will to accomplish tasks and desires. witnessed by spectators. The traditional time for an Agni Kai
Firebenders draw their power from the sun and other solar is sunset or sunrise, although it is not a requirement. While
objects, such as comets, as well as the fiery core of the planet. not an explicit condition, in the post-Sozin Fire Nation, Agni
A solar eclipse has the potential to completely negate a Kai have become almost exclusively duels to the death. The
firebender's power, which is the result of a direct connection victor may spare the defeated, but it is generally looked upon
between the sun and firebending. as an act of weakness rather than generosity.
Origins and Culture Opposed Bending Art
During the era of Raava, people received the element of fire Firebending is the opposing art to waterbending, though they
from the fire lion turtle that was the guardian of their city, share facets of self-control, diversity, and variation in strength
who would grant them the power with energybending. They due to external forces and strong emotions. Firebenders use
could request it whenever they ventured into the Spirit Wilds quick strong punches and kicks to shoot fire, while
and were to return it when they came back. In the years waterbenders use smooth movements and elegant turns and
following the era of Ravaa, people learned firebending from spins to return the momentum of the opponents' attacks.
the dragons that had once populated the land. The first Firebenders attack first, while waterbenders wait and turn
people in the era of the Avatar to learn from the dragons were their target's attacks against them.
the Sun Warriors, who understood the connection between The two bending arts are also opposed by their celestial
the fire of their souls, the fire of the dragons, and the sun. power source; firebending is fueled by the sun, while
In the remains of the Sun Warriors once great civilization, waterbending is powered by the moon.
Zuko and Aang discovered that firebending represents
energy and life, a concept that had been lost to nearly all
firebenders in the Hundred Year War. The true meaning of
firebending was forgotten as anger, rage and a desire to
dominate began to replace the ideals of life and energy, and
how they connect to the sun.

46

Firebender
Proficiency Martial Chi Bending Moves Chi
Level Bonus Features Arts Points Prepared Level Hotfoot
1st +2 Martial Arts, Armored Mobility 1d4 ─ ─ ─ —
2nd +2 Firebending, Hotfoot 1d4 5 ─ ─ +10 ft.
3rd +2 Firebending Path, Path Feature 1d4 6 3 1st +10 ft.
Ability Score Improvement, Path
4th +2 1d4 7 3 1st +10 ft.
Feature
5th +3 Extra Attack 1d6 8 4 2nd +10 ft.
6th +3 Chi Empowered Strikes 1d6 9 4 2nd +15 ft.
7th +3 Path Feature 1d6 10 5 2nd +15 ft.
8th +3 Ability Score Improvement 1d6 11 5 2nd +15 ft.
9th +4 ─ 1d6 12 6 3rd +15 ft.
10th +4 Path Feature 1d6 13 6 3rd +20 ft.
11th +4 ─ 1d8 14 7 3rd +20 ft.
12th +4 Ability Score Improvement 1d8 15 7 3rd +20 ft.
13th +5 ─ 1d8 16 8 4th +20 ft.
14th +5 Fiery Blood 1d8 17 8 4th +25 ft.
15th +5 ─ 1d8 18 9 4th +25 ft.
16th +5 Ability Score Improvement 1d8 19 9 4th +25 ft.
17th +6 Path Feature 1d10 20 10 5th +25 ft.
18th +6 ─ 1d10 21 10 5th +30 ft.
19th +6 Ability Score Improvement 1d10 22 11 5th +30 ft.
20th +6 Path Feature 1d10 24 12 6th +30 ft.

Class Features Equipment


You start with the following equipment, in addition to the
As an Firebender, you gain the following Class Features: equipment granted by your background:
Hit Points A Shortsword or any Simple Weapon
Hit Dice: 1d8 per Firebender level A Dungeoneers pack OR a Diplomats Pack
Hit Points at 1st Level: 8 + your Constitution modifier A set of Hide Armor
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution A set of tools that you are proficient with
modifier per Firebender level after first
Martial Arts
Proficiencies
Armor: Medium At 1st level, your practice of martial arts in the temples of the
Weapons: Simple weapons, Longsword, Rapier, Scimitar, Fire Nation gives you an understanding of basic combat
Shortsword styles that utilize Firebending and Firebender weapons.
Tools: One type of Artisan’s tools of your choice Firebender weapons include: Any simple weapons,
Longswords, Rapiers, Scimitars, and Shortswords.
Saving Throws: Dexterity, Charisma You gain the following benefits while you are unarmed or
Skills: Choose two skills from Acrobatics, Arcana, wielding only Firebender weapons AND are not wielding a
Deception, Insight, Intimidation, Persuasion, Sleight of shield:
Hand

47
You can use Dexterity instead of Strength for the attack Beginning at level 3, you start to learn more advanced Start
and damage rolls with your unarmed strikes and Firebending moves. for th
Firebender weapons. The Firebender table shows how many chi points you have non-m
You can roll a d4 in place of the normal damage of your to use these more powerful bending abilities. The table also
unarmed strike or Firebender weapon. This die changes shows what the maximum bending move level those moves
as you gain Firebender levels, as shown in the Martial Arts can be at your level.
column of the Firebender table. To use one of your bending abilities you must expend the
When you use the attack action with an unarmed strike or amount of Chi points required to use a bending move of that
a Firebender weapon, you can make one unarmed strike level (Table Below). You regain all your expended Chi points
as a bonus action. when you finish a short or long rest.
Armored Mobility Bending Move Level Chi Point Cost
Beginning at 1st level, when you wear medium armor, you 1 2
can add your full dexterity modifier to your AC. 2 4

Bending 3 6
Your training with the Firebending masters has connected 4 8
you to the spark of life around you. 5 10
Cantrips You know all of the Bending Moves of your level or lower
Cantrips are very basic Firebending moves that can be used for your path (detailed at the end of the class). Each day, you
at will without expending any Chi Points. At level 1, you know spend 30 minutes at the start of your day meditating and
the Produce Flame and the Control Flames cantrips. practicing a number of bending moves that you prepare to
Chi use during the day. To use a bending move during the day, you
Starting at 2nd level, your training allows you to harness the must have it prepared.
energy of Chi. Your access to this energy is represented by a At level 3, you start by being able to prepare 3 bending
number of Chi points. Your Firebender level determines the moves. That number goes up at certain Firebender levels as
number of points you have, as shown in the Chi points shown in the Firebender table above.
column of the Firebender table. Each use of a bending move costs a certain number of Chi
You can spend these points to fuel various Bending Moves. Points depending on the level of the bending move as per the
When you spend a Chi point, it is spent until you finish a table above.
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 Hotfoot
minutes of the rest meditating to regain your Chi points. Starting at 2nd level, your rigorous training as a Firebender
Some of your bending moves require your target to make a enables you to move more quickly. Your speed increases by
saving throw to resist the bending move's effects, or make a 10 feet while you are not wielding a shield or wearing heavy
bending attack roll to hit with your move. Your Bending Save armor. This bonus increases when you reach certain levels as
DC and Bending Attack Modifier are calculated as follows: shown in the Firebender table.
At 9th level, you gain the ability to jump twice your normal
Bending Save DC = 8 + your proficiency bonus + your distance, using a jet of flame to assist your leap.
Charisma modifier
Bending Attack modifier = your proficiency bonus + your Firebending Path
Charisma Modifier
At level 2, you know 3 special Firebending moves. You When you reach 3rd level you commit yourself to a
always have these moves prepared and they do not count Firebending path, either the Path of the Dragon, or the Path
against the number of bending moves you can have prepared. of the Comet.
Eruption of Blows.
Immediately after you take the Attack Ability Score Improvement
action on your turn, you can spend 1 Chi point to make two When you reach 4th, level, and again at 8th, 12th, 16th, and
unarmed strikes as a bonus action. 19th level, you can increase one ability score of your choice
Simmering Defense.
You can spend 1 Chi point to take the by 2, or you can increase two ability scores of your choice by
dodge action as a bonus action on your turn. 1. You can’t increase an ability score above 20 using this
feature.
Step of the Flame.
You can spend 1 Chi point to take the
Disengage or Dash action as a bonus action on your turn, and Extra Attack
your jump distance is doubled for the turn. Beginning at 5th level you can attack twice, instead of once,
Preparing and using Bending Moves
whenever you take the attack action on your turn.
Chi Empowered Strikes

48
Fiery Blood Cleansing Breath of Ran and Shaw
When you reach level 17, the true life-giving nature of
At 14th level, you have learned to raise your internal firebending reveals itself to you. As an action, you can exhale
temperature high enough that you can burn away any foreign a majestic wave of multi-colored flames in a 30 foot cone in
disease or poison. You are now immune to disease and front of you. Each creature in that area that you choose
poison. regains 4d10 hit points and is cleansed of any blindness,
deafness, or disease affecting it. Once you use this ability, you
Master can not use it again until you complete a short or long rest.
At the 15th level, you have earned the title of Master. You can
now choose to learn moves paths not your own, provided you Aspect of the Dragon
start with level 1 bending moves. At 20th level you become a living embodiment of the creators
of Firebending, the Dragons.
Bending Path You gain immunity to fire damage, a fly speed of 80 ft, and
any time you use Chi to Firebend, you can choose one
Beginning at level three, you choose one of the following creature within 30 ft of you to regain 1d8 + your charisma
bending traditions: Mountain, Coastal, or New Imperial. modifier hit points.
Your flames also begin to change color. They appear as
Coastal Style multicolored flames, and with concentration you can change
their color at will.
Disciple of Dragon Fire
When you choose this path at 3rd level, you learn the ways of New Imperial Style
the Dragon’s bolstering flames. The dragon’s flames serve to
heal and strengthen its allies. Disciple of the Comet's Flame
You know all of the Dragon Fire Bending Moves for your When you choose this path at 3rd level, you learn the ways of
level or lower listed below. Each day, you spend 30 minutes at the Comet’s destructive force. The Comet’s fire burns
the start of your day meditating and practicing a number of everything in its path to ash.
bending moves that you prepare to use during the day. To use You know all of the Comet’s Flame Bending Moves for
a bending move during the day, you must have it prepared. your level or lower listed below. Each day, you spend 30
At level 3, you start by being able to prepare 3 bending minutes at the start of your day meditating and practicing a
moves. That number goes up at certain Firebender levels as number of bending moves that you prepare to use during the
shown in the Firebender table above. day. To use a bending move during the day, you must have it
Each use of a bending move costs a certain number of Chi prepared.
Points depending on the level of the bending move as per the At level 3, you start by being able to prepare 3 bending
table under Preparing and using Bending Moves. moves. That number goes up at certain Firebender levels as
shown in the Firebender table above.
Follower of the Dragon Each use of a bending move costs a certain number of Chi
Starting at 4th level, your healing bending moves are more Points depending on the level of the bending move as per the
effective. Whenever you use a bending move that restores hit table under Preparing and using Bending Moves.
points to a creature, the creature regains additional hit points
equal to 2 + the moves level. Follower of the Comet
Starting at 4th level, your damaging fire disciplines are more
Warding Flare effective. Whenever you use a discipline to bend of 1st level
At level 7, you learn to use firebending to protect allies. When or higher to damage a creature, the creature also takes
a creature within 30 feet of you that you can see makes an additional fire damage equal to 2 + the move’s level.
attack, you can use your reaction to impose disadvantage on
the attack roll, causing flames to flare in front of the attacker. Concentrated Flame
An attacker that can’t be blinded is immune to this feature. By 7th level, your mastery over fire has enabled you to focus
You can use this feature a number of times equal to your your flames on a targets weak points. Any fire damage you
Charisma modifier (a minimum of once). You regain all deal is not affected by resistance to fire damage.
expended uses when you finish a long rest.
Fiery Rage
Hotman At level 10 you learn to harness a fiery rage that builds in you.
Starting at 10th level, you have become accustomed to the Before you roll damage for a move/discipline, you can choose
constant heat of the fire Chi inside of you. You become to deal maximum damage instead of rolling.
resistant to fire damage. You can use this feature once. You recover all uses of this
ability after a short or long rest.

49
Arced Lightning Aspect of the Comet
At level 17 you've learned an art perfected by the imperial At 20th level you become a living embodiment of the
family. As an action you create a bolt of lightning that arcs destructive power of Sozin’s Comet.
toward a target of your choice that you can see within range. You gain immunity to fire damage, a fly speed of 80 ft, and
Three bolts then leap from that target to as many as three any time you use Chi to Firebend, you can choose one
other targets, each of which must be within 30 feet of the first creature within 30 feet of you to take 1d10 + your charisma
target. A target can be a creature or an object and can be modifier fire damage.
targeted by only one of the bolts. Your flames also begin to change color. They are a brilliant,
A target must make a Dexterity saving throw. The target terrifying, cerulean blue.
takes 10d8 lightning damage on a failed save, or half as much
damage on a successful one.
Once you use this ability, you can not use it again until you
complete a short or long rest.

50
Firebending Moves
Beginning at level 3 when you select a Path to follow, you
start to learn how to empower your Firebending with Chi.
The different ways you shape your Chi are called bending
moves.
All Firebenders draw power from the sun, but there are
two seperate paths to enlightenment for Firebenders. The
Path of the Dragon uses it’s Chi to bolster allies internal
resolve and heal their wounds. While the Path of the Comet
uses its sheer power to incinerate its foes. The path you
follow determines how you can shape your Chi, and each
path has access to a different set of bending moves
depending on where they draw their inspiration for
Firebending from.
Listed below are the bending moves that each Firebending
path learns.
Coastal Bending Mountain Bending New Imperial Style
1st Level 1st Level 1st Level
Absorb Elements Absorb Elements Absorb Elements
Armor of Iroh Armor of Iroh** Armor of Iroh
Cauterize wounds Cauterize wounds Burning Hands
Harmless Flames Harmless Flames Cause Fear
Bolt of Fire Bolt of Fire Harmless Flames
Healing Word Continual Flame Bolt of Fire
Continual Flame ? Searing Smite
Continual Flame
2nd Level 2nd Level
Fire of Motivation Dragon’s Breath 2nd Level
Healing Spirit Heat Metal Aganazzar's Scorcher
Heat Metal ? Flame Blade
Cleansing Flames Flaming Sphere
Pyrotechnics 3rd Level Heat Metal
Blinding Smite? Column of Fire
3rd Level Flaming Weapon Pyrotechnics
Blinding Smite? Fireball Scorching Ray
Daylight? Flame Arrows
Flaming Weapon Haste 3rd Level
Fireball ? Blinding Smite?
Haste Flaming Weapon
Mass Healing Word 4th Level Fear
Revivify ? Fireball
Flame Arrows
4th Level 5th Level Haste
Conjure Minor Elementals ? Melf’s Minute Meteors
Elemental Bane
Fire Shield 6th Level? 4th Level
? Explosion
5th Level Sickening Heat
Conjure Elemental Wall of Fire
Greater Restoration
Redirect Lightning 5th Level
Dawnbreak
6th Level ? Flame Strike
Mass Cure Wounds Immolation
6th Level?
Lighting

51
Level 1 Firebending Moves A creature of your choice that you can see within range
regains Hit Points equal to 1d4 + your Bending Ability
Absorb Elements??? modifier. This move has no Effect on Spirits.
1st-Level Firebending At Higher Levels: When you bend using a chi slot of 2nd
Level or higher, the Healing increases by 1d4 for each slot
Armor of Iroh level above 1st.
1st-Level Firebending
Casting Time: 1 Action Continual Flame
Range: Self 1st-Level Firebending
Components: S Casting Time: 1 Action
Duration: 1 Hour Range: Self
A protective force surrounds you, manifesting as flames Components: S
Duration: Until Dispelled
licking across you and your gear. You gain 5 temporary hit
points for the duration. If a creature hits you with a melee A flame, equivalent in brightness to a torch, springs forth
attack while you have these hit points, the creature takes 5 from your hand. A continual flame can be covered or hidden
fire damage. but not smothered or quenched so long as it is fed by a
At Higher Levels. When you use this bending move with firebender.
by expending the chi points of a 2nd level or higher bending
move, both the temporary hit points and the fire damage Burning Hands
increase by 5 for each bending move level above 1st. 1st-Level Firebending
Casting Time: 1 Action
Cauterize Wounds Range: Self (15 ft cone)
1st-Level Firebending Components: S
Casting Time: 1 Action Duration: Instantaneous
Range: Touch As you push your hands forward with thumbs touching and
Components: S fingers spread, a thin sheet of flames shoots forth from your
Duration: Instantaneous outstretched fingertips. Each creature in a 15-foot cone must
A creature that you touch regains a number of Hit Points make a Dexterity saving throw. A creature takes 3d6 fire
equal to 1d8 + your Bending Ability modifier. This move has damage on a failed save, or half as much damage on a
no Effect on Spirits. successful one.
At Higher Levels: When you bend using a chi slot of 2nd The fire ignites any flammable Objects in the area that
Level or higher, the Healing increases by 1d8 for each slot aren't being worn or carried.
level above 1st. At Higher Levels: When you bend using a chi slot of 2nd
Level or higher, the damage increases by 1d6 for each slot
Harmless Flames (faerie Fire)??? level above 1st.
1st-Level Firebending
Cause Fear
Bolt of Fire 1st-Level Firebending
1st-Level Firebending Casting Time: 1 Action
Casting Time: 1 Action Range: 60 ft
Range: 40 feet Components: V, S
Components: S Duration: Concentration, up to 1 minute
Duration: 1 round With fists of fire, you awaken the sense of mortality in one
A bolt of fire streaks toward a creature of your choice within creature you can see within range. A spirit is immune to this
range. Make a ranged bending Attack against the target. On a effect unless it is vulnerable to fire. The target must succeed
hit, the target takes 4d6 fire damage, and the next Attack roll on a Wisdom saving throw or become frightened of you until
made against this target before the end of your next turn has the move ends. The frightened target can repeat the saving
advantage, thanks to the burn forming on the target. throw at the end of each of its turns, ending the effect on
At Higher Levels: When you bend using a chi slot of 2nd itself on a success.
Level or higher, the damage increases by 1d6 for each slot At Higher Levels: When you bend using a chi slot of 2nd
level above 1st. Your range also increases by 20ft for every level or higher, you can target one additional creature for
slot above 1st each slot level above lst. The creatures must be within 30 feet
of each other when you target them.
Healing Word
1st-Level Firebending?
Casting Time: 1 bonus Action
Range: 60 feet
Components: S
Duration: Instantaneous
52
Searing Smite Seiryu's Cunning: The target has advantage on
1st-Level Firebending? Intelligence Checks.
Xuanwu's Wisdom: The target has advantage on Wisdom
Casting Time: 1 Bonus Action Checks.
Range: Self At Higher Levels: When you bend using a chi slot of 3rd
Components: S Level or higher, you can target two additional creatures for
Duration: Concentration, up to 1 minute each slot level above 2nd.
Your weapon flares with white-hot intensity, and your attack
deals an extra 1d6 fire damage to the target and causes the Healing Spirit?
target to ignite in flames. 2nd-Level Firebending
At the start of each of its turns until the move ends, the
target must make a Constitution saving throw. On a failed Heat Metal
save, it takes 1d6 fire damage. On a successful save, the move 2nd-Level Firebending
ends. If the target or a creature within 5 feet of it uses an Casting Time: 1 Action
action to put out the flames, or if some other effect douses Range: Touch or 60 ft
the flames (such as the target being submerged in water), the Components: S, M
spell ends. Duration: Concentration, up to 1 minute
At Higher Levels: When you bend using a chi slot of 2nd Choose a manufactured metal object, such as a metal
level or higher, the initial extra damage dealt by the attack weapon or a suit of heavy or medium metal armor, that you
increases by 1d6 for each slot. can see within range. Using either physical contact, or a jet of
flames, you cause the object to glow red-hot. Any creature in
Level 2 Dragon Fire Moves physical contact with the object takes 2d8 fire damage. Until
Dragon's Breath the move ends, you can use a Bonus Action on each of your
2nd-Level Firebending ? subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the
Casting Time: 1 Action damage from it, the creature must succeed on a Constitution
Range: 15 ft cone saving throw or drop the object if it can. If it doesn't drop the
Components: V, S object, it has disadvantage on Attack rolls and Ability Checks
Duration: Instantaneous until the start of your next turn.
You spew fire from your mouth in the way of the first At Higher Levels: When you bend using a chi slot of 3rd
firebenders, dragons. Each creature in the area of your move Level or higher, the damage increases by 1d8 for each slot
must make a Dexterity saving throw, taking 3d6 damage of above 2nd.
fire damage on a failed save, or half as much damage on a
successful one. Lesser Restoration (Cleansing Flames)
At Higher Levels: When you bend using a chi slot of 3rd 2nd-Level Firebending
level or higher, the damage increases by 1d6 for each slot Casting Time: 1 Action
level above 2nd. Range: Touch
Components: S
Fire of Motivation Duration: Instantaneous
2nd-Level Firebending
You touch a creature and can end either one disease or one
Casting Time: 1 Action condition afflicting it. The condition can be Blinded,
Range: Touch Deafened, Paralyzed, or Poisoned.
Components: V
Duration: Concentration, up to 1 hour
You rest your had on your fellow's shoulder and speak
passionately from the heart, giving them them the very fire
that burns in your soul and pushes you forward. Choose one
of the following Effects - the target gains the Effect until the
move ends.
Parvata's Endurance: The target has advantage on
Constitution Checks. It also gains 2d6 Temporary Hit Points,
which are lost when the spell ends.
Jamina's Strength: The target has advantage on Strength
Checks, and his or her carrying Capacity doubles.
Yue's Grace: The target has advantage on Dexterity
Checks. It also doesn't take damage from Falling 20 feet or
less if it isn't Incapacitated.
Agni's Splendor: The target has advantage on Charisma
Checks.

53
Pyrotechnics A 5-foot-diameter Sphere of fire appears in an unoccupied
2nd-Level Firebending space of your choice within range and lasts for the Duration.
Any creature that ends its turn within 5 feet of the Sphere
Casting Time: 1 Action must make a Dexterity saving throw. The creature takes 2d6
Range: 60 ft fire damage on a failed save, or half as much damage on a
Components: S successful one.
Duration: Instantaneous As a Bonus Action, you can move the Sphere up to 30 feet.
Choose an area of flame that you can see and that fits within If you ram the Sphere into a creature, that creature must
a 5-foot cube within range. You can extinguish the fire in that make the saving throw against the sphere's damage, and the
area, and you create either fireworks or smoke when you do Sphere stops moving this turn.
so. When you move the Sphere, you can direct it over barriers
Fireworks: The target explodes with a dazzling display of up to 5 feet tall and jump it across pits up to 10 feet wide.
colors. Each creature within 10 feet of the target must The Sphere ignites flammable Objects not being worn or
succeed on a Constitution saving throw or become blinded carried, and it sheds bright light in a 20-foot radius and dim
until the end of your next turn. light for an additional 20 feet.
Smoke: Thick black smoke spreads out from the target in At Higher Levels: When you bend using a chi slot of 3rd
a 20-foot radius, moving around corners. The area of the Level or higher, the damage increases by 1d6 for each slot
smoke is heavily obscured. The smoke persists for 1 minute level above 2nd.
or until a strong wind disperses it.
Moonbeam (Fire damage, Column of fire)
Aganazzar's Scorcher 2nd-Level Firebending
2nd-Level Firebending
Scorching Ray
Casting Time: 1 Action 2nd-Level Firebending
Range: 30 ft
Components: S Casting Time: 1 Action
Duration: Instantaneous Range: 120 ft
Components: S
A line of roaring flame 30 feet long and 5 feet wide emanates Duration: Instantaneous
from you in a direction you choose. Each creature in the line
must make a Dexterity saving throw. A creature takes 3d8 fire You create two rays of fire and hurl them at Targets within
damage on a failed save, or half as much damage on a range. You can hurl them at one target or several.
successful one. Make a ranged bending Attack for each ray. On a hit, the
At Higher Levels: When you bend using a chi slot of 3rd target takes 2d6 fire damage.
level or higher, the damage increases by 1d8 for each slot
level above 2nd. Level 3 Firebending Moves
Flame Blade Blinding Smite ??
2nd-Level Firebending 3rd-Level Firebending
Casting Time: 1 Bonus Action Casting Time: 1 Bonus Action
Range: Self Range: Self
Components: S Components: S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
If you are holding a blade of any sort, fire dances along them The next time you hit a creature with a melee weapon attack
for the Duration. If you let go of the blade, the fire disappears, or a martial attack during this move’s duration, you
but you can evoke the fire again as a Bonus Action. weapon/fist flares with a bright flame, and the attack deals an
You can use your action to make a melee bending Attack extra 3d8 fire damage to the target. Additionally, the target
with the fiery blade. On a hit, the target takes 3d6 fire must succeed on a Constitution saving throw or be blinded
damage in addition to the blade's usual damage. until the spell ends.
The flaming blade sheds bright light in a 10-foot radius and A creature blinded by this move makes another
dim light for an additional 10 feet. Constitution saving throw at the end of each of its turns. On a
successful save, it is no longer blinded.
At Higher Levels: When you cbend using a chi slot of 4th
Level or higher, the damage increases by 1d6 for every two
slot levels above 2nd.
Flaming Sphere
2nd-Level Firebending
Casting Time: 1 Action
Range: 60 ft
Components: S
Duration: Concentration, up to 1 minute

54
Daylight Haste (Movements are sped up by fire)
3rd-Level Firebending 3rd-Level Firebending
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 ft Range: Self
Components: S Components: S
Duration: 1 hour Duration: Concentration, up to 1 minute
A small, concentrated ball of fire appears and spreads a 60- Until the move ends, the your speed is doubled, you gains a
foot-radius Sphere of light spreads out from a point you +2 bonus to AC, you have advantage on Dexterity Saving
choose within range. The Sphere is bright light and sheds Throws, and you gain an additional action on each of your
dim light for an additional 60 feet. turns. That action can be used only to take the Attack (one
If you chose a point on an object you are holding or one weapon or bending Attack only), Dash, Disengage, Hide, or
that isn't being worn or carried, the light shines from the Use an Object action.
object with and moves with it. Completely covering the When the move ends, you can't move or take Actions until
affected object with an opaque object, such as a bowl or a after its next turn, as a wave of lethargy sweeps over you.
helm, blocks the light.
If any of this spell's area overlaps with an area of Darkness Mass Healing Word ??
created by a spell of or lower, the spell that created the 3rd-Level Firebending
Darkness is dispelled.
Revivify
Fireball 3rd-Level Firebending
3rd-Level Firebending
Casting Time: 1 Action
Casting Time: 1 Action Range: Touch
Range: 150 ft Components: S
Components: S Duration: Instantaneous
Duration: Instantaneous
You carefully charge your fingertips with a small amount of
A bright streak flashes from your extended palm to a point lightning, and touch a creature that has died within the last
you aim at within range, then blossoms with a low roar into minute. Flip a coin. on heads, that creature returns to life
an explosion of flame. Each creature in a 20-foot radius with 1 hit point. You have three attempts before this move
Sphere centered on that point must make a Dexterity saving will no longer have any effect. This move can't return to life a
throw. A target takes 8d6 fire damage on a failed save, or half creature that has died of old age, nor can it restore any
as much damage on a successful one. missing body parts.
The fire spreads around corners. It ignites flammable
Objects in the area that aren't being worn or carried. Fear
At Higher Levels: When you bend using a chi slot of 4th 3rd-Level Firebending
Level or higher, the damage increases by 1d6 for each slot Casting Time: 1 Action
level above 3rd. Range: Self (30 ft radius)
Flame Arrows Components: S
3rd-Level Firebending Duration: Concentration, up to 1 minute
Casting Time: 1 Action Your anger fuels your fire. Flames ignite in your fists and at
Range: 150 ft your feet, and grow with your ragged breaths, crawling up
Components: S your legs and arms furiously without burning you. You exhale,
Duration: Instantaneous and flames and smoke burst from your mouth. The world
seems dark in comparison to your fire. Each creature in a 30-
With two fingers you fling thin bolts of fire as precisely as an foot radius must succeed on a Wisdom saving throw or drop
archer releases his arrow, with as much force. If aiming at a whatever it is holding and become Frightened for the
creature, the creature takes 1d8 piercing damage and 1d6 Duration.
fire damage. Two 'arrows' can be fired per turn. While Frightened, a creature must take the Dash action
At Higher Levels: When you bend using a chi slot of 4th and move away from you by the safest available route on each
level or higher, the number of 'arrows' you can fire increases of its turns, unless there is nowhere to move. If the creature
by two for each slot above 3rd. ends its turn in a location where it doesn't have line of sight
to you, the creature can make a Wisdom saving throw. On a
successful save, the fright ends for that creature.

55
Melf’s Minute Meteors At Higher Levels: When you bend using a chi slot of 5th
3rd-Level Firebending level or higher, you can target one additional creature. The
creatures must be within 30 feet of each other when you
Casting Time: 1 Action target them.
Range: Self (120 ft)
Components: S Fire Shield ???
Duration: Concentration, up to 10 minutes 4th-Level Firebending
You create six small balls of concentrated flame in your Casting Time: 1 Action
space. They float in the air and you cause them to orbit you Range: Self
for the move’s duration. When you bend — and as a bonus Components: S
action on each of your turns thereafter — you can expend one Duration: 10 minutes
or two of the meteors, sending them streaking toward a point Thin and wispy flames wreathe your body for the Duration,
or points you choose within 120 feet of you. Once a meteor shedding bright light in a 10-foot radius and dim light for an
reaches its destination or impacts against a solid surface, the additional 10 feet. You can end the spell early by using an
meteor explodes. Each creature within 5 feet of the point action to dismiss it.
where the meteor explodes must make a Dexterity saving The flames provide you with a warm Shield. The warm
throw. A creature takes 2d6 fire damage on a failed save, or Shield grants you Resistance to cold damage and fire
half as much damage on a successful one. damage.
At Higher Levels: When you bend using a chi slot of 4th In addition, whenever a creature within 5 feet of you hits
level or higher, the number of meteors created increases by you with a melee Attack, the Shield erupts with flame. The
two for each slot level above 3rd. attacker takes 2d8 fire damage.
Level 4 Firebending Moves Confusion (loud, blinding explosion or heat
Conjure Minor Spirits exhaustion?)
4th-Level Firebending 4th-Level Firebending
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 ft Range: 90 Feet
Components: V, S Components: S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You summon Fire spirits that appear in unoccupied spaces From a point you choose within range, a deafening, blinding
that you can see within range. You choose one the following explosion goes off. This assaults and twists creatures' minds
options for what appears. and senses. Each creature in a 10-foot-radius Sphere must
• One elemental of Challenge rating 2 or lower succeed on a Dexterity? saving throw or be affected by it. The
• Two Elementals of Challenge rating 1 or lower creature is deafened and blinded until making a sucessful
• Four Elementals of Challenge rating 1/2 or lower save throw.
• Eight Elementals of Challenge rating 1/4 or lower. At Higher Levels: When you bend using a chi slot of 5th
An elemental summoned by this move disappears when it Level or higher, the radius of the Sphere increases by 5 feet
drops to 0 Hit Points or when dismissed by a firebender. for each slot above 4th.
The summoned spirits are friendly to you and your Sickening Heat
companions. Roll Initiative for the summoned creatures as a 4th-Level Firebending
group, which has its own turns. They obey any verbal
commands that you issue to them (no action required by you). Casting Time: 1 Action
If you don't issue any commands to them, they defend Range: 120 Feet
themselves from Hostile creatures, but otherwise take no Components: S
Actions. The GM has the creatures' Statistics. Duration: Concentration, up to 10 minutes
Elemental Bane
Dim, amber flames spread within a 30-foot-radius sphere
4th-Level Firebending centered on a point you choose within range. The flames
spreads around corners, and last until the move ends.
Casting Time: 1 Action When a creature moves into the move’s area for the first
Range: 90 ft time on a turn or starts its turn there, that creature must
Components: S succeed on a Dexterity saving throw or take 2d10 fire
Duration: Concentration, up to 1 minute damage, suffer one level of exhaustion, and catch fire.
You choose one creature you can see within range, and shoot While on fire, the target takes 1d10 fire damage at the start
a strong jet of flame at them. The target must succeed on a of each of its turns, and emits a dim blue light in a 5 ft radius
Constitution saving throw or catch fire. The first time each that makes it unable to benefit from invisibility.
turn the affected target takes fire damage, the target takes an A creature can douse the flames on itself by spending an
extra 2d6 damage of that type. Moreover, the target loses any action on its turn to do so.
resistance to that damage type until the spell ends. The fire and any levels of exhaustion caused by this move
go away when the move ends.
56
Wall of Fire Duration: Instantaneous
4th-Level Firebending You imbue a creature you touch with positive energy to undo
Casting Time: 1 Action a debilitating Effect. You can reduce the target's Exhaustion
Range: 120 Feet level by one, or end one of the following Effects on the target.
Components: S • One Effect that Charmed or Petrified the target
Duration: Concentration, up to 1 minute • Any reduction to one of the target's Ability Scores
• One Effect reducing the target's hit point maximum
You create a wall of fire on a solid surface within range. You • Any Disease, Infection, Poison or Cold Damage
can make the wall up to 60 feet long, 20 feet high, and 1 foot
think, or a ringed wall up to 20 feet in diameter, 20 feet high, Dawnbreak
and 1 foot thick. The wall is opaque and lasts for the 5st-Level Firebending
Duration.
When the wall appears, each creature within its area must Casting Time: 1 Action
make a Dexterity saving throw. On a failed save, a creature Range: 60ft
takes 5d8 fire damage, or half as much damage on a Components: S
successful save. Duration: Concentration, up to 1 minute
One side of the wall, selected by you when you cast this The light of dawn shines down on a location you specify
spell, deals 5d8 fire damage to each creature that ends its within range. Until the move ends, a 30-foot-radius, 40-foot-
turn within 10 feet of that side or inside the wall. A creature high cylinder of bright light glimmers there. This light is
takes the same damage when it enters the wall for the first sunlight.
time on a turn or ends its turn there. The other side of the When the cylinder appears, each creature in it must make
wall deals no damage. a Constitution saving throw, taking 3d10 radiant damage on a
At Higher Levels: When you bend using a chi slot of 5th failed save, or half as much damage on a successful one. A
Level or higher, the damage increases by 1d8 for each slot creature must also make this saving throw whenever it ends
level above 4th. its turn in the cylinder.
Firebenders who end their turn in the cylinder take half
Level 5 Firebending Moves damage from a failed save, and 1/4 damage on a successful
one. They also have their bending powers amplified. Until the
Conjure Elemental Spirit end of the Firebenders next turn, whenever the Firebender
5th-Level Firebending uses a bending move, they only need to expend half the
Casting Time: 1 minute normal amount of Chi Points required for that move.
Range: 90ft If you’re within 60 feet of the cylinder, you can move it up to
Components: V, S, M ? 60 feet as a bonus action on your turn.
Duration: Up to 1 hour
You call forth an elemental spirit. Choose an area of fire at Flame Strike
least 5 ft square within range. An elemental of Challenge 5th-Level Firebending
rating 5 or lower appears in an unoccupied space within 10 Casting Time: 1 Action
feet of it. The spirit disappears when it drops to 0 Hit Points Range: 60ft
or when the hour ends. Components: S
The spirit is friendly to you and your companions for the Duration: Instantaneous
Duration. Roll Initiative for the spirit, which has its own A vertical column of fire roars up from the ground in a
turns. It obeys any verbal commands that you issue to it (no location you specify. Each creature in a 10-foot radius, 40-
action required by you). If you don't issue any commands to foot-high Cylinder centered on a point within range must
the elemental, it defends itself from Hostile creatures but make a Dexterity saving throw. A creature takes 4d6 fire
otherwise takes no Actions. damage and 4d6 radiant? damage on a failed save, or half as
If your Concentration is broken, the spirit doesn't much damage on a successful one.
disappear. Instead, you lose control of the elemental, it At Higher Levels: When you bend using a chi slot of 6th
becomes Hostile toward you and your companions, and it level or higher, the fire damage or the radiant damage (your
might Attack. An uncontrolled spirit can't be dismissed by choice) increases by 1d6 for each slot level above 5th.
you, and it disappears 1 hour after you summoned it. The DM
has the spirit's Statistics.
At Higher Levels: When you bend using a chi slot of 6th
level or higher, the Challenge rating increases by 1 for each
slot level above 5th.
Greater Restoration (Cleansing Flames)
5th-Level Firebending
Casting Time: 1 Action
Range: Touch
Components: S

57
Immolation 6th Level Firebending
5th-Level Firebending
Casting Time: 1 Action Lightning Bolt
Range: 90ft 6th-Level Firebending
Components: S Casting Time: 1 Action
Duration: Concentration, up to 1 minute Range: Self (100 foot line)
Components: S
Flames wreathe one creature you can see within range. The Duration: Instantaneous
target must make a Dexterity saving throw. It takes 8d6 fire
damage on a failed save, or half as much damage on a A stroke of lightning forming a line of 100 feet long and 5 feet
successful one. On a failed save, the target also burns for the wide blasts out from you in a direction you choose. Each
spell’s duration. The burning target sheds bright light in a 30- creature in the line must make a Dexterity saving throw. A
foot radius and dim light for an additional 30 feet. At the end creature takes 8d6 lightning damage on a failed save, or half
of each of its turns, the target repeats the saving throw. It as much damage on a successful one.
takes 4d6 fire damage on a failed save, and the spell ends on The lightning ignites flammable Objects in the area that
a successful one. These magical flames can’t be extinguished aren't being worn or carried.
by nonmagical means.
If damage from this move kills a At Higher Levels: When you cast this spell using a spell
target, the target is turned to ash. slot of 4th Level or higher, the damage increases by 1d6 for
each slot above 3rd.
Redirect Lightning
5th-Level Firebending Mass Cure Wounds
Casting Time: 1 Reaction 6th-Level Firebending
Range: Self (100 foot line) Casting Time: 1 Action
Components: S Range: Self (60 ft cone)
Duration: Instantaneous Components: S
When another firebender bends lightning wihthin half of your Duration: Instantaneous
range of movement, you can move in the way of it and A wave of Healing, multicolored flame washes out from your
redirect it. A stroke of lightning forming a line of 100 feet hands in a 60 ft cone. Choose up to six creatures in a 30-foot-
long and 5 feet wide blasts out from you in a direction you radius Sphere centered on that point. Each target regains Hit
choose. Each creature in the line must make a Dexterity Points equal to 3d8 + your Bending Ability modifier. This
saving throw. A creature takes 8d6 lightning damage on a move has no Effect on Spirits.
failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell
The lightning ignites flammable Objects in the area that slot of 6th level or higher, the Healing increases by 1d8 for
aren't being worn or carried. each slot level above 5th.

58
The Waterbender

W
aterbending, one of the four elemental
bending arts, is the hydrokinetic ability Opposed Bending Art
to control water in all of its various Waterbending is a fluid bending art, based on redirecting
forms. Water is the element of change. energy, graceful movements and healing spirit energies.
The fighting style of waterbending is Firebending is the opposite of this. Waterbenders are
mostly fluid and graceful, acting in concert with the generally indirect or elusive with their attacks, while
environment. Foggy Swamp style waterbending, however, is Firebenders are aggressive and straightforward.
more rigid and straight. Waterbenders deal with the flow of Waterbenders are generally passive and peaceful, preferring
energy; they let their defense become their offense, turning to stay within their tribal lands. Firebenders are passionate
their opponents' own forces against them. Even when and always eager to expand their influence.
waterbenders do take an attack stance, their moves always Like all of the bending arts, Waterbending is balanced out
appear to flow from one to the other. as to not be more or less powerful than the other arts, though
it is easily the most dynamic and agile of the four. It is the
Origins and Culture skill and power of the user that determines victory.
During the era of Raava, the power of water was first granted
by the water lion turtle, who would temporarily provide it as
protection to those venturing into the Spirit Wilds. The
descendants of the people living atop the water lion turtle
eventually learned to waterbend by observing how the moon
pushed and pulled the tides of the ocean; they learned how to
simulate the effect themselves. As such, they have a strong
spiritual connection to the Moon and its counterpart, the
Ocean. In fact, waterbending is the only bending art to
originate from spirits instead of animals, though the Moon
and Ocean Spirits took the form of koi fish in the mortal
world near the beginning of the Avatar World. Additionally,
any adverse effect on these spirits detrimentally affects
waterbenders.
The Water Tribes are divided into the
Southern, Northern, and lesser known Foggy Swamp tribes,
as well as those of the United Republic, each with their own
unique bending style.

59

The Waterbender
Level Proficiency Bonus Features Cantrips Known Chi Points Chi Level
1st +2 Waterbending, Ritual Casting, Natural Spring, Tidal Conduit 3 4 1st
2nd +2 Bending Circle, Circle Feature 3 6 1st
3rd +2 ─ 3 14 2nd
4th +2 Ability Score Improvement 4 17 2nd
5th +3 ─ 4 27 3rd
6th +3 Circle Feature 4 32 3rd
7th +3 ─ 4 38 4th
8th +3 Ability Score Improvement 4 44 4th
9th +4 ─ 4 57 5th
10th +4 Circle Feature 5 64 5th
11th +4 ─ 5 73 6th
12th +4 Ability Score Improvement 5 73 6th
13th +5 ─ 5 83 7th
14th +5 Circle Feature 5 83 7th
15th +5 ─ 5 94 8th
16th +5 Ability Score Improvement 5 94 8th
17th +6 ─ 5 107 9th
18th +6 Chi Mastery 5 114 9th
19th +6 Ability Score Improvement 5 123 9th
20th +6 Purifying Waves 5 133 10th

A Quarterstaff or a Spear and Net At 1s


Class Features A Club or Machete Wate
As a Waterbender, you gain the following Class Features: An Explorers pack or a Scholar’s Pack
Thick furs and leather coats representative of the water
Hit Points tribe or Foggy Swamp traveling clothes
Hit Dice: 1d6 per Waterbender level A large waterskin slung over your shoulder to carry water
Hit Points at 1st Level: 6 + your Constitution modifier to bend with
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per Waterbender level after first. Bending
Proficiencies Your training on the oceans with the Waterbending masters
Armor: None has allowed you to become one with the current around you.
Weapons: Daggers, Quarterstaff, Spear, Trident, Net, Club, Cantrips
Machete Cantrips are basic Waterbending moves that don’t require a
Tools: Navigator’s OR Leatherworker’s Tools significant amount of Chi use, and therefore can be used at
Saving Throws: Constitution, Intelligence will. At level 1, you know the Shape Water cantrip and two
Skills: Choose two skills from Arcana, History, Investigation, other cantrips of your choice from the Waterbender move list.
Nature, Animal Handling, Survival You learn additional Waterbender Cantrips of your choice at
higher levels as shown in the Waterbender table.
Equipment
You start with the following equipment, in addition to the Bending Scroll Book
equipment granted by your background:
60
Preparing and using bending moves Ritual Casting
The Waterbender table shows how many chi points you have You can use a Waterbender move as a ritual if that bending
to use your more powerful bending abilities. The table also move has the ritual tag, and you have the move in your
shows what the maximum bending move level those moves Bending Scroll. You don’t need to have the move prepared.
can be at your level. To use one of your bending abilities you
must expend the amount of Chi points required to use a Natural Spring
bending move of that level (Table Below). You regain all your You are able to draw on the revitalizing nature of water to
expended Chi points when you finish a long rest. replenish some of your Chi. Once per day, after you finish a
Bending Move Level Chi Point Cost short rest, you can regain a number of Chi points equal to
your Waterbender level rounded up to the nearest even
1 2 number.
2 3
3 5
Tidal Conduit
At first level you learn to bend water around yourself,
4 6 constantly flowing in a ring as a conduit between yourself and
5 7 the Chi all around you.
6 9
As a bonus action, you can begin bending water around you
to initiate the conduit. This conduit lasts for 1 minute and
7 10 ends early if you are incapacitated or don any armor or shield
8 11
(impeding your connection to the spirits). You can also end
this connection at any time you choose.
9 13 While your Tidal Conduit is active, you gain the following
benefits:
Bending moves of 6th level and higher are particularly
taxing to use. You can use Chi points to use one of each level You gain a bonus to your AC equal to your Intelligence
of 6th or higher. You can’t use another bending move of that modifier + 2
same level until you finish a long rest. Your swim speed is equal to your walking speed
You prepare the list of Waterbender moves that are You gain a bonus to any Constitution saving throw to
available to you each day by choosing a number of bending maintain concentration on a bending move. The bonus
moves from your Bending Scroll Book equal to your equals your Intelligence modifier.
Intelligence Modifier + your Waterbender Level. The bending You can use bending moves with a range of “Touch”
moves must not be of a level higher than the maximum through your Conduit. You are considered to have a reach
bending move level for your level (listed in the Waterbender of 10 when your Tidal Conduit is active.
Table above). You can also lash out with your conduit and make attacks
with it as if it were a held weapon you are proficient with:
Bending known at 1st level or Higher
Each time you gain a Waterbender level, you can add two
Waterbender moves of your choice to your Bending Scroll
Book. Each of these bending moves must be of a level equal Conduit Tendril
to or less than the maximum bending move level for your Range: Reach 10 ft
level. Attack: Proficiency Bonus + Intelligence Modifier
On your adventures, you may find other bending scrolls Damage: 1d8 + Intelligence Modifier Bludgeoning
that you can add to your Bending Scroll Book. For each level damage
of the bending move on the scroll, it costs 50gp and takes two
hours to copy the found scroll into your Scroll Book. You can use your Tidal Conduit twice. You regain all
Bending ability expended uses of it when you finish a short or long rest.
Intelligence is your bending ability for your Waterbender
moves, so you use your Intelligence whenever a bending Ability Score Improvement
move refers to your bending ability. In addition, you use your When you reach 4th, level, and again at 8th, 12th, 16th, and
Intelligence modifier when setting the saving throw DC for a 19th level, you can increase one ability score of your choice
Waterbender move you use and when making an attack roll by 2, or you can increase two ability scores of your choice by
with one.

1. You can’t increase an ability score above 20 using this

feature.
Bending Save DC = 8 + your proficiency bonus + your
Intelligence modifier
Bending Attack modifier = your proficiency bonus + your
Intelligence Modifier

61
At 10th level you become empowered by the surges of the Froz
Chi Mastery tides. While your Tidal Conduit is active, whenever you use a
bending move that heals a single target, you can have it target Start
At 18th level, you have achieved such a mastery over certain goes
bending techniques that you can use them at will. Choose a a second creature. creat
1st level Waterbender move and a 2nd level Waterbender to you
move that are in your Bending Scroll Book. You can use hits t
those bending moves at their lowest level without expending hit po
Chi points when you have them prepared. If you want to use savin
either at a higher level, you must expend Chi points as the cr
normal. norm
By spending 8 Hours in study, you can exchange one or If t
both of the bending moves you chose for different bending aroun
moves of the same levels. On
Purifying Waves until
At 20th level, you are in perfect harmony with the currents of Circ
the oceans. Once per day, you can call upon those waves to The C
aid you and hamper your enemies. water
As an action, you release a large wave of cleansing waters tundr
outward. Any allies within 30 feet are affected by these waters
and are cured of one disease, or one condition from this list: Ham
Blinded, Charmed, Deafened, Frightened, Grappled, Start
Paralyzed, Petrified, Poisoned, Restrained or Stunned. plant
In addition, until the end of your next turn the affected area water
is considered difficult terrain for anyone hostile to you.
Ice F
Bending Circle Begin
level
Beginning at level 2, you choose to join either the cleansing throw
Circle of the Moon, the dominating Circle of Blood, or if you spend
chose to study with the Foggy Swamp Tribe, you follow the next t
balanced circle of life, which draws from both.
Con
Circle of the Moon At 10
with
The Circle of the Moon is favored by most waterbenders of make
the northern and southern tribes. spend
Yue's Favor
At level 2, when travelling at night and not during a new
moon, you have advantage on survival, stealth and perception Bl
checks. sa
A
Kya's Defense at
At 6th level, when any creature makes a melee or ranged yo
attack against anyone (including yourself) within your reach,
you can choose to use your reaction to have your Tidal
Conduit reach out and attempt to block the attack. The
attacker must make a dexterity saving throw against your
Bending Save DC.
On a failed save, the attack misses its target, and your Tidal
Conduit absorbs the blow, weakening it so that you can’t use
this ability again until the next time you initiate a new Tidal
Conduit.
On a successful save, the attack happens as normal, and
you do not expend your use of Kya’s Defense.
Overflow

62
Amon’s Blood Severing
At level 14, you gain the ability to sever an enemy’s
connection to their Chi. As an action you touch a creature
within your reach. That creature has to make a constitution
saving throw against your Bending Save DC to resist your
blood bending. On a failed saving throw, the creature is
unable to use or concentrate on any bending moves until the
end of your next turn.
Once you use this feature, you are unable to use it again
until you complete a long rest.
Circle of Life
From Death, Life
Starting at level 2, you are able to pull the water out of the
plants, objects, even the air around you. You always have
water available to you to drink, regardless of where you are.
Hue's Student
At level 6, you have enough precise control to control the
water in small plants without damaging th plants, and can
influence them to grow. You also gain advantage in nature.
Student of the Banyan-Grove
The philosophy of the swamp teaches us that all life is
connected. You can meditate in order to locate people you
know well so long as they are touching the earth.
Hue's Monster
At level 14, you have the ability to control all living plants,
regardless of mass or size. You can influence existing plant
life to grow massively, enabling you to bend them as weapons
or 'suits' like Hue.

63
Waterbender Bending List
Cantrips (0 Level): 4th Level
Control Water Aura of Purity (Protected by mist of water/spirit energy)
Snap Freeze Blight
Frostbite Evard’s Black Tentacles (Tendrils of water)
Mage Hand (Globe of water) Grasping Vine (Water Tendril)
Ray of Frost Ice Storm
Freezing Grasp** Otiluke’s Resilient Sphere (Globe of water)
Spare the Dying (Cold slowing death) Watery Sphere
Compulsion (Strength Saving Throw, Bloodbending)
1st Level
Redirect 5th Level
Armor of Agathys Bigby’s Hand (Giant fist made of water)
Octopus Form Cone of Cold
Cure Wounds Dominate Person (Bloodbending)
Ensnaring Strike Greater Restoration
Entangle Hold Monster (Bloodbending)
Fog Cloud Maelstrom
Ice Knife Mass Cure Wounds (Waves of healing water)
Purify Food and Drink Telekinesis (Objects lifted by tendrils of globes of water)
Shield of Faith (Shield of ice) Scrying (Visions from spirit world)
Shield (Shield of ice) 6th Level
2nd Level Globe of Invulnerability (Globe of water)
Blur (blurred by layer of water, light distortion) Heal
Cloud of Daggers (Ice shards, Cold damage) Investiture of Ice
Gentle Repose (Cryogenically Frozen) Otiluke’s Freezing Sphere
Healing Spirit (Small pool of water) Wall of Ice
Lesser Restoration True Seeing (Gifted by spirits)
Prayer of Healing (Wave of healing waters) 7th Level
Snilloc’s Snowball Swarm
Spike Growth (Ice spikes) Finger of Death (Drain body of blood)
Water Whip Ressurection
Regeneration
3rd Level Mordenkainens Sword (Sword of ice, cold damage)
Hold Person (Bloodbending) Step through the spirit world
Mass Healing Word (Waves of healing water) Geyser**
Plant Growth 8th Level
Revivify (Returning spirit energy to body)
Slow (Covered in frost) Abi-Dalzim's Horrid Wilting
Sleet Storm Control Weather
Tidal Wave Tsunami
Wall of Water Feeblemind (Change bloodflow in the brain)
Water Breathing 9th Level
Water Walk
Power Word Heal
Mass Heal
Blizzard**
Arctic Shockwave**
Waterbending Cantrips Globe of Water
Waterbending Cantrip
Control Water Casting Time: 1 Action
Waterbending Cantrip Range: 30 Feet
Casting Time: 1 Action or Bonus Action Components: V, M (Water)
Range: 300 Feet Duration: 1 minute
Components: V, M (Water)
Duration: Variable You create a globe of water at a point you choose within
range. The hand lasts for the Duration or until you dismiss it
You control free standing ice, water, snow, or liquid not under as an action. The hand collapses if it is ever more than 30
another benders control. You can control up to 5 cubic feet of feet away from you or if you bend this again.
water. You can move or attack as an action or freeze or You can use your action to control the globe. You can use
unfreeze as a bonus action. the globe to manipulate an object or creature, stow or
At Higher Levels: When bending with chi points, the retrieve an item from an open container. You can move the
amount of water you can control increases by 20 cubic feet hand up to 30 feet each time you use it.
for each chi slot. So by bending using a level 3 chi slot, you If the Globe occupies the same space as a person, that
can control up to 65 cubic feet of water. person must make a constitution? saving throw hold their
breath for the duration or take 1d6 water damage.
Snap Freeze At Higher Levels: For each chi slot level you gain 1 minute
Waterbending Cantrip of time to the duration of the move.
Casting Time: 1 Action
Range: 10 Feet Ray of Frost
Components: V Waterbending Cantrip
Duration: 1 Round Casting Time: 1 Action
As part of the action to use this bending move, you must Range: 60 Feet
make a melee attack with a weapon against one creature Components: V, M (Water)
within the bending move's range, otherwise the move fails. Duration: Instantaneous
On a hit, the target suffers the attack’s normal effects, and it A frigid beam of water streaks toward a creature within
becomes enshrouded in a chilled mist. If the target willingly range. Make a ranged bending Attack against the target. On a
moves before then, the mist instantly freezes, the creature hit, it takes 1d8 cold damage, and its speed is reduced by 10
immediately takes 1d8 cold damage, and the bending move feet until the start of your next turn.
ends. The move's damage increases by 1d8 when you reach 5th
At Higher Leveles: At 5th level, the melee attack deals an Level (2d8), 11th level (3d8), and 17th level (4d8).
extra 1d8 cold damage to the target, and the damage the
target takes for moving increases to 2d8. Both damage rolls Freezing Grasp
increase by 1d8 at 11th level and 17th level. Waterbending Cantrip
Frostbite Casting Time: 1 Action
Waterbending Cantrip Range: Touch
Components: V
Casting Time: 1 Action Duration: Instantaneous
Range: 60 Feet
Components: V Frost drifts from your hand to chill to a creature you try to
Duration: Instantaneous touch. Make a melee bending attack against the target. You
have advantage on the attack roll if the target is wearing
You cause numbing frost to form on one creature that you armor made of metal. On a hit, the target takes 1d8 cold
can see within range. The target must make a Constitution damage, and it can't take reactions until the start of its next
saving throw. On a failed save, the target takes 1d6 cold turn.
damage, and it has disadvantage on the next weapon attack At Higher Levels: The bending move's damage increases
roll it makes before the end of its next turn. by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
At Higher Levels: The spell’s damage increases by 1d6 17th level (4d8).
when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6). Spare the Dying (Cold slowing death)
Waterbending Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, M (Water)
Duration: Instantaneous
You touch a living creature that has 0 Hit Points. The
creature becomes stable and has 1 hp. This spell has no
Effect on Spirits.
1
1st Level Waterbending moves Cure Wounds
1st-Level Waterbending
Absorb and Redirect Casting Time: 1 Action
1st-Level Waterbending Range: Touch
Casting Time: 1 Reaction Components: V, M (Water or Spirit Water)
Range: Self Duration: Instantaneous
Components: V
Duration: 1 Round A creature you touch regains a number of Hit Points equal to
1d8 + your Bending Ability modifier. This has no Effect on
Using you opponents energy against them is the bread and Spirits.
butter of waterbending. This move allows you to absorb the At Higher Levels: When you bend using a chi slot of 2nd
energy from any attack, storing it for your next melee bending Level or higher, the Healing increases by 1d8 for each slot
attack. The first time you hit with a melee attack on your next level above 1st.
turn, the target takes an extra 1d6 damage. Or, you can
choose to redirect a waterbending attack towards you and Ensnaring Strike
send the damage towards another person, with an additional 1st-Level Waterbending
1d6 of damage. Casting Time: 1 Bonus Action
At Higher Levels: When you bend using a chi slot of 2nd Range: Self
level or higher, the extra damage increases by 1d6 for each Components: V, M (Water or Plant Life)
slot level above 1st. Duration: Concentration, up to 1 minute
Armor of Agathys The next time you attack someone, a writhing mass of water
1st-Level Waterbending springs up at the point of impact, and the target must
Casting Time: 1 Action succeed on a Strength saving throw or be restrained by the
Range: Self water until the move ends. A Large or larger creature has
Components: V, M (Water) advantage on this saving throw. If the target succeeds on the
Duration: 1 Hour save, the water falls away.
While restrained by this move, the target takes 1d6 water
A protective field of water encases you and your gear. You damage at the start of each of its turns. A creature restrained
gain 5 temporary hit points for the duration. If a creature hits by the vines or one that can touch the creature can use its
you with a melee attack while you have these hit points, the action to make a Strength check against your bending move
creature takes 5 cold damage. save DC. On a success, the target is freed.
At Higher Levels When you bend using a chi slot of 2nd Those of the Circle of Life can use this move to entangle a
level or higher, both the temporary hit points and the cold creature in vines or other plant life, if its within 10ft of target
damage increase by 5 for each slot. At Higher Level: If you bend using a chi slot of 2nd level or
higher, the damage increases by 1d6 for each slot level above
Octopus Form 1st. Those of the Circle of life at higher levels range increases
1st-Level Waterbending by 10ft for each chi slot above 1st.
Casting Time: 1 Action
Range: Self (10 ft radius) Entangle
Components: V, M (Water) 1st-Level Waterbending
Duration: Instantaneous Casting Time: 1 Action
You invoke the power of the octopus. Eight tendrils of water Range: 90 ft
form around you and batter all creatures within 10 feet of Components: V, M (Ground water or Plant Life)
you. Each creature in that area must make a Strength saving Duration: Concentration, up to 1 minute
throw. On a failed save, a target takes 2d6 bludgeoning Ground water or Grasping weeds and vines break out from
damage and can’t take reactions until its next turn. On a the ground in a 20-foot square starting from a point within
successful save, the creature takes half damage, but suffers range. For the Duration, this turns the ground in the area into
no other effect. Difficult Terrain.
At Higher Levels: When you bend using a chi slot of 2nd A creature in the area when you cast the spell must
level or higher, the damage increases by 1d6 for each slot succeed on a Dexterity saving throw for water or a Strength
level above 1st. saving throw for plant life or be Restrained by the entangling
Plants until the move ends. A creature Restrained by the
Plants can use its action to make a Strength or Dexterity
check against your bending save DC. On a success, it frees
itself.
When the move ends, the water or plants fall away.

2
Fog Cloud Blocking Shield
1st-Level Waterbending 1st-Level Waterbending
Casting Time: 1 Action Casting Time: 1 Reaction
Range: 120 ft Range: Self
Components: V, M (Water) Components: V, S (Water)
Duration: up to 1 hour Duration: Concentration, up to 10 minutes
You create a 20-foot-radius Sphere of fog centered on a point You quickly pull up a shield of water to absorb an attack. Until
within range. The Sphere spreads around corners, and its the start of your next turn, you have a +5 bonus to AC,
area is heavily obscured. It lasts for the Duration or until a including against the triggering attack, and you take no fire
wind of moderate or greater speed (at least 10 miles per damage.
hour) disperses it. You make use your turn to move the fog up
to your movement. 2nd Level Waterbending moves
At Higher Levels: When you bend using a chi slot of 2nd
Level or higher, the radius of the fog increases by 20 feet for Blur (blurred by layer of water, light
each slot level above 1st, and your ability to move the cloud distortion)
each turn increases by 10 ft for each level above 1st. 2nd-Level Waterbending
Casting Time: 1 action
Ice Knife Range: Self
1st-Level Waterbending Components: V, S (Water)
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: 60 ft (5 ft sphere) You pull up a thin wall of water (up to 20 ft long by 10 ft high).
Components: V, M (Water) To each creature looking through the wall, everything on the
Duration: Instantaneous other side becomes blurred, shifting and wavering to all who
You create a shard of ice and fling it at one creature within can see you. For the Duration, any creature has disadvantage
range. Make a ranged bending attack against the target. On a on Attack rolls against you. An attacker is immune to this
hit, the target takes 1d10 piercing damage. Hit or miss, the Effect if it doesn't rely on sight, as with Blindsight or
shard then explodes. The target and each creature within 5 Earthsight.
feet of it must succeed on a Dexterity saving throw or take
2d6 piercing damage. Cloud of Daggers (Ice shards, Cold damage)
At Higher Levels: When you bend using a chi slot of 2nd 2nd-Level Waterbending
level or higher, the cold damage increases by 1d6 for each Casting Time: 1 action
slot level above 1st. Range: 60 ft
Components: V, S (Water)
Purify Drink Duration: Concentration, up to 1 minute
1st-Level Waterbending
You fill the air with spinning shards of ice in a cube 5 feet on
Casting Time: 1 Action each side, centered on a point you choose within range. A
Range: 10 ft creature takes 4d4 slashing damage when it enters the spell’s
Components: V area for the first time on a turn or starts its turn there, unless
Duration: Instantaneous that creature is the bender or the bender chooses to encircle
All liquids within a 5-foot-radius Sphere centered on a point the daggers around them.
of your choice within range is Purified and rendered free of At Higher Level: When you bend using a chi slot of 3rd
poison and disease. level or higher, the damage increases by 2d4 for each slot
level above 2nd.
Shield of Ice
1st-Level Waterbending Gentle Repose (Cryogenically Frozen)
Casting Time: 1 Bonus Action 2nd-Level Waterbending
Range: 60 ft Casting Time: 1 hour
Components: V, S (Water) Range: Touch
Duration: Concentration, up to 10 minutes Components: V
You create a shield of ice, 5 ft in diameter and up to 10ft tall Duration: 10 days
in front of a creature of your choice within range, granting it a You touch a corpse or other remains and over the course of
+2 bonus to AC for the Duration. an hour, gently freeze them. For 10 days, the target is
protected from decay.
The move also effectively extends the time limit on reviving
the target from death using spirit magic.

3
Healing Pool Spike Growth (Ice spikes)
2nd-Level Waterbending 2nd-Level Waterbending ??
Casting Time: 1 action Casting Time: 1 Action
Range: Touch Range: 150 ft
Components: V, M (a pool of water) Components: V, M (water)
Duration: Concentration, up to 1 minute Duration: Instantaneous
You touch the surface of a pool of water, and imbue it with The ground in a 20-foot radius centered on a point within
healing for as long as you are touching the water. Until the range breaks open and sprouts hard spikes of ice. The area
move ends or you stop having contact with the water becomes Difficult Terrain until the spikes bent away or melt
whenever you or a creature you can see touches the water for away. When a creature moves into or within the area, it takes
the first time on a turn or starts its turn there, you can cause 2d4 slashing damage for every 5 feet it travels.
the spirit to restore ld6 hit points to that creature (no action
required). This has no effect on spirits. Water Whip
At Higher Levels:** When you bend using a chi slot of 3rd 2nd-Level Waterbending
level or higher, the healing increases 1d6 for each slot level Casting Time: 1 Action
above 2nd. Range: 20 ft
Components: V, M (water)
Lesser Restoration Duration: Instantaneous
2nd-Level Waterbending
You whip a thin tendril of water towards your opponent. They
Casting Time: 1 action take 1d6 slashing damage, and the move can be used to
Range: Touch knock weapons out of people's hand.
Components: V, M (water) At Higher Levels: When you bend using a chi slot of 3rd
Duration: Instantaneous level or higher, the damage increases by 1d6 for each slot
You touch a creature and can end either one disease or one level above 2nd.
condition afflicting it. The condition can be Blinded,
Deafened, Paralyzed, or Poisoned. ?? 3rd Level Waterbending moves
Prayer of Healing (Wave of healing waters) Hold Person (bloodbending)
2nd-Level Waterbending 3rd-Level Waterbending
Casting Time: 1 minute Casting Time: 1 Action
Range: Touch Range: 60 ft
Components: V, M (water) Components: V
Duration: Instantaneous Duration: Concentration, up to 1 minute
You touch a creatures wound and they regain Hit Points Choose a Medium or smaller Creature that you can see
equal to 2d8 + your Bending Ability modifier. This move has within range. The target must succeed on a Strength saving
no Effect on Spirits. throw or be Paralyzed for the Duration. At the end of each of
At Higher Levels: When you bend using a chi slot of 3rd its turns, the target can make another Strength saving throw.
Level or higher, the Healing increases by 1d8 for each slot On a success, the control ends on the target.
level above 2nd. At Higher Levels: When you bend using a chi slot of 3rd
Level or higher, you can target larger creatures for each slot
Snowball Swarm level above 2nd.
2nd-Level Waterbending
Casting Time: 1 Action Mass Healing Word (Waves of healing water)
Range: 90 ft (5 ft sphere) 3rd-Level Waterbending
Components: V, M (water) Casting Time: 1 Bonus Action
Duration: Instantaneous Range: Touch
Components: V, M (water)
A flurry of snowballs forms from a point you choose within Duration: Instantaneous
range. Each creature in a 5-foot-radius sphere centered on
that point must make a Dexterity saving throw. A creature As you touch a creature of your choice that you can see
takes 3d6 cold damage on a failed save, or half as much within range regain Hit Points equal to 1d6 + your Bending
damage on a successful one. Ability modifier. This move has no Effect on Spirits.
At Higher Levels: When you bend using a chi slot of 3rd At Higher Levels: When you bend using a chi slot of 4th
level or higher, the damage increases by 1d6 for each slot Level or higher, the Healing increases by 1d6 for each slot
level above 2nd. level above 3rd.

4
Plant Growth Sleet Storm
3rd-Level Waterbending 3rd-Level Waterbending
Casting Time: 1 Action or 8 Hours Casting Time: 1 Action
Range: 100 ft Range: 150 ft
Components: V, M (plant life) Components: V, M (water)
Duration: Instantaneous Duration: Concentration, up to 1 minute
This spell channels life into Plants within a specific area. Until the move ends, freezing rain and sleet fall in a 20-foot-
There are two possible uses for the spell, granting either tall Cylinder with a 40-foot radius centered on a point you
immediate or long-term benefits. choose within range. The area is heavily obscured, and
If you cast this spell using 1 action, choose a point within exposed flames in the area are doused.
range. All normal Plants in a 50-foot radius centered on that The ground in the area is covered with slick ice, making it
point become thick and overgrown. A creature moving Difficult Terrain. When a creature enters the move's area for
through the area must spend 4 feet of Movement for every 1 the first time on a turn or starts its turn there, it must make a
foot it moves. Dexterity saving throw. On a failed save, it falls prone.
If you cast this spell over 8 hours, you enrich the land. All If a creature is concentrating in the move's area, the
Plants in a quarter-mile radius centered on a point within creature must make a successful Constitution saving throw
range become enriched for 1 year. The Plants yield twice the against your spell save DC or lose Concentration.
normal amount of food when harvested.
Tidal Wave
Revive 3rd-Level Waterbending
3rd-Level Waterbending Casting Time: 1 Action
Casting Time: 1 Action or 8 Hours Range: 120 ft
Range: 100 ft Components: V, M (water)
Components: V, M (spirit water) Duration: Instantaneous
Duration: Instantaneous You pull up a wave of water that crashes down on an area
You touch a creature that has died within the last 5 minutes. within range. The area can be up to 30 feet long, up to 10 feet
That creature returns to life with 1 hit point. This spell can't wide, and up to 10 feet tall. Each creature in that area must
return to life a creature that has died of old age, nor can it make a Dexterity saving throw. On a failed save, a creature
restore any missing body parts, unless you have the missing takes 4d8 water damage and is knocked prone. On a
body part and it has been recently severed. successful save, a creature takes half as much damage and
isn’t knocked prone. The water then spreads out across the
Slow (Covered in frost) ground in all directions, extinguishing unprotected flames in
3rd-Level Waterbending its area and within 30 feet of it.
Casting Time: 1 Action
Range: 120 ft (40 ft cube) Wall of Water
Components: V 3rd-Level Waterbending
Duration: Concentration, up to 1 minute Casting Time: 1 Action
You pull up a freezing mist in a 40-foot cube within range. An Range: 60 ft
affected target's speed is halved, it takes a -2 penalty to AC Components: V, M (water)
and Dexterity Saving Throws, and it can't use Reactions. On Duration: Concentration, up to 10 minutes
its turn, it can use either an action or a Bonus Action, not You pull up a wall of water on the ground at a point you can
both. Regardless of the creature's Abilities or Items, it can't see within range. You can make the wall up to 30 feet long,
make more than one melee or ranged Attack during its turn. 10 feet high, and 1 foot thick, or you can make a ringed wall
If the creature attempts to bend with a Time of 1 action, up to 20 feet in diameter, 20 feet high, and 1 foot thick. The
roll a d20. On an 11 or higher, the spell doesn't take Effect wall collapses when the spell ends. The wall’s space is
until the creature's next turn, and the creature must use its difficult terrain.
Any ranged weapon attack that enters the
action on that turn to complete the move. If it can't, the move wall’s space has disadvantage on the attack roll, and fire
is wasted. damage
cannot pass through the wall. Moves that deal cold
Firebenders are not affected by this move if they are they damage that pass through the wall cause the area of the wall
are the same level of above as the bender. they pass through to freeze solid (at least a 5-foot square
section is frozen). Each 5-foot-square frozen section has AC 5
and 15 hit points. Reducing a frozen section to 0 hit points
destroys it.

5
Water Breathing When a creature enters the affected area for the first time An
3rd-Level Waterbending on a turn or starts its turn there, the creature must succeed an ad
on a Dexterity saving throw or take 3d6 bludgeoning damage immu
Casting Time: 1 Action and be Restrained by the tentacles until the spell ends. A be da
Range: 30 ft creature that starts its turn in the area and is already creat
Components: V Restrained by the tentacles takes 3d6 bludgeoning damage. water
Duration: Concentration, up to half an hour A creature Restrained by the tentacles can use its action to origin
You bend the water to create a bubble of air within range that make a Strength or Dexterity check (its choice) against your
can hold up to 6 creatures underwater, so long as they spell save DC. On a success, it frees itself.
remain within range. If you attempt to move the bubble out of
your range it collapses. Grasping Vine
At Higher Levels: When you bend using a chi slot of 4th 4th-Level Waterbending
Level or higher, amount of creatures increases by 1 and your Casting Time: 1 Bonus Action
range increases by 20 ft for each slot level above 3rd. Range: 30 ft
Components: V, M (Plant Life)
Water Walk Duration: Concentration, up to 1 minute
3rd-Level Waterbending You control a vine or other plant life around you that you can
Casting Time: 1 Action see within range. When you bend this, you can direct the vine
Range: 30 ft to lash out at a creature within 30 feet of it that you can see.
Components: V, M (Water) That creature must succeed on a Dexterity saving throw or
Duration: Instantaneous be pulled 20 feet directly toward the vine.
As you walk across water it freezes under your feet, or you Until the move ends, you can direct the vine to lash out at
create a sheet of ice that can hold up to three creatures and the same creature or another one as a bonus action on each
surf across water. You can move the ice as a bonus action. of your turns.
4th Level Waterbending moves Ice Storm
4th-Level Waterbending
Blight Casting Time: 1 Action
4th-Level Waterbending Range: 300 ft
Casting Time: 1 Action Components: V, M (Water)
Range: 30 ft Duration: Instantaneous
Components: V, M (Water) A hail of rock-hard ice pounds to the ground in a 20-foot-
Duration: Instantaneous radius, 40-foot-high Cylinder centered on a point within
Necromantic energy washes over a creature of your choice range. Each creature in the Cylinder must make a Dexterity
that you can see within range, draining moisture and vitality saving throw. A creature takes 2d8 bludgeoning damage and
from it. The target must make a Constitution saving throw. 4d6 cold damage on a failed save, or half as much damage on
The target takes 8d8 necrotic damage on a failed save, or half a successful one.
as much damage on a successful one. This spell has no Effect Hailstones turn the storm's area of Effect into Difficult
on Undead or Constructs. Terrain until the end of your next turn.
If you target a plant creature, it makes the saving throw At Higher Levels: When you bend using a chi slot of 5th
with disadvantage, and the spell deals maximum damage to Level or higher, the bludgeoning damage increases by 1d8 for
it. each slot level above 4th.
If you target a plant that isn't a creature, such as a tree or
shrub, it doesn't make a saving throw, it simply withers and Otiluke’s Resilient Sphere
dies. 4th-Level Waterbending
At Higher Levels: When you bend using a chi slot of 5th Casting Time: 1 Action
Level or higher, the damage increases by 1d8 for each slot Range: 30 ft
level above 4th. Components: V, M (Water)
Duration: Concentration, up to 1 minute
Giant Squid's Tentacles
4th-Level Waterbending A Sphere of swirling water encloses a creature or object of
Large size or smaller within range, buffeting them within. An
Casting Time: 1 Action unwilling creature must make a Dexterity saving throw. On a
Range: 90 ft failed save, the creature is enclosed for the Duration and
Components: V, M (Water) must take 1d6 water damage per turn.
Duration: Concentration, up to 1 minute
Six long squirming tentacles fill a 20-foot square on ground
that you can see within range. For the Duration, these
tentacles turn the ground in the area into Difficult Terrain.

6
Watery Sphere 5th Level Waterbending moves
4th-Level Waterbending
Casting Time: 1 Action Bigby’s Hand (Giant fist made of water)
Range: 90 ft 5th-Level Waterbending
Components: V, M (Water) Casting Time: 1 Action
Duration: Concentration, up to 1 minute Range: 120 ft
Components: V, M (Water)
You conjure up a sphere of water with a 5-foot radius on a Duration: Concentration, up to 1 minute
point you can see within range. The sphere can hover in the
air, but no more than 10 feet off the ground. The sphere You form a Large hand of water in an unoccupied space that
remains for the duration, and then collapses unless you can see within range. The hand lasts for the spell’s
otherwise maneuvered. duration, and it moves at your command, mimicking the
Any creature in the sphere’s space must make a Strength movements of your own hand.
saving throw. On a successful save, a creature is ejected from The hand has a Strength of 26 (+8) and a Dexterity of 10
that space to the nearest unoccupied space outside it. A Huge (+0). The hand doesn’t fill its space, and any item smaller than
or larger creature succeeds on the saving throw the hand that enters its space is absorbed by the hand.
automatically. On a failed save, a creature is restrained by the When you create the hand and as a bonus action on your
sphere and is engulfed by the water. At the end of each of its subsequent turns, you can move the hand up to 60 feet and
turns, a restrained target can repeat the saving throw. then cause one of the following effects with it.
The sphere can restrain a maximum of four Medium or Clenched Fist: The hand strikes one creature or object
smaller creatures or one Large creature. If the sphere within 5 feet of it. Make a melee bending attack for the hand
restrains a creature in excess of these numbers, a random using your game statistics. On a hit, the target takes 4d8
creature that was already restrained by the sphere falls out of force damage.
it and lands prone in a space within 5 feet of it. Forceful Hand: The hand attempts to push a creature
As an action, you can move the sphere up to 30 feet in a within 5 feet of it in a direction you choose. Make a check
straight line, or extend tendrils from it to attack. Creatures with the hand’s Strength contested by the Strength
attacked by the sphere take 2d6 bludgeoning damage. Any (Athletics) check of the target. If the target is Medium or
creature restrained by the sphere moves with it. You can ram smaller, you have advantage on the check. If you succeed, the
the sphere into creatures, forcing them to make the saving hand pushes the target up to 5 feet plus a number of feet
throw, but no more than once per turn. equal to five times your bending ability modifier. The hand
When the spell ends, the sphere falls to the ground and moves with the target to remain within 5 feet of it.
extinguishes all normal flames within 30 feet of it. Any Grasping Hand: The hand attempts to grapple a Huge or
creature restrained by the sphere is knocked prone in the smaller creature within 5 feet of it. You use the hand’s
space where it falls. Strength score to resolve the grapple. If the target is Medium
or smaller, you have advantage on the check. While the hand
Compulsion (Bloodbending) is grappling the target, you can use a bonus action to have the
4th-Level Waterbending hand crush it. When you do so, the target takes bludgeoning
Casting Time: 1 Action damage equal to 2d6 + your bending ability modifier.
Range: 30 ft Interposing Hand: The hand interposes itself between you
Components: V and a creature you choose until you give the hand a different
Duration: Concentration, up to 1 minute command. The hand moves to stay between you and the
target, providing you with half cover against the target. The
Creatures of medium or smaller size of your choice that you target can’t move through the hand’s space if its Strength
can see within range and that can hear you must make a score is less than or equal to the hand’s Strength score. If its
Strength saving throw. On a failed save, a target is controlled Strength score is higher than the hand’s Strength score, the
by bloodbending. As long as the spell lasts, you use your target can move toward you through the hand’s space, but
action to maintain it. Until the move ends, you can use your that space is difficult terrain for the target.
bonus action on each of your turns control your target. Each At Higher Level: When you bend using a chi slot of 6th
affected target must use as much of its movement as possible level or higher, the damage from the clenched fist option
to move in that direction on its next turn. After moving in this increases by 2d8 and the damage from the grasping hand
way, it can make another Strength saving to try to end the increases by 2d6 for each slot level above 5th.
effect.
At Higher Levels: When you bend using a chi slot of 3rd
Level or higher, you can target larger creatures with each slot
level above 3rd.

7
6th Level Waterbending moves
Globe of Invulnerability (Globe of water)
6th-Level Waterbending
Casting Time: 1 Action
Range: Self (10 ft Radius)
Components: V, M (Water)
Duration: Concentration, up to 1 minute
A barrier of water springs up in a 10-foot radius around you
and remains for the Duration.
Any bendign move of 5th Level or lower cast from outside
the barrier can't affect creatures or Objects within it, even if
Cone of Cold the spell is cast using a higher level spell slot.
5th-Level Waterbending At Higher Levels: When you cast this spell using a spell
Casting Time: 1 Action slot of 7th level or higher, the barrier blocks Spells of one
Range: Self (60 ft cone) level higher for each slot level above 6th.
Components: V, M (Water)
Duration: Instantaneous Heal
6th-Level Waterbending
A blast of freezing cold mist erupts from your hands. Each Casting Time: 1 Action
creature in a 60-foot cone must make a Constitution saving Range: Touch
throw. A creature takes 8d8 cold damage on a failed save, or Components: V, M (Water or Spirit water)
half as much damage on a successful one. Duration: Instantaneous
A creature killed by this spell becomes a frozen statue until
it thaws. Choose a creature that you can see within range. A surge of
At Higher Levels: When you bend using a chi slot of 6th positive energy washes through the creature, causing it to
level or higher, the damage increases by 1d8 for each slot regain 70 Hit Points. The spell also ends blindness, deafness,
level above 5th. and any Diseases affecting the target. This spell has no Effect
on Spirits.
Greater Restoration At Higher Levels: When you cast this spell using a spell
5th-Level Waterbending slot of 7th level or higher, the amount of Healing increases by
Casting Time: 1 Action 10 for each slot level above 6th.
Range: Touch
Components: V, M (Water) Investiture of Ice
Duration: Instantaneous 6th-Level Waterbending
You imbue a creature you touch with positive energy to undo Casting Time: 1 Action
a debilitating Effect. You can reduce the target's Exhaustion Range: Self (15 ft cone)
level by one, or end one of the following Effects on the target. Components: V, M (Water)
• One Effect that Charmed or Petrified the target
Duration: Concentration, up to 10 minutes
• One curse, including the target's Attunement to a Cursed Until the spell ends, ice rimes your body, and you gain the
magic item following benefits:
• Any reduction to one of the target's Ability Scores
• One Effect reducing the target's hit point maximum
You are immune to cold damage and have resistance to
fire damage.
Maelstrom You can move across difficult terrain created by ice or
5th-Level Waterbending snow without spending extra movement.
Casting Time: 1 Action The ground in a 10-foot radius around you is icy and is
Range: 120 ft difficult terrain for creatures other than you. The radius
Components: V, M (Water) moves with you.
Duration: Concentration, up to 1 minute
A mass of 5-foot-deep water appears and swirls in a 30-foot You can use your action to create a 15-foot cone of
radius centered on a point you can see within range. The freezing wind extending from your outstretched hand in a
point must be on ground or in a body of water. Until the spell direction you choose. Each creature in the cone must
ends, that area is difficult terrain, and any creature that starts make a Constitution saving throw. A creature takes 4d6
its turn there must succeed on a Strength saving throw or cold damage on a failed save, or half as much damage on
take 6d6 bludgeoning damage and be pulled 10 feet toward a successful one. A creature that fails its save against this
the center. effect has its speed halved until the start of your next turn.

8
Otiluke’s Freezing Sphere At Higher Levels: When you bend using a chi slot of 7th
6th-Level Waterbending level or higher, the damage the wall deals when it appears
increases by 2d6, and the damage from passing through the
Casting Time: 1 Action sheet of frigid air increases by 1d6 for each slot level above
Range: 300 ft 6th.
Components: V, M (Water)
Duration: Instantaneous 7th Level Waterbending moves
A frigid globe of cold energy streaks to a point of your choice Resurrection
within range, where it explodes in a 60-foot-radius sphere. 7th-Level Waterbending
Each creature within the area must make a Constitution
saving throw. On a failed save, a creature takes 10d6 cold Casting Time: 1 Hour
damage. On a successful save, it takes half as much damage. Range: Touch
If the globe strikes a body of water or a liquid that is Components: V, M (Spirit Water)
principally water, it freezes the liquid to a depth of 6 inches Duration: Instantaneous
over an area 30 feet square. This ice lasts for 1 minute. You touch a dead creature that has not decomposed, that
Creatures that were swimming on the surface of frozen water didn't die of old age, and that isn't a Spirit. If its spirit is free
are trapped in the ice. A trapped creature can use an action and willing, the target returns to life with all its Hit Points.
to make a Strength check against your spell save DC to break This spell neutralizes any Poisons and cures normal
free. Diseases afflicting the creature when it died. It doesn't,
You can refrain from firing the globe after completing the however, remove curses and the like, if such affects aren't
spell, if you wish. A small globe about the size of a sling stone, removed prior to casting the spell, they afflict the target on its
cool to the touch, appears in your hand. At any time, you or a return to life.
creature you give the globe to can throw the globe (to a range This spell closes all mortal wounds and does not restore
of 40 feet) or hurl it with a sling (to the sling’s normal range). any missing body parts.
It shatters on impact, with the same effect as the normal Coming back from the dead is an ordeal. The target takes a
casting of the spell. You can also set the globe down without -4 penalty to all Attack rolls, Saving Throws, and Ability
shattering it. After 1 minute, if the globe hasn’t already Checks. Every time the target finishes a Long Rest, the
shattered, it explodes. penalty is reduced by 1 until it disappears.
At Higher Level: When you bend using a chi slot of 7th Doing this to restore life to a creature that has been dead
level or higher, the damage increases by 1d6 for each slot for one full day or longer taxes you greatly. Until you finish a
level above 6th Long Rest, you can't cast Spells again, and you have
Wall of Ice
disadvantage on all Attack rolls, Ability Checks, and Saving
6th-Level Waterbending Throws.
Casting Time: 1 Action Regeneration
Range: 120 ft 7th-Level Waterbending
Components: V, M (Water) Casting Time: 1 Minute
Duration: Concentration, up to 10 minutes Range: Touch
You create a wall of ice on a solid surface within range. You Components: V, M (Water or Spirit Water)
can form it into a hemispherical dome or a Sphere with Duration: 1 Hour
radius of up to 10 feet, or you can shape a flat surface made You touch a creature and stimulate its natural Healing ability.
up of ten 10-foot-square panels. Each panel must be The target regains 4d8 + 15 Hit Points. For the Duration of
contiguous with another panel. In any form, the wall is 1 foot the move, the target regains 1 hit point at the start of each of
thick and lasts for the Duration. its turns (10 Hit Points each minute).
If the wall cuts through a creature's space when it appears, If you have a severed limb or digit and hold it to the stump,
the creature within its area is pushed to one side of the wall the spell instantaneously causes the limb to knit to the
and must make a Dexterity saving throw. On a failed save, the stump.
creature takes 10d6 cold damage, or half as much damage on
a successful save.
The wall is an object that can be damaged and thus
breached. It has AC 12 and 30 Hit Points per 10-foot section,
and it is vulnerable to fire damage. Reducing a 10-foot
section of wall to 0 Hit Points destroys it and leaves behind a
sheet of frigid air in the space the wall occupied. A creature
moving through the sheet of frigid air for the first time on a
turn must make a Constitution saving throw. The creature
takes 5d6 cold damage on a failed save, or half as much
damage on a successful one.

9
Temp
Mordenkainens Sword (Sword of ice, cold 8th Level Waterbending moves
damage) Stage
7th-Level Waterbending Stage
Casting Time: 1 Action Abi-Dalzim's Horrid Wilting Stage
Range: Touch 8th-Level Waterbending
Components: V, M (Water or Spirit Water) Casting Time: 1 Action Stage
Duration: Concentration, up to 1 minute Range: 150 ft Stage
You create a sword-shaped plane of ice that hovers within Components: V, M (Water) Stage
range. It lasts for the duration. Duration: Instantaneous
When the sword appears, you make a melee spell attack You draw the moisture from every plant and/or creature in a
against a target of your choice within 5 feet of the sword. On 30-foot cube centered on a point you choose within range.
a hit, the target takes 3d10 force damage. Until the spell Each creature in that area must make a Constitution saving
ends, you can use a bonus action on each of your turns to throw. Plants and water elementals make this saving throw
move the sword up to 20 feet to a spot you can see and repeat with disadvantage. A creature takes 12d8 necrotic damage on
this attack against the same target or a different one. a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren’t creatures, such as
Geyser trees and shrubs, wither and die instantly.
7th-Level Waterbending
Casting Time: 1 Action
Range: 100 ft Control Weather
Components: V, M (Water) 8th-Level Waterbending
Duration: Concentration, up to 1 minute Casting Time: 10 minutes
This bending move briefly expands a small amount of water Range: Self (5 mile radius)
into a 100-foot high, 50 ft radius cylindrical geyser centered Components: V
on a point within range. All creatures and objects that aren't Duration: Concentration, up to 8 hours
somehow anchored to the ground in the area are pushed You take control of the weather within 5 miles of you for the
upward and reach the top of the area when you use this Duration. You must be outdoors to cast this spell. Moving to a
bending move. A creature can make a Dexterity saving throw place where you don't have a clear path to the sky ends the
to grab onto a fixed object it can reach, thus avoiding being move.
pushed upwards. When you bend, you change the current weather
If some solid object (such as a ceiling) is encountered Conditions, which are determined by the DM based on the
during the initial push, objects and creatures strike it just as climate and season. You can change precipitation,
they would during a normal downward fall (Use the fall temperature, and wind. It takes 1d4 x 10 minutes for the new
damage chart to calculate damage). If an object or creature Conditions to take Effect. Once they do so, you can change
reaches the top of the area without striking anything, it the Conditions again. When the move ends, the weather
remains there, oscillating slightly, for the duration. gradually returns to normal over the course of an hour.
At the end of the duration, the surge of water dissipates When you change the weather Conditions, find a current
quickly and affected objects and creatures fall back down. condition on the following tables and change its stage by one,
up or down.
Precipitation
Stage 1 Clear
Stage 2 Light clouds
Stage 3 Overcast or ground fog
Stage 4 Rain, hail or snow
Stage 5 Torrential rain, driving hail or Blizzard

10
Feeblemind (change bloodflow in the brain) Tsunami
8th-Level Waterbending 8th-Level Waterbending
Casting Time: 1 Action Casting Time: 1 minute
Range: 150 ft Range: Sight
Components: V Components: V, M (Body of Water)
Duration: Instantaneous Duration: Concentration, up to 6 rounds
You twist the mind of a creature that you can see within You pull up a wall of water at a point you choose within
range, attempting to Shatter its intellect and personality. The range. You can make the wall up to 300 feet long, 300 feet
target takes 4d6 psychic damage and must make an high, and 50 feet thick. The wall lasts for the duration.
Intelligence saving throw. When the wall appears, each creature within its area must
On a failed save, the creature's Intelligence and Charisma make a Strength saving throw. On a failed save, a creature
scores become 1. The creature can't cast Spells, activate takes 6d10 bludgeoning damage, or half as much damage on
Magic Items, understand language, or communicate in any a successful save.
intelligible way. The creature can, however, Identify its At the start of each of your turns after the wall appears, the
Friends, follow them, and even protect them. wall, along with any creatures in it, moves 50 feet away from
At the end of every day, the creature can repeat its saving you. Any Huge or smaller creature inside the wall or whose
throw against this spell. If it succeeds on its saving throw, the space the wall enters when it moves must succeed on a
spell ends. Strength saving throw or take 5d10 bludgeoning damage. A
The spell can also be ended by Greater Restoration, heal or creature can take this damage only once per round. At the
wish. end of the turn, the wall’s height is reduced by 50 feet, and
the damage creatures take from the spell on subsequent
rounds is reduced by 1d10. When the wall reaches 0 feet in
height, the spell ends.
A creature caught in the wall can move by swimming.
Because of the force of the wave, though, the creature must
make a successful Strength (Athletics) check against your
spell save DC in order to move at all. If it fails the check, it
can’t move. A creature that moves out of the area falls to the
ground.

11
9th Level Waterbending moves Blizzard
9th-Level Waterbending
Power Word Heal Casting Time: 1 Action
9th-Level Waterbending Range: Sight
Casting Time: 1 Action Components: V, S
Range: Touch Duration: Concentration, up to 1 minute
Components: V
Duration: Instantaneous You manipulate the clouds and freeze the moisture in the air
over a massive area to cause a blizzard that consumes an
A wave of healing energy washes over the creature you touch. area centered on a point that you can see and spreading to a
The target regains all its hit points. If the creature is 360 ft radius. Freezing winds gust through the newly created
charmed, frightened, paralyzed, or stunned, the condition arctic wasteland. Each creature within the blizzard when it
ends. If the creature is prone, it can use its reaction to stand appears must make a Constitution saving throw. On a failed
up. This spell has no effect on spirits. save, a creature takes 2d6 cold damage and becomes
deafened for 5 minutes.
Mass Heal Each round you maintain concentration on this bending
9th-Level Waterbending move, the blizzard produces additional effects on your turn.
Casting Time: 1 Action Round 2. Freezing rain falls from the cloud. Each creature
Range: 60 ft and object under the cloud takes 1d6 cold damage.
Components: V Round 3. The temperature and air pressure drops sharply
Duration: Instantaneous around 6 creatures of your choice. Each of the 6 creatures
A flood of Healing mist flows from you into injured creatures you chose must succeed on a Constitution saving throw or
around you. You restore up to 700 Hit Points, divided as you take 6d6 damage and be frozen (paralyzed) until the end of
choose among any number of creatures that you can see their next turn. The creature takes half damage and isn't
within range. Creatures healed by this spell are also cured of paralyzed on a successful saving throw.
all Diseases and any Effect making them Blinded or Round 4. The freezing rain turns to large hailstones. Each
Deafened. This spell has no Effect on Spirits. creature under the cloud takes 2d6 bludgeoning damage.
Round 5–10. Gusts and freezing rain assail the area under
Arctic Shockwave the cloud. The area becomes difficult terrain and is heavily
9th-Level Waterbending obscured. Each creature there takes 1d6 cold damage.
Casting Time: 1 Action Ranged weapon attacks in the area are impossible. The wind
Range: 90 ft and rain count as a severe distraction for the purposes of
Components: S maintaining concentration on bending moves. Finally, gusts
Duration: Instantaneous of strong wind (ranging from 20 to 50 miles per hour)
automatically disperse fog, mists, and similar phenomena in
You snap freeze the very air around up to ten creatures of the area, whether mundane or magical.
your choice that you can see within range.
Each target must make a Constitution saving throw. On a
failed save, a target takes 18d6 cold damage and is frozen
(stunned). On a successful save, a target takes half as much
damage and isn’t stunned. If a target is killed by this damage,
its body, now frozen, shatters into several pieces and falls to
the ground.
A stunned target can make an Constitution saving throw at
the end of each of its turns. On a successful save, the
stunning effect ends.

12
The Avatar

T
he Avatar 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. Upon death, the Avatar Spirit
causes the Avatar to reincarnate into the next nation, dictated
by the cyclic order: fire, air, water, and earth. This is also the
traditional order in which any one incarnation is to master
the elements, beginning with the bending art of the Avatar's
birth nation. The reincarnation cycle can only be broken if the
Avatar is killed while in the Avatar State.
As part spirit, the Avatar possesses an innate connection to
the Spirit World and is at their strongest in that realm, due to
being surrounded by spiritual energy. The Avatar used that
connection to the Spirit World to be the bridge between the
two worlds in order to keep peace between them and ensure
harmony. The Avatar is also capable of recalling memories
from past lives.
Upon mastering control of the Avatar State, after having
learned to bend the four elements, an Avatar is referred to as
"fully realized".
Avatar is an inherited template that can be added to any
living, corporeal human (referred to hereafter as the base
creature).
The Avatar uses all the base creature’s statistics
and special abilities except as noted here.
Size and Type
The
creature’s type does not change. Size is unchanged. Do not
recalculate base attack bonus or saves.
Hit Dice
The Avatar’s
hit dice do not change.
Speed
The Avatar’s speed does not
change.
Armor Class
The Avatar’s armor class does not
change.
Attack
The Avatar usually uses his or her bending abilities in
combat, but occasionally fights with either an unarmed strike
or with a weapon.
Full Attack
The Avatar usually uses his or
her bending abilities in combat, but occasionally fights with
either an unarmed strike or with a weapon.
Damage
The
Avatar’s damage is determined by weapon, unarmed strike, or
bending type.
Special Attacks
The Avatar State (Su): When in situations of extreme
duress and in life threatening situations where escape is
almost impossible, a special defensive ability known as the
Avatar State is awakened in the Avatar. Situations of extreme
stress include: whenever the Avatar is reduced to 0 or less
hitpoints (but before death), situations where the Avatar is
subjected to fear, emotion, rage, or similar effects, or
emotional influences (such as extreme hurt, anger, sadness,
or loss). Entering into the Avatar state requires 1d4 full
rounds as the energies build within the Avatar. While in the
Avatar State, the Avatar is a being of thoughtless emotion and
generally reacts to the situation with whatever emotional
state they felt upon entering. This state decides what actions
are taken in the Avatar State, such as if the Avatar is injured
13
by someone, he will focus his attacks on the attacker, or if (Example: In the previous example, advancement would be
someone has kidnapped his friend, he will go to rescue his 7AB/3WB, 8AB/5WB, 9AB/7WB, 10AB/9WB, and finally
friend and woe to any in his way. While in the Avatar State, 11AB/11WB). Third and fourth styles advance at three levels
the Avatar’s power increases exponentially as he unlocks the and four levels at a time respectively (though third and fourth
knowledge and power of all previous incarnations of the styles can never surpass the second style) until they equal the
Avatar. The Avatar’s overall bending level increases by 10 in primary bending discipline in level. Note that when adding
each bending discipline (including ones he does not currently additional bending classes, the Avatar does not gain the
know) and he gains a +25 insight modifier to all bending skill skills, saves, hit points, base attack bonus or proficiencies of
checks he makes (if the Avatar does not currently know one that class. He gains the class abilities, access to their bending
or more of the other bending disciplines, he uses a straight skill, and their seeds. Seeds the Avatar learns are separate
25 as his skill and can use it untrained). Additionally, the from the number of seeds he knows in a different bending
Avatar may access the compiled knowledge of all of his class (meaning he doesn't have to spend Airbender seeds to
previous incarnations and utilize any bending seed. The learn Firebender seeds, he gets separate totals).
Avatar may also safely overbend an amount of Constitution The Bridge Between: As the Avatar is the reincarnating
damage equal to twice his character level with no penalty. spirit of the world in mortal form, he is uniquely suited to be
When the Avatar comes out of the Avatar state he resumes the go-between for the material world and for the spirit world.
his normal status. If he overbends, then he is fatigued (or if By meditating and making a DC 25 Concentration check, the
overbending until Unconsciousness or Death he is then Avatar may move his spirit away from his body and into the
unconscious and exhausted.) The Avatar State lasts for a Near Spirit World or deeper into the True Spirit World with
number of minutes equal to the Avatar’s character level. an additional DC 30 Concentration check.. The Near World is
Using the Avatar State is a very dangerous gamble, because if a shadow of the material world where most weaker and
the Avatar is killed while in the Avatar State, then the eternal mundane spirits dwell. The True Spirit World is a whole new
cycle of the Avatar is broken and the Avatar may not realm unto itself where powerful incarnations of the world
reincarnate again. dwell, as well as the spiritual remains of some previous
Special: It is said that an Avatar may learn to control the Avatars. The Avatar may pass through the layers of the
Avatar State by unlocking all of his body’s chakras and spiritual plane easily enough (without a check) but must find
learning to purely channel the energy from them. There are his body in the Near World to return. If it is moved, he will be
many ways for this to be done, so it is a spiritual quest for the trapped until he finds it. In the spiritual plane, the Avatar has
Avatar to learn how. Once this is unlocked, the Avatar State no access to his bending arts as there are no elements to
may be called upon by the Avatar whenever he chooses to use bend.

it, but harnessing this energy can only be safely done a Abilities
No increase in abilities of the base creature.

number of times per day equal to the Avatar's Wisdom Skills


The Avatar gains an additional bonus skill point per
modifier. This is due to the extreme stress on the Avatar's level that must be placed in a bending discipline's skill for
psyche that bringing forth the Avatar State causes. The every style he knows.

defensive reaction of the Avatar State may still also happen, Environment
Same as the base creature.

however, but this leaves the Avatar exhausted for several days Challenge Rating
Special

if the Avatar State is used too often (such as if all uses for the Alignment
Usually good.

day are expended and then the defensive state is used). Level Adjustment
Special

Special Qualities
Mastery of Elements: As the Avatar, the base creature must
select a primary bending class based on which nation the
Avatar was born into (Air Nomads, Water Tribe, Earth
Kingdom, or Fire Nation) and start as a member of that
nation’s bending class (Airbender, Waterbender, Earthbender,
or Firebender). When the Avatar reaches third level in that
class, he may then start adding additional bending classes
(provided he has access to a teacher who is of at least level 5
in the class he is entering) to his repertoire. Once the Avatar
has enough experience to advance in level after he has
studied under a master of the art he is learning, he may
advance a level in both classes (only his primary class is
counted as his character level); example being level 5
airbender advances with waterbender training, becoming a
level 6 airbender/level 1 waterbender. Every level after the
initial 1st level of the new bending class, the secondary style
advances at two levels at a time when the Avatar advances his
primary bending class until it equals said bending class.

14
Chapter 3 : Non-bender classes

T
he non-bender classes are Chi-blocker, Fighter, You have been groomed from birth to learn the art of Chi-
Ranger, and Rogue. Ch-blocker is an added class, blocking. First your parents had you study feats of acrobatics
the other classes have small changes. Only the and contortion, performing daily stretches and excercises to
changes are listed in this section. ensure you gained and reatined the necesary flexibility,
strength, and control needed. Then you studied anatomy;
learning the human body inside and out to know its weak
points. After a brief foray into acupuncture and an overview of
waterbending healing, you learned, beginign at the age of 10,
the chi paths and points of the body; the places where our
energy flows through us, where our nerves intersect, and how
to use this information to incapacitate even the strongest of
opponents.

Chi-blocking is the ability to use small pointed jabs to


incapacitate individuals in different ways. Simply put, you
disrupt the flow of energy in the body. This can prevent
people from using limbs by hitting nerves, or prevent benders
Chi Blocker from bending using a part of the body by hitting their chi
points. Chi blockers also make excellent acupunturists, as
A lithe figure springs into sight. At first they appear to be an they are taught how to insert needles into chi points in order
airbender dressed in fire nation colors, but they do not bend. to prevent prisoners from using bending. You never use
Instead, with steps as light as air and fists as sharp as steel, weapons, as you have no need. By performing successful
they jump around their opponent like a rabbit-hound, and martial arts attacks, you render opponents limbs useless for
before you know it they're gone just as quickly. It takes more the rest of battle instead of lowering their HP.
time to realize what just happened than it took to execute the
move. By the time you realize it, it is far too late.
Without more than a few light jabs, the chi blocker has
taken out a half dozen men and women more than twice her
size. Benders, fighters, monks or soldiers, they're all the
same to her. Everyone shares the same nervous system
whether you use it to bend water, earth, or tempered steel.
Chi blockers have been trained from birth in everything
from acrobatics to acupuncture. They've forgotten more
about the human body than most ever learn, and use their
knowledge to take down opponents with frightening ease.
Chi Blocking

15
Chi Blocker
Level Proficiency Bonus Features
1st +2 Chi BLocking
2nd +2 Surprise Attack
3rd +2 Archetype feature
4th +2 Ability Score Improvement
5th +3 Uncanny Dodge
6th +3 ─
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Archetype Feature
10th +4 Ability Score Improvement
11th +4 Reliable Talent
12th +4 Ability Score Improvement
13th +5 Archetype Feature
14th +5 Empowered
15th +5 ─
16th +5 Ability Score Improvement
Creating a Chi Blocker
As you build your Chi Blocker, consider some important
17th +6 Archetype Feature things: Where, how, and why did you receive your training?
18th +6 Elusive Were you scouted and recruited as a candidate or born or
19th +6 Ability Score Improvement
adopted into a family of Chi blockers? Were you trained
specifically to Chi block as a way to carry on the art or as a
20th +6 ? way to serve your Nation?
What do you do with your skill now? A bounty hunter of
dangerous benders? An assassin who knows how to
incapacitate but only kill the intended target? Perhaps you
have left chi blocking behind to utilize your other talents as
Rareified Art an acrobat or an acupuncturist. Perhaps you've even taken up
Chi blocking is a rare art, and those that are to be taught medicine to heal those with chronic ailments that permeate
their daily lives.
must fit a certain profile, or must be raised to fit a certain
profile. Light, flexible, acrobatic and athletic. Lithe but strong. Quick Build
You must be intelligent and confident, and unafraid of getting You can make a Chi Blocker quickly by following these
too close to your opponent when your only weapons are your instructions. First, make Dexterity your highest ability score.
fists.
Your next highest ability score should be Wisdom. Finally,
There are very few people able to teach chi blocking. Mostly choose a background suited to your character such as
the art is passed down in families or through very elite performer, assassin, bounty hunter, or healer. If you're not
warrior sects. The Kyoshi Warriors began chi blocking in the sure what to pick, choose ?.
early 100s, but before that it was an art forgotten to everyone
but the Fire Nation.

16
Tai Chi (Water Style)
Class Features You choose to follow the art of Tai Chi, a martial art hailing
As a Chi Blocker, you gain the following class features. from the Northern Water Tribe originally, and closely
following the tenants of Waterbending. The push and pull of
Hit Points energy in a fight leads you to turn your opponents energy
Hit Dice: 1d8 per level
against them.
Hit Points at 1st Level: 8 + your Dexterity modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Dexterity Chi Blocking
modifier for every level after 1st Starting at level 1, you have the ability to Chi block. You can
Proficiencies only block those of equal or lower hp level to yourself. Chi
Armor: Light
blocking is the ability to render an opponents limbs useless
Weapons: None for the rest of combat. In order to successfully execute a chi
Tools: Acupuncturists kit, Herbalist kit, Poisoner's kit
blocking maneuver, you must have a limb targeted, and

sucseed in a contest of Dexterity with advantage. If you do
Saving Throws: Dexterity, Wisdom
not sucsseed, they succesfully block you, and the fight
Skills: Choose two from Acrobatics, Athletics, Medicine, continues. Humans who have been chi blocked cannot
Sleight of Hand, Stealth, Performance perform with that limb, and attack at disadvantage. Chi
blocks wear off after one hour.
You cannot chi block spirits or
Equipment animals.
You start with the following equipment, including the
equipment provided by your background: Surprise Attack
Light armor Given the rarity of Chi blockers, they come as a surprise in
Bandages combat. Starting at 2nd level, the first time you encounter any
An acupuncture kit or an herbalist's kit human opponent or group of opponents you gain the element
An Entertainer's pack or an Explorer's pack
of surprise against the first two opponents.

Archetype
Fighting Style At 3rd level, you choose an archetype that you emulate in the
Chi blockers practice hand-to-hand combat as well as chi exercise of your rogue abilities: x, y, or z, all detailed at the
blocking. At second level, you adopt a particular level of end of the class description. Your archetype choice grants you
fighting style as your specialty. Choose one of the following features at 3rd level and again at 9th, 13th, and 17th level.
options. You can't take a Fighting Style more than once, even Ability Score Improvement
if you later get to choose again.
W hen you reach 4th level, and again at 8th, 10th, 12th,
16th,
Hung Gar (Earth Style) and 19th level, you can increase one ability score
of your
You choose to follow the art of Hung Gar, a martial art hailing choice by 2, or you can increase two ability
scores of your
from the North Eastern Earth Kingdom, and closely following choice by 1. As normal, you can’t increase
an ability score
the tenets of Earthbending. Hung Gar teaches self control above 20 using this feature.
and wisdom, with a focus on waiting for the right moment to
strike. Like earthbending, there is a significant component of Uncanny Dodge
physical strength involved. Starting at 5th level, when an attacker that you can see hits
Northern Shaolin (Fire Style) you with an attack, you can use your reaction to halve the
You choose to follow the art of Shaolin, a martial art hailing attack's damage against you.
from the Fire Nation's Capital island, and closely following
the tenets of Firebending. The most important philosophy in Evasion
both Norhtern Shaolin and Firebending is Wu De, or martial Beginning at 7th level, you can nimbly dodge out of the way of
ethics. It is the difference between honor and ignominy. certian area effects. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
Bagua (Air Style) damage, you instead take no damage if you succeed on the
You choose to follow the art of Bagua, a martial art hailing saving throw, and only half damage if you fail.
from the Nuns of the Western Air Temple, and closely
following the tenets of Airbending. Bagua emphasizes Reliable Talent
circular movements and are known for their ability to flow
like the airbenders. Like the wind and most natural forces, By 11th level, you have refined your chosen skills until they
they follow the path of least resistance. approach perfection. Whenever you make an ability check
that lets you add your proficiency bonus, you can treat a d20
roll of 9 or lower as a 10.

17
At level 17, you become a master of instant
death. When you
Empowered attack and hit a creature that is
surprised, it must make a
Starting at level 14, you have acquired greater flexibility. You Constitution saving throw
(DC 8 + your Dexterity modifier +
gain proficiency in Strength saving throws. your proficiency
bonus). On a failed save, double the damage
of your
attack against the creature.
Elusive
Beginning at level 18, you are so evasive that attackers rarely Healer
gain the upper hand against you. No attack roll has advantage Your focus has shifted to supporting others, using your skills
against you while you aren't incapacitated. to incapacitate to instead repair. Through your inside-out
knowledge of the human nervous systems and musculature,
At 20th level, you heal chronic ailments and provide therapy for injuries.
You have not, however, taken the traditional healer's oath to
Archetypes help all and do no harm. You have the freedom to be as
biased as you want with your skills, and nothing is stopping
Chi Blockers have many features in common, including their you from persuing paths outside of healing as well.
emphasis on perfecting their skills, their precise and
non-
lethal approach to combat, and their increasingly quick Bonus Proficiencies
reflexes. But different rogues steer those talents in
varying When you choose this archetype at 3rd level, you gain
directions, embodied by the chi blocker archetypes.
Your proficiency with the Herbalists kit and the Acupuncturists kit.
choice of archetype is a reflection of your focus—
not Starting at level 3, you know advanced first aid and gain
necessarily an indication of your chosen profession,
but a advantage on all medicine checks.
description of your preferred techniques.
Physical Therapy
Hunter of Man At level 9 you learn physical therapy, and can spend time
Your focus is on the hunt of a single person, and generally on healing injuries by rolling 1d6 per your level. You can also end
their safe retrieval. You don't care about others safety, chi blocks and other forms of paralysis. This takes 30
necessarily, and you wont kill when you have other tools at minutes out of combat, or 1 turn during combat for half of the
your disposal. But if it suits your goals more healing (rounded up).
Bonus Proficiencies Acupuncture
When you choose this archetype at 3rd level, you gain Starting at level 13 you learn the art of acupuncture. You can
proficiency with the disguise kit and the poisoner’s kit. use this to heal any effects, and to insert needles, held in
place with tape, into chi points in order to effectively 'shut off'
Assassinate someones bending ability until the needles are removed. This
At level 3, you are at your deadliest when you
get the drop on cannot be performed during combat.
your enemies. You have advantage on
attack rolls against any
creature that hasn’t taken a turn
in the combat yet. In Heal Chi
addition, any hit you score against
a creature that is surprised At level 17, your mastery of chi is so complete you can restore
is a critical hit. people's chi. For fire, air, and waterbenders, you can
completely restore chi in 10 minutes. You can also restore
Infiltration Expertiese ability traits to their full potential.
Starting at level 9, you can unfailingly create false
identities
for yourself. You must spend seven days and
25 gp to
establish the history, profession, and affiliations
for an
identity. You can’t establish an identity that
belongs to
someone else. For example, you might acquire appropriate
clothing, letters of introduction, and official-looking
certification to establish yourself as a member of a trading
house from a remote city so you can insinuate yourself into
the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise,
other creatures believe you to be that person until given
an
obvious reason not to.
?
At level 13,
Death Strike

18
Chapter 4 : Character Details
Inspiration

19
d? Hometown
Roll your Character 1 Caldera City
Lacking in inspiration? want the dice to choose for you? Look 2 Capitol Island
no further! simply roll according to these tables and let fate
decide your, well, fate. 3
4
d8 Class
5 Outer Islands
1 Airbender
6 United Republic of Nations
2 Chi Blocker
3 Earthbender Waterbender
4 Fighter d4 Hometown
5 Firebender 1 Northern Water Tribe
6 Ranger 2 Southern Water Tribe
7 Rogue 3 Foggy Swamp Tribe
8 Waterbender 4 United Republic of Nations

Once you've rolled for a class, follow the quick build


instructions for that class. Then check below for your Non-bender Classes
resulting hometown. If the story takes place before the d4 Home Nation
existence of the United Republic of Nations, assume you are 1 Earth Kingdom
from the North-western Earth Kingdom or the Fire Nation
colonies, depending on when the campaign takes place. Talk 2 Fire Nation
to your Game Master about the the timing of your campaign. 3 Water Tribes
4 United Republic of Nations
Airbender
d4 Home Temple
1 Northern Air Temple
2 Southern Air Temple
3 Eastern Air Temple
4 Western Air Temple

Earthbender
d? Hometown
1 Ba Sing Se, Upper Ring
2 Omashu
3 Gaoling
4 Southern Earth Kingdom
5 Western Earth Kingdom
6 Northern Earth Kingdom
7 Eastern Earth Kingdom
8 United Republic of Nations

Firebender

20
Backgrounds
Backgrounds are a general description of your characters history and what benefits they have gained from that. Keep in mind that
if your character is very young or sheltered they may have n background, or they may not receive benefits from their background.
Talk with your game master about your character's history and what that means for their background. Existing DND backgrounds
are allowed at the DM's discretion. These are backgrounds added or edited for Avatar the Last RPG.

Background Feature Skill Proficiencies


Air Acolyte Shelter of the Faithful Insight, Religion
Dai Li Agent Brainwash Investigation, Persuasion
Earth Cleric Reasearcher Insight, Religion
Earth Kingdom Royalty Position of Privilege Persuasion, History
Fire Sage Researcher Arcana, History
Herbalist Medical Professional Nature, Medicine
Kyoshi Warrior Regard Athletics, Intimidation
Soldier Military Rank Athletics, Intimidation
Rumble Wrestler Ring Name Athletics, Performance
Water Shaman Commune with Spirits Arcana, Religion
Water Tribesman Tradition Choose three from Nature, Stealth, Animal Handling and Survival
White Lotus Memner ? ?

21
You might also have ties to a specific temple dedicated to d6 b
Air Acolyte your chosen spirit, and you have a residence there. While Iw
The Air Acolytes are an order of monks and nuns who reside near your temple, you can call upon the monks, nuns, and 1
ag
on Air Temple Island and in the four original air temples. other acolytes for assistance, provided the assistance you ask
Though most of them are not airbenders, they preserve and for is not hazardous and you remain in good standing with 2
Iw

practice the teachings, culture, and traditions of the Air your temple.
br

Nomads as taught to them by Avatar Aang. The Air Acolytes


3
Io

were founded in 101 AG from the members of the Official Suggested Characteristics:
Acolytes are shaped by their di

Avatar Aang Fan Club. Aang himself taught the members of experience in temples. Their study of the history and tenets 4 Ev

the group the ways of the Air Nomads and christened them of their faith and their relationships to temples affect their
the "Air Acolytes." Although the Air Acolytes carry on many of mannerisms and ideals. Their flaws might be some hidden 5 Iw

the traditions of the Air Nomads, they do not observe the hypocrisy or heretical idea, or an ideal or bond taken to an 6
Is

practice of gender segregation to the same extent, as while extreme. Air nomads hold all life sacred, from the largest an

they have separate areas for personal use, both males and badgermole to the smallest spiderfly. Air Acolytes hold the
females inhabit each air temple.
preservation and continuation of Air nomad culture as their d6 fl

highest calling. 1 Ij

Skill Proficiencies: Insight, Religion


d8 Personality trait 2
Ip
Tool Proficiencies: See Artisan Chart, plus Navigator's Tools
I idolize a particular hero of my faith, and constantly refer to that
hi
Languages: Two of your choice
1
person’s deeds and example. M
Equipment: Air Acolyte Robes, incense, a sacred relic, one 3
sa
set of artisans tools of for your chosen tool proficiency, 2
I can find common ground between the fiercest enemies,
4 Ia
navigator's tools, and a coin pouch containing the equivalent empathizing with them but always working toward peace.
of 10 gp of the nearest currency to your air temple.
3
I see omens in every event and action. The spirits try to speak to us, 5 Ia

we just need to listen. O


Artisan Acolyte:
Monks and Nuns have an artisan or other 4 Nothing can shake my optimistic attitude.
6
ev
tool proficiency in order to serve the temple. I quote (or misquote) sacred texts and proverbs in almost every
5
d6 Craft Tool Proficiency situation.

1 Wood Carving Woodcarver's Tools I am tolerant (or intolerant) of others lack of faith and respect (or
6
condemn) the lack of respect for spirits.
2 Stone Carving Mason's Tools
I’ve enjoyed fine food, drink, and comfort within my temple’s safety.
3 Weaving Weaver's Tools 7
Rough living grates on me.
4 Spinning Spinner's Tools I’ve spent so long in the temple that I have little practical
8
5 Dyes Herbalism Kit experience dealing with people in the outside world.

6 Calligraphy Calligrapher's Supplies


d6 ideal
7 Mechanics Tinker's Tools
Tradition. The ancient traditions of worship and sacrifice must be
1
8 Cartography Cartographer's Tools preserved and upheld. (Lawful)
Charity. I always try to help those in need, no matter what the
Shelter of the Faithful:
As an acolyte, you command the 2
personal cost. (Good)
respect of those who share your faith, and you can perform
the religious ceremonies of your spirit. You and your 3
Change. We must help bring about the changes the gods are

adventuring companions can expect to receive free healing constantly working in the world. (Chaotic)

and care at a temple, shrine, or other established presence of 4


Leadership. I hope to one day rise to the top of my faith’s religious
your faith. Those who share your religion will support you hierarchy. (Lawful)
(but only you) at a modest lifestyle. 5
Faith. I trust that my deity will guide my actions. I have faith that if I
work hard, things will go well. (Lawful)
Aspiration. I seek to prove myself worthy of the spirit’s favor by
6
matching my actions against his or her teachings.

22
d8 Personality Trait
Dai Li Agent 1 I'm always looking to improve efficiency.
The Dai Li is the secretive and elite police force of Ba Sing 2 I look out for myself. Eveyone else is on their own.
Se who work to capture, interrogate, and imprison political
dissidents. The organization was founded by Avatar Kyoshi 3 I never forget an insult against me.

with the aim of "protecting the cultural heritage of Ba Sing 4 I'm enthusiastic about everything the Dai Li do.
Se", effectively protecting the Earth King's interest against I'm critical of monarchies and believe that the Dai Li should go back
subversive individuals and groups. 5
to running things.
The Dai Li became corrupt over time and did not fulfill the I'm critical of the Dai Li and believe they shouldn't hold secret
purposes proposed and intended by its founder. After 79 AG, 6
power.
Grand Secretariat Long Feng was able to conspire with the
Dai Li and effectively rule Ba Sing Se, reducing the position 7
of the Earth King to nothing more than a figurehead. After the 8
war, however, they regained the trust of the Earth Kingdom's
government and began to serve again as the monarchy's d6 Ideal
secret police, only this time with direct loyalty to the crown Common Good. The Dai Li serves a vital function, and its success
itself.
1
will help everyone. (Good)

Skill Proficiencies: Intimidation, Athletics


2
Tradition. I uphold the traditions of my kingdom and bring honor to
Tool Proficiencies: See Role chart below
my family. (Lawful)

Languages: Earth Kingdom Northern and Coastal


3
Innovation. Abandon old traditions and find better ways to do things.
Equipment: Dai Li Shackles
(Chaotic)

Power. I want to ensure the prosperity of the Dai Li and wield its
Infamy
4
power myself. (Evil)
All Dai Li agents, regardless of role, have infamy. You have a Discovery. I want to learn all I can, both for the Dai Li and for my own
past association which people can recognize (special tattoo, 5
curiosity. (Any)
prominent sigil on equipment, or recognized by a witness).
You add double your proficiency bonus to any Intimidate 6 Loyalty. I am loyal to my superiors, no matter what. (Any)
checks toward anyone who is aware of your past.


d6 Bond
1 The Dai Li is my only family. I would do anything for it.
d8 Role Additional Proficiencies
I love someone from a criminal background, but the relationship is
1 Research and Development Tinkerer's kit 2
forbidden.
2 Investigation Investigation Someone I love was brainwashed by someone in the Dai Li, and I will
3
3 Extraction Vehicle (land) have revenge.

4 Negotiation Persuasion I don't care about the Dai Li as a whole, but I would do anything for
4
my old mentor.
5 Covert Ops Disguise Kit and Forgery Kit
5 The Dai Li must evolve, and I'll lead the evolution.
6 Royal Guard Passive Perception
I'm determined to impress the leaders of the Dai Li, and to become a
7 Monitoring Passive Perception 6
leader myself.
8 Brainwashing Brainwashing (see below)
d6 Flaw
Brainwash
1 I'm fixated on following official protocols.
Dai Li agents whos role was brainwashing have the ability to
erase memories, so long as they have a lantern, a dark room, 2
I'm obsessed with conspiracy theories and worried about secret
a restrained target, and time. Roll a 3d6 to determine how societies and hidden spirits.

many hours it takes to complete a brainwashing (each d6 3 My moral compass is easily swayed by bribes.
represents one session of brainwashing, with a break in My secret could get me brainwashed by the Dai Li and removed
between each). After memories are removed, it is possible to 4
from service.
then implant ideas into a victims head. roll one more d6 to
determine how many hours this takes.
5
I disagree with the Dai Li's methods and goals, yet I obey orders
anyway.

Suggested Personality Traits


6
I'm working for a hidden faction within the Dai Li that gives me
Dai Li agents are recruited specifically for traits like secret assignments.
ruthlessness, a lack of sentimentality, loyalty, and often some
degree of psychopathy.

23
d8 Personality Trait
Earth Cleric 1
I use polysyllabic words that convey the impression of great
The Earth Kingdom cleric were a collective of prominent erudition.
elders who held significant authority over the Earth Kingdom I've read every book in the world's greatest libraries—or I like to
during the late 4th and early 3rd centuries BG. By this point, 2
boast that I have.
many in the larger cities have discarded their spiritual roots I'm used to helping out those who aren't as smart as I am, and I
and instead become de facto officials, exerting political 3
patiently explain anything and everything to others.
influence over the nation, though those in more rural areas
tend to stick to their spiritual roots.
4 There's nothing I like more than a good mystery.

5
I'm willing to listen to every side of an argument before I make my
Skill Proficiencies: Choose two from Insight, Religion, or own judgment.
History
I... speak... slowly... when talking... to idiots,... which... almost...
Tool Proficiencies: None
6
everyone... is... compared... to me.
Languages: Two of your choice
7 I am horribly, horribly awkward in social situations.
Equipment: A holy symbol (a gift to you when you entered
the priesthood), vestments, a set of common clothes, A 8
I'm convinced that people are always trying to steal my secrets and
leather-bound diary, a bottle of ink, an ink pen, and a belt are out to assassinate me.
pouch containing 15 ek gp

d6 Ideal
Researcher
Knowledge. The path to power and self-improvement is through
When you attempt to learn or recall a piece of lore, if you do 1
knowledge. (Neutral)
not know that information, you often know where and from Beauty. What is beautiful points us beyond itself toward what is true.
whom you can obtain it. Usually, this information comes from 2
(Good)
a library, scriptorium, university, or a sage or other learned
person or creature, Your DM might rule that the knowledge 3 Logic. Emotions must not cloud our logical thinking. (Lawful)

you seek is secreted away in an almost inaccessible place, or 4


No Limits. Nothing should fetter the infinite possibility inherent in
that it simply cannot be found. Unearthing the deepest all existence. (Chaotic)
secrets of the multiverse can require an adventure or even a 5 Power. Knowledge is the path to power and domination. (Evil)
whole campaign.

6
Self-Improvement. The goal of a life of study is the betterment of

Speciality
To determine the nature of your scholarly training, oneself. (Any)

roll a d8 or choose from the options in the table below. d6 Bond


d8 Field of Study 1 It is my duty to protect my students.
1 Historian I have an ancient text that holds terrible secrets that must not fall
2
2 Astronomer into the wrong hands.

3 Discredited Academic I work to preserve a library, university, scriptorium, temple, or


3
monastery.
4 Librarian
4 My life's work is a series of tomes related to a specific field of lore.
5 Meteorologist
I've been searching my whole life for the answer to a certain
6 Researcher 5
question.
7 Apprentice I sold my soul for knowledge or power. I hope to do great deeds and
6
8 Scribe win it back.

Suggested Characteristics
Sages are defined by their d6 Flaw
extensive studies, and their characteristics reflect this life of 1 I am easily distracted by the promise of information.
study. Devoted to scholarly pursuits, a sage values knowledge Most people scream and run when they see a spirit. I stop and take
highly—sometimes in its own right, sometimes as a means 2
notes.
toward other ideals.
3 Unlocking an ancient mystery is worth the price of a civilization.
4 I overlook obvious solutions in favor of complicated ones.
I speak without really thinking through my words, invariably insulting
5
others.
6 I can't keep a secret to save my life, or anyone else's.

24
d8 Personality Trait d6 F
Earth Kingdom Royalty 1
My eloquent flattery makes everyone I talk to feel like 1 I
You are technically in line for your cousin's throne, but you're the most wonderful and important person in the world.
I
something like 42nd in line, so you tend to get all the benefits The common folk love me for my kindness and
2
fa
of being royalty without the power or responsibility. You 2
generosity.
understand wealth, power, and privilege. You carry a noble 3
I
title, and your immediate family owns land, collects taxes, 3
No one could doubt by looking at my regal bearing
that I am a cut above the unwashed masses.
ad
and wields some political influence. You might be a 4 I
pampered aristocrat unfamiliar with work or discomfort, or a 4
I take great pains to always look my best and follow the
disinherited scoundrel with a disproportionate sense of latest fashions. 5 In
entitlement. Or you could be an honest, hard-working I don't like to get my hands dirty, and I won't be caught 6
B
landowner who cares deeply about the people who live and 5
dead in unsuitable accommodations. fa
work on your land, keenly aware of your responsibility to
them. 6
Despite my noble birth, I do not place myself above
Work with your DM to come up with an appropriate title other folk. We all have the same blood.
and determine how much authority that title carries. A noble 7 My favor, once lost, is lost forever.
title doesn’t stand on its own—it’s connected to an entire
family, and whatever title you hold, you will pass it down to 8
If you do me an injury, I will crush you, ruin your name,
and salt your fields.
your own children. Not only do you need to determine your
noble title, but you should also work with the DM to describe d6 Ideal
your family and their influence on you.
How much influence does your family wield, and over what Respect. Respect is due to me because of my position,
area? What kind of reputation does your family have among 1 but all people regardless of station deserve to be
the other aristocrats of the region? How do the common treated with dignity. (Good)
people regard them? Responsibility. It is my duty to respect the authority of
How does the head of your family feel about your 2 those above me, just as those below me must respect
adventuring career? Are you in your family’s good graces, or mine. (Lawful)
shunned by the rest of your family? How do you feel about
your position in the line of succession?
3
Independence. I must prove that I can handle myself
without coddling from my family. (Chaotic)

Skill Proficiencies: History, Persuasion


4
Power. If I can attain more power, no one will tell me
Tool Proficiencies: One type of gaming set
what to do. (Evil)
Languages: Earth Kingdom Northern
5 Family. Blood runs thicker than water. (Any)
Equipment: A set of fine clothes, a signet ring, a scroll of
pedigree 6
Noble Obligation. It is my duty to protect and care for

the people beneath me. (Good)
Position of Privilege:
Thanks to your noble birth, people are
inclined to think the best of you. You are welcome in high d6 Bond
society, and people assume you have the right to be wherever I will face any challenge to win the approval of my
you are. The common folk make every effort to accommodate 1
family.
you and avoid your displeasure, and other people of high
birth treat you as a member of the same social sphere. You 2 My loyalty is to no one but myself.
can secure an audience with a local noble if you need to.
3
Nothing is more important than the other members of

my family.
Suggested Characteristics
Nobles are born and raised to a I am in love with the heir of a family that my family
very different lifestyle than most people ever experience, and 4
despises.
their personalities reflect that upbringing. A noble title comes
with a plethora of bonds—responsibilities to family, to other 5 My loyalty to my sovereign is unwavering.
nobles (including the sovereign), to the people entrusted to The common folk must see me as a hero of the
the family's care, or even to the title itself. But this 6
people.
responsibility is often a good way to undermine a noble.

25
d8 Personality Trait d6 F
Fire Sage 1
I use polysyllabic words that convey the impression of 1 I
Fire Sages, like spiritual leaders across all nations, are meant great erudition.
M
to serve the avatar first and the Fire Nation second. They I've read every book in the world's greatest libraries—
2
st
serve their country in all manner of ways, from being the 2
or I like to boast that I have.
keepers of knowledge in the Nation, to performing 3
U
coronations and other ceremonies, to studying the skies for I'm used to helping out those who aren't as smart as I
3 am, and I patiently explain anything and everything to
c
warnings of approaching tropical storms.
others. I

4
o
Skill Proficiencies: Arcana, History
4 There's nothing I like more than a good mystery.
I
Languages: Fire Nation Court and Common
I'm willing to listen to every side of an argument
5
in
Equipment: A bottle of black ink, a quill, a writing brush, a 5
before I make my own judgment.
sheaf of blank parchment, a letter from a dead colleague 6 I
posing a question you have not yet been able to answer, a set 6
I... speak... slowly... when talking... to idiots,... which...
of common clothes and a set of formal robes almost... everyone... is... compared... to me.

7 I am horribly, horribly awkward in social situations.


Researcher

When you attempt to learn or recall a piece of lore, if you do 8


I'm convinced that people are always trying to steal my
not know that information, you often know where and from secrets and are out to assassinate me.
whom you can obtain it. Usually, this information comes from
a library, scriptorium, temple, university, or a sage, cleric, d6 Ideal
priest, or other learned person or creature, Your DM might Knowledge. The path to power and self-improvement
rule that the knowledge you seek is secreted away in an 1
is through knowledge. (Neutral)
almost inaccessible place, or that it simply cannot be found. Beauty. What is beautiful points us beyond itself
Unearthing the deepest secrets of the multiverse can require 2
toward what is true. (Good)
an adventure or even a whole campaign.

3
Logic. Emotions must not cloud our logical thinking.
Speciality
(Lawful)
To determine the nature of your scholarly training, roll a d8 No Limits. Nothing should fetter the infinite possibility
or choose from the options in the table below. 4
inherent in all existence. (Chaotic)
d8 Field of Study Power. Knowledge is the path to power and
5
domination. (Evil)
1 Historian
Self-Improvement. The goal of a life of study is the
2 Astronomer 6
betterment of oneself. (Any)
3 Discredited Academic
d6 Bond
4 Librarian
1 It is my duty to protect my students.
5 Meteorologist
I have an ancient text that holds terrible secrets that
6 Researcher 2
must not fall into the wrong hands.
7 Apprentice I work to preserve a library, university, scriptorium,
3
8 Scribe temple, or monastery.
My life's work is a series of tomes related to a specific
Suggested Characteristics
4
field of lore.
Sages are defined by their extensive studies, and their I've been searching my whole life for the answer to a
characteristics reflect this life of study. Devoted to scholarly 5
certain question.
pursuits, a sage values knowledge highly—sometimes in its
own right, sometimes as a means toward other ideals. 6
I sold my soul for knowledge or power. I hope to do
great deeds and win it back.

26
d6 Ideal
Herbalist 1
Aid. Every sick or wounded person deserves my help,
flavortext
regardless of the life they lead. (Good)

Control. By deciding who lives and who dies, I can
Skill Proficiencies: Nature, Medicine
Tool Proficiencies: 2
shape the world to my liking. (Evil)
Herbalism kit, Poisoner's kit

Languages:
3
Loyalty. It is my duty to treat those to whom I have
sworn allegiance. (Lawful)
Equipment: An herbalism kit, a merchant’s scale, a set of
common clothes, and a belt pouch containing 10 gp
Efficiency. I am not emotionally invested in those I aid;

4 to act otherwise would compromise my work.
Medical Professional:
You have a reputation as a healer of (Neutral)
the sick, and are often called upon by those who are diseased Prevention. Stopping the spread of sickness is better
or injured. You can usually gain an audience with anyone who 5
than treating it. (Any)
needs treatment — even if protocol would normally prevent
you from doing so — simply by agreeing to offer your 6
Research. In order to treat patients effectively, we
assistance. By spending a few moments examining a must understand the maladies afflicting them. (Any)
chemical — a vial of liquid, a packet of ground powder, or the
like — you can determine whether the substance is intended d6 Bond
to harm or heal (or neither). This examination does not reveal I share my discoveries with my fellow Herbalists, to
any specific information about the substance(such as that a 1
further the goals of our trade.
powder is actually an inhaled poison, or that it paralyzes its
victim), only that it is either harmful or helpful to those that it 2
I give my aid to those who protect my country and my
ruler.
is used on.


3
Many medicinal reagents are rare or hard to find; those
Suggested Characteristics
Herbalists are defined by their who secure them deserve respect.
attention to detail. Because so many of the illnesses they treat I seek a cure to a mysterious disease that afflicts one
often have similar symptoms, they are careful about the 4
of my loved ones.
things they say and the questions they ask, always looking to
gather precise and accurate information. They tend towards 5
I wish to prove that “mundane” healing is just as viable
cleanliness and organization, as they need to keep their tools as bending.
sterile and their supplies ready at all times. 6
I work closely with a group that aims to eliminate a
particular disease from existence.
d8 Personality Trait
I distance myself from everyone, even those I care d6 Flaw
1
about.
I use unproven treatments on my patients without
1
I keep all of my possessions meticulously clean, and I their knowledge.
2
hate any kind of filth.
I refuse to give aid to those of a certain race or
2
I am honest to a fault; knowing all of the information is nationality, no matter how desperately they need it.
3
the only way to make an accurate diagnosis.
If a disease is particularly deadly, I refuse to treat it out
3
I make incredibly poor jokes in an attempt to put of fear for my own health.
4
others at ease.
Memories of a horrible plague that I failed to cure still
4
I talk down to others when speaking on a field I believe haunt me to this day.
5
myself to be knowledgeable in.
The sight of blood makes me queasy, and I can only
5
I present everything I say as a guess or estimate so that treat those who have no external wounds.
6
I don’t look bad if it turns out to be wrong.
I am only interested in the ailments my patients suffer
6
It seems like I always try to strike up a conversation at from, not the people themselves.
7
the worst possible moment.
I set very high standards for myself, and expect others
8
to follow my example.

27
Kyoshi Warrior
You hail from one of the villages on Kyoshi island, and have
been training since your not-so-distant youth to be a member
of the elite all-female kyoshi warriors.

Skill Proficiencies: Athletics, Intimidation

Languages: Two of your choice, but one must be either Earth


Coastal or Southern Water Tribe

Equipment: Pair of metal Kyoshi's War Fans, Warpaint, and


Kyoshi Warrior Armor

Warrior's Regard:
The Kyoshi Warriors have become well
known for their part in the war and in the rebuilding that
followed. You receive shelter and succor from former
residents of Kyoshi and those who are sympathetic to its
cause. This help comes in the form of shelter and meals, and
healing when appropriate, as well as occasionally risky
assistance, such as a band of local citizens rallying to aid a
sorely pressed warrior, or those who support the order
helping to smuggle a warrior out of town when he or she is
being hunted unjustly.

Suggested Characteristics
Use the tables for the soldier
background as the basis for your traits and motivations,
modifying the entries when appropriate to suit your identity
as a Kyoshi Warrior.
Your bond almost always involves the Kyoshi Warriors (or
at least key members of it) or Kyoshi Island itself, and it is
highly unusual for a Warrior's ideal not to reflect the agenda,
sentiment, or philosophy of the Kyoshi Warrior's or Kyoshi
herself.

28
d8 Personality Trait
Soldier 1 I'm always polite and respectful.
flavor text
I'm haunted by memories of war. I can't get the images

2
of violence out of my mind.
Skill Proficiencies: Athletics, Intimidation

Tool Proficiencies: One type of gaming set, vehicles (land)


3
I've lost too many friends, and I'm slow to make new
Languages: Fire Nation Standard or one Earth Kingdom ones.
language
I'm full of inspiring and cautionary tales from my
Equipment: An insignia of rank, a trophy taken from a fallen 4 military experience relevant to almost every combat
enemy (a dagger, broken blade, or piece of a banner), a bone situation.
dice set or playing card set, a set of Fire Nation Fire 5 I can stare down an angry spirit without flinching.
Resistant Armor or Set of Earth Kingdom Engineered Armor
(both med) and one Fire Nation Sword or Earth Kingdom 6 I enjoy being strong and like breaking things.
Hammer
7 I have a crude sense of humor.

Military Rank
8
I face problems head-on. A simple, direct solution is
You have a military rank from your career as a soldier. the best path to success.
Soldiers loyal to your former military organization still
recognize your authority and influence, and they defer to you d6 Ideal
if they are of a lower rank. You can invoke your rank to exert Greater Good. Our lot is to lay down our lives in
influence over other soldiers and requisition simple 1
defense of others. (Good)
equipment or horses for temporary use. You can also usually
gain access to friendly military encampments and fortresses 2
Responsibility. I do what I must and obey just
where your rank is recognized.
authority. (Lawful)

3
Independence. When people follow orders blindly, they
Specialty
embrace a kind of tyranny. (Chaotic)
During your time as a soldier, you had a specific role to play 4 Might. In life as in war, the stronger force wins. (Evil)
in your unit or army. Roll a d8 or choose from the options in
the table below to determine your role: 5
Live and Let Live. Ideals aren't worth killing over or
going to war for. (Neutral)
d8 Specialty
Nation. My city, nation, or people are all that matter.
1 Officer 6
(Any)
2 Scout
d6 Bond
3 Infantry
I would still lay down my life for the people I served
4 Cavalry 1
with.
5 Healer Someone saved my life on the battlefield. To this day, I
2
6 Quartermaster will never leave a friend behind.
3 My honor is my life.
7 Standard-bearer
I'll never forget the crushing defeat my company
8 Support Staff (cook, blacksmith, etc) 4
suffered or the enemies who dealt it.
Suggested Characteristics
5 Those who fight beside me are those worth dying for.
The horrors of war combined with the rigid discipline of 6 I fight for those who cannot fight for themselves.
military service leave their mark on all soldiers, shaping their
ideals, creating strong bonds, and often leaving them scarred d6 Flaw
and vulnerable to fear, shame, and hatred.
The monstrous enemy we faced in battle still leaves
1
me quivering with fear.
I have little respect for anyone who is not a proven
2
warrior.
I made a terrible mistake in battle that cost many lives
3
—and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blinding and unreasoning.
5 I obey the law, even if the law causes misery.
6 I'd rather eat my armor than admit when I'm wrong.

29
d6 Ideal
Rumble Wrestler 1
Freedom. Now that I have gained my independence, I will never
flavortext
submit again.

Championship. I turn everything I do into a competition and I always


Skill Proficiencies: Athletics, Performance
2
strive to win.
Tool Proficiencies: Disguise Kit
Exaltation. The roar of the crowd chanting my name is all I need to
Languages: Earth Kingdom Coastal and/or EK Northern
3
be reinvigorated.
Equipment: A costume, a trinket (such as a title belt, ornate
sash, badge, or trophy) from a gladiatorial competition that Justice. Every man must pay for their bad deeds – but I will make
4 those who have hurt me pay for their deeds before it comes time to
you won, an unusual weapon (such as a net, scimitar, or pay for mine.
trident), and a purse containing 15 gp.

5
Comradery. I treasure the friendship and fraternity of my fellow
Ring Name:
Your skill as a gladiator has brought your fame gladiators above all else.
(or infamy) and you are known widely by a ring name – a Anonymity. I have grown tired of fame and fighting and wish now to
moniker that protects your true identity. This ring name may 6
put my past behind me.
be a fictional first name and surname, a nickname (“Jumbo
Joe”), or a descriptive title (“The Brutal Barbarian”). Many d6 Bond
gladiators develop this ring name into a full-blown stage A foe that you once humiliated (or were humiliated by) in the arena
persona, including gimmicks and exaggerated quirks which 1
has sworn vengeance against you (or you against them).
make their performance more exciting and more memorable.
You are encouraged to work with your DM to flesh out the 2
You have sworn to oppose the person, organization, or government

details of this persona. that forced you into the gladiatorial life.

Your ring name functions effectively as a second identity. 3


You have vowed to protect the family of a fellow gladiator that you
You may not be recognized while wearing normal clothing, once fought with (or against).
and travelling under your real name, but people far and wide 4
will recognize you and treat you accordingly when you are The organization or individual that sponsored your gladiatorial
wearing your costume and being called by your stage name. 5 matches is now indebted to you for all the profit that your fights
Fans may shower you with gifts and provide you food and a generated for them.
place to sleep. However, you are also likely to be challenged
by opportunists hoping to become famous by defeating you.
6

Suggested Characteristics
Gladiators are generally d6 Flaw
outspoken and prideful even to the point of boasting. 1
You have become so immersed in your gladiatorial persona that you
However, their true personality may be quite different than now have a hard time separating yourself from it.
the character they play in the arena. You can be short-sighted and myopic, pursuing a single goal
2
tenaciously, while overlooking other peripheral matters.
d8 Personality Trait
3 You have a tendency to be unintentionally insulting or boastful.
You strongly dislike one type of wild beast (bears, wolves, lions, etc.)
1 You sometimes overestimate your abilities due to years of
that you once faced in combat. 4
theatrically manufactured success.
You try to infuse your actions with a theatrical flourish, but will never
2 You feel like a fraud and fear that your fans will discover that most of
admit that your showmanship is anything but genuine. 5
your victories were fixed.
3 You only ever speak about yourself in the third person.
You have a hard time trusting people, feeling that everyone is always
You have a short catch phrase which you try to use in battle (and 6
4 trying to use you in some way.
sometimes in conversation) whenever possible.
You insist that others always (or never) call you by your ring name
5
and will correct them whenever they do otherwise.
You pretend to be from a foreign land even though you actually grew
6
up nearby (or vice versa).
You often use large, important sounding words when speaking, even
7
if you don’t always know what the words actually mean.
You are prone to telling stories of your past arena combats, even to
8
people who have heard the same stories many times before.

30
d6 ideal
Water Shaman 1
Tradition. The ancient traditions of worship and
You serve as a mouthpiece and protector for the moon and sacrifice must be preserved and upheld. (Lawful)
the ocean spirits, Tui and La, and a spiritual guide for your Charity. I always try to help those in need, no matter
respective nation. You live your life as a mediator, diviner, 2
what the personal cost. (Good)
storyteller, healer, and psychopomp. Among your people you
serve as a carrier of traditions and conduit of archaic 3
Change. We must help bring about the changes the
gods are constantly working in the world. (Chaotic)
wisdom.


4
Leadership. I hope to one day rise to the top of my
Skill Proficiencies: Arcana, Religion
faith’s religious hierarchy. (Lawful)
Equipment: Faith. I trust that my deity will guide my actions. I have

5
faith that if I work hard, things will go well. (Lawful)
Commune with Spirits:
If confronted by a spirit, you can
attempt to force the situation - treat this as a turn undead Aspiration. I seek to prove myself worthy of the spirit’s
attempt. If successful, you have made a great display of 6 favor by matching my actions against his or her
respect and tradition, and the target is inclined to avoid teachings.
attacking the group, or leave combat if it has begun.
Communing only gives an opening. An intelligent spirit may d6 bond
give a chance to talk, a friendly spirit will be more helpful, and I would die to recover an ancient relic of my faith that
a hostile spirit may rethink a violent act.
If the attempt would 1
was lost long ago.
destroy creatures of a given CR, then instead the spirit is
definitely helpful or flees.
If you do not have the Channel 2
I will someday get revenge on the corrupt temple
hierarchy who branded me a heretic.
Divinity class feature, you gain one Channel Divinity, only
usable for Commune with Spirits.
3
I owe my life to the monk/nun who took me in when

my parents died.
Suggested Characteristics:
Shamans are shaped by their 4 Everything I do is for the common people.
experience in religious communities. Their study of the
history and tenets of their faith and their relationships to 5 I will do anything to protect the temple where I served.
spiritual centers affect their mannerisms and ideals. Their I seek to preserve a sacred text that my enemies
flaws might be some hidden hypocrisy or heretical idea, or an 6
consider heretical and seek to destroy.
ideal or bond taken to an extreme. Shamans of the Water
Tribes look to the moon and oceans, and the push and pull d6 flaw
that they hold in balance. With the idea of balance can come
ideas of justice, an eye for an eye, or ideas of seperation, such 1 I judge others harshly, and myself even more severely.
as the North's history of strict gender roles. I put too much trust in those who wield power within
2
my temple’s hierarchy.
d8 Personality trait
My piety sometimes leads me to blindly trust those
I idolize a particular hero of my faith, and constantly 3
1 that profess the same.
refer to that person’s deeds and example.
4 I am inflexible in my thinking.
I can find common ground between the fiercest
2 enemies, empathizing with them but always working I am suspicious of strangers and expect the worst of
5
toward peace. them.
I see omens in every event and action. The spirits try Once I pick a goal, I become obsessed with it to the
3 6
to speak to us, we just need to listen. detriment of everything else in my life.
4 Nothing can shake my optimistic attitude.
I quote (or misquote) sacred texts and proverbs in
5
almost every situation.
I am tolerant (or intolerant) of others lack of faith and
6
respect (or condemn) the lack of respect for spirits.
I’ve enjoyed fine food, drink, and comfort within my
7
temple’s safety. Rough living grates on me.
I’ve spent so long in the temple that I have little
8 practical experience dealing with people in the
outside world.

31
d8 Personality Trait d6 F
Water Tribesman 1
I'm driven by a wanderlust that led me away from 1 I
Hailing from one of the Northern, Southern, or Foggy home.
2 T
Swamp Tribes, your tribe is your family, and family sticks I watch over my friends as if they were a litter of
together.
2
newborn pups. 3
I

re
Skill Proficiencies: Survival, Nature
I once ran twenty-five miles without stopping to warn
3 to my clan of an approaching enemy. I'd do it again if I I
Tool Proficiencies: One type of musical instrument or had to.
4
so
artisan's tools

Languages: Northern WT, Southern WT, or Earth Coastal


4
I have a lesson for every situation, drawn from 5 V
Equipment: A hunting trap, a machete, spear, or club, a observing nature. D
totemic token or set of tattoos marking your loyalty to Uthgar I place no stock in wealthy or well-mannered folk. 6 th
and your tribal totem, a set of traveler's clothes, and a pouch 5 Money and manners won't save you from a hungry th
containing the local equivalent of 10 ek gp
ahklut.

Tribe Heritage:
You have an excellent knowledge of not only 6
I'm always picking things up, absently fiddling with
your tribe's territory, but also the terrain and natural them, and sometimes accidentally breaking them.
resources of the rest of the North. You are familiar enough 7
I feel far more comfortable around animals than
with any wilderness area that you can find twice as much people.
food and water as you normally would when you forage 8 I was, in fact, raised by wolves.
there.Additionally, you can call upon the hospitality of your
people, and those allied with your tribe.
d6 Ideal

Specialty 1
Change. Life is like the seasons, in constant change,
and we must change with it. (Chaotic)
d10
Greater Good. It is each person's responsibility to
1 Forester 2
make the most happiness for the whole tribe. (Good)
2 Trapper Honor. If I dishonor myself, I dishonor my whole clan.
3
3 Homesteader (Lawful)
4 Might. The strongest are meant to rule. (Evil)
4 Guide
Nature. The natural world is more important than all
5 Exile or Outcast 5
the constructs of civilization. (Neutral)
6 Tribal Nomad
Glory. I must earn glory in battle, for myself and my
6
7 Hunter-Gatherer clan. (Any)
8 Tribal Marauder
d6 Bond
9 Warrior
My family, clan, or tribe is the most important thing in
1
10 Tribal Marauder my life, even when they are far from me.
An injury to the unspoiled wilderness of my home is an
Suggested Characteristics
2
injury to me.
Often considered rude and uncouth among civilized folk,
Tribesmen have little respect for the niceties of life in the 3
I will bring terrible wrath down on the evildoers who
cities. The ties of tribe, clan, family, and the natural world of destroyed my homeland.
which they are a part are the most important bonds to most 4
I am the last of my tribe, and it is up to me to ensure
Water Tribesmen. their names enter legend.
I suffer awful visions of a coming disaster and will do
5
anything to prevent it.
6 It is my duty to provide children to sustain my tribe.

32
White Lotus Member
As a White Lotus agent, you have access to a secret network
of supporters and operatives who can provide assistance on
your adventures. You know a set of secret signs and
passwords you can use to identify such operatives, who can
provide you with access to a hidden safe house, free room
and board, or assistance in finding information. These agents
never risk their lives for you or risk revealing their true
identities.

Skill Proficiencies: Insight and one Intelligence, Wisdom, or


Charisma skill of your choice, as appropriate to your faction

Tool Proficiencies: Pick any 1


Languages: Pick any 3

Equipment: Lotus Pai Sho tile, a copy of a seminal faction


text (or code-book for a covert faction), a set of common
clothes, and a pouch containing 15 gp

Safe Haven:
As a faction agent, you have access to a secret
network of supporters and operatives who can provide
assistance on your adventures. You know a set of secret signs
and passwords you can use to identify such operatives, who
can provide you with access to a hidden safe house, free
room and board, or assistance in finding information. These
agents never risk their lives for you or risk revealing their true
identities.

Suggested Characteristics:
Use the tables for the acolyte
background in the Player's Handbook as the basis for your
traits and motivations, modifying the entries when
appropriate to suit your identity as a faction agent. (For
instance, consider the words "faith" and "faction" to be
interchangeable.)
Your bond might be associated with other members of your
faction, or a location or an object that is important to your
faction. The ideal you strive for is probably in keeping with
the tenets and principles of your faction, but might be more
personal in nature.

33
PART VI WeaponsandEquipment

Weapons
Airbender's Staff Battle Club
Two-Handed Simple Melee Weapon
Simple Melee Weapon

Air Nomad Weapon


Southern Water Tribe Weapon

Damage: 1d4
Type: Bludgeoning

Weight: 2 lb

Cost: 15 gp

A weapon used in the Southern Water Tribe. Its base is


carved from a polar bear femur and a design is painted in
blue on either side of the blade. There is also a heavy ball and
a notch on the end of the blade for hooking opponent's
weapons, with a leather strap attached for a more secure
grip.
Damage: 1d6/1d6

Critical: 20/x2

Range Increment: -

Type: Bludgeoning

Weight: 2 lbs

Cost: NA

The Airbender Staff counts as a quarterstaff in terms of


proficiency and weapon-based feats, and is always
considered
a masterwork weapon. The Airbender Staff can also unfold
into a glider by pushing a simple lever in the
side, allowing
the airbender's ability to fly, though it doesn't grant any
special benefits to non-airbenders.
The Airbending Staff is included in the airbender's basic
motions, and thus can be held without penalty while
executing airbending forms.The staff also grants a +1 to any
Airbending checks made while wielding it, and affects
airbending seeds in different ways (see the individual seeds
for details).

34
Da
Boomerang Dai Li Shackles distan
One-handed Ranged Weapon
Earth Kingdom Weapon
the ta
Southern Water Tribe Weapon
range
towar
Stren
targe
You c
\colu

Damage: 1d6

Range: 30-120ft

Type: Bludgeoning
Earthbending Version
Weight: 2 lb
Damage:
Cost: 5 gp
Critical:
Range Increment:
Unless it comes in contact with something, a boomerang is Type:
designed to return to their owner after being throw. Weight: 5 lbs

Boomerangs are typically made out of wood or bone, and Cost: 200gp

used for hunting and, occasionally, combat. These shackles consist of expertly-crafted chains and
Returning: When the boomerang is thrown, you may catch manacles with small quantities of earth mixed in with the
it in the same round as part of the attack, alternatively you iron. They can be worn around the wrists and concealed in
can choose to catch it in the following round as a bonus the sleeves of a character’s robes, and they grant the wearer a
action. If you throw it further than 60ft you can only catch it +2 bonus to Slight of Hand checks to conceal them.
in the following round. Dai Li shackles can be used to initiate a grapple check at a
distance of up to 20 feet. Doing so requires a DC 15
Earthbending check. If you are successful at grappling the
target, the target cannot move beyond the maximum
range of
the shackles. Additionally, you can pull the target toward you
as a move action by making a successful
Earthbending check
opposed by the target’s Strength check or Earthbending
check (see the rules for contested
bending). If you are
successful, the target ends up prone in the closest square
adjacent to you. You can also use Dai Li shackles to initiate a
trip attempt.
Non-Bending Version
Damage:
Critical:
Range Increment:
Type:
Weight: 7 lbs

Cost: 300gp

These shackles consist of expertly-crafted chains and


manacles with a powerful launching device at their base.
They can be worn around the wrists and concealed in the
sleeves of a character’s robes, and they grant the wearer a +2
bonus to Slight of Hand checks to conceal them.

35
A weapon used in the Southern and Northern Water Tribe
Jaw Blade by warriors in battle and for hunting animals for food. The
martial melee weapon
handle is made of wood and the spearhead of bone.
Water Tribe Weapon

Kyoshi War Fans


martial melee weapon

Earth Kingdom Weapon

Damage: 1d12

Range Increment:

Type: slashing

Weight: 10 lbs
Damage: 1d6 ea

Cost: b
Range Increment:

Primarily a hunting tool, one side of the blade is rigid and Type: slashing

used as a saw while the other is used for scraping skins Weight: 3 lbs

clean. It is also capable of amplifying vibrations in the Cost: 25 gp ea

environment, allowing the wielder to accurately detect Unlike their gentle fabric versions, bladed fans are
intruders. Sokka's blade was made by sharpening the composed of many sharp thin slat blades. It makes a good
jawbone and teeth of a large arctic wolf, and the handle was secret weapon for those not expecting it, is light, and can still
leather-wrapped for improved grip. Normally carried in a provide the benefits of a fan. If open and the subject is not
small pouch, Sokka used it to shave the sides and back of his paying attention directly to it, it takes a DC 15 Spot check to
head. Jaw blades come in various sizes, and the teeth realize it is a weapon, or may make an opposed bluff or
attached to the blade can vary in shape. sleight of hand check if you wish. If a person is aware and
Jawbone Spear suspicious they get a +5 bonus to their spot check.
Kyoshi's unique fans can also become shields, increasing
simple melee weapon
your armor class by two. Shields can also be used as a 1d4
Water Tribe Weapon
bludgeoning weapon.
If held by an airbender, fans can be used while excecuting
airbending forms. Each fan grants a +1 to any Airbending
checks made while wielding it or them, and affects
airbending seeds in different ways (see the individual seeds
for details).

Damage: 1d6
Range Increment: 20/60

Properties: Range, Thrown, Versatile


Type: Piercing

Weight: 3 lbs

Cost: b

36
Metal War Fans Sai Dagger (collapsable)
martial melee weapon
simple melee weapon

Air Nomad Weapon


Fire Nation weapon

Damage: 1d6 ea

Range Increment:
Damage:

Type: slashing
Range Increment:
Weight: 2 lbs
Type: piercing

Cost: 15 gp
Weight: lbs

Unlike their gentle fabric versions, bladed fans are Cost: gp

composed of many sharp thin slat blades. It makes a good


secret weapon for those not expecting it, is light, and can still
provide the benefits of a fan. If open and the subject is not
paying attention directly to it, it takes a DC 15 Spot check to
realize it is a weapon, or may make an opposed bluff or
sleight of hand check if you wish. If a person is aware and
suspicious they get a +5 bonus to their spot check.
If held by an airbender, fans can be used while excecuting
airbending forms. Each fan grants a +1 to any Airbending
checks made while wielding it or them, and affects
airbending seeds in different ways (see the individual seeds
for details).

37
Silk Fans
martial airbending weapon

Air Nomad weapon

Damage: 1d6 ea

Range Increment:
Type:
Weight: .5 lbs

Cost: 10sp ea

Silk fans are only a weapon in an airbender's hands.


Outside of them, they are only a method for keeping cool.
Silk
fans are included in the airbender's basic motions, and thus
can be held without penalty while executing airbending
forms. Each fan also grants a +1 to any Airbending checks
made while wielding it or them, and affects airbending seeds
in different ways (see the individual seeds for details).

38
Stilettos Tiger Head Hook Swords
Simple ranged weapon
One-Handed Exotic Melee Weapon

Fire Nation weapon


Earth Kingdom Weapon
Damage: 1d6 (primary) OR 1d4 (cross guard and hilt spike)

Critical: 20/x2 (primary) OR 19-20/x2 (cross guard) OR


20/x3 (hilt spike)

Range Increment: -

Type: Slashing (primary and cross guard) OR Piercing (hilt


spike)

Weight: 3 lbs

Cost: 800 gp

Tiger Head Hook Swords are always sold as a set of two


Masterwork weapons, which is reflected in the above cost.
The different blades of a set of Tiger Head Hook Swords
are used for different purposes and have different benefits
and drawbacks. Only one blade may be used per round, with
the player choosing which blade to employ at the beginning
Damage: 1d4
of his or her turn. Striking with the primary blade (the long
Range Increment: 20/60
hooked blade) grants the wielder a +2 bonus to Trip and
Properties: finesse, hidden, undersized
Disarm attempts. Striking with the cross guard grants the
Type: piercing
user a +2 shield bonus to AC when fighting defensively, using
Weight: 1/2 lbs
Combat Expertise, or taking a total defensive action. Finally,
Cost: 20gp/4sp ea
the hilt spike may be used while grappling as a dagger, but
Stilettos are carried in spring-loaded holsters on your striking with it outside of a grapple results in a -2 penalty to
wrists, fireable with a single gesture. Holsters each cost attack rolls.
20gp, and stiletto knifes each cost 4sp. Each holster can hold Tiger Head Hook Swords count as one weapon for the
10 stiletto knifes. purpose of enhancements; while a one-handed weapon, you
may wield two as if they were light weapons; may be used
These darts can be fired with such velocity that they have with weapon finesse, but not with power attack. All
bonuses
the potential to pierce wood. Stilettos are best used when the when wielding two Tiger Head Hook swords stack (i.e. you
need arises for speed, maneuverability, and surprise, get +4 to Trip and Disarm attempts), but if you
opt to drop a
particularly when otherwise unable to properly use knives. weapon due to a failed trip attempt, you must drop both if you
used both bonuses. You may use the
hooks to hang on to an
outcropping, branch, etc.

39
Throwing Knifes Twin Dao and Dao
martial ranged weapon
One-Handed Martial or Exotic Melee Weapon

Fire Nation weapon


Fire Nation Weapon

Damage: 1d4
Damage: 1d8
Range Increment: 10/120
Range Increment: -

Properties: finesse, thrown


Type: piercing
Type: Slashing

Weight: 1lbs
Weight: 4 lbs

Cost: 2gp
Cost: 400 gp
What these daggers lack in size and weight, they make up
for in versatility. You may throw up to three of these weapons The twin dao is both a single weapon and a set of two
as an attack, decreasing all daggers thrown as that action’s weapons. Both are masterwork, and fit into the same
damage by 1 and range by 5 feet for each additional dagger scabbard as though they were a single sword. Twin dao must
thrown. You get a +2 bonus on Sleight of Hand checks made be used as a set; attempting to use a single twin dao as a
to conceal a throwing knife on your body. A character using a normal dao gives a -4 penalty to attack rolls due to the
throwing knife as a melee weapon takes a -1 penalty to their strange balance the swords have. A twin dao may, however,
attack rolls because the throwing knife is balanced and be used as a single sword when held together. All feats that
designed for ranged use. apply to normal dao (such as Weapon Focus) also apply to
twin dao, whether used as a single sword or when used as a
set.
When used as a pair, one in each hand, however, the twin
dao show their true colours. They are perfectly balanced
for
wielding in two hands; while they are one-handed weapons,
they can be used as if they were light for the
purposes of two-
weapon fighting, but only when paired together. Additionally,
the wielder may add their full
strength bonus to damage to
both dao as if wielding them in their primary hand.
Twin dao are a Fire Nation weapon. If the wielder is a
Firebender, and has the Channel Blast feat, they may
Firebend as normal even with both hands occupied

40
Equipment
Waterskin
Martial Melee Weapon

Standard Item/Waterbending Weapon

Weight: 5 lbs full/ .5 lbs empty

Cost: 10sp
Holds just over 1 gallon (.25 cubic feet) of water

41
Packs and kits
Activity DC
Acupuncturist's kit
Repurpose cloth 10
Tools.
5 gp, 2 lb

Acupuncturist's kits allow you to perform acupuncture so Mend a hole in a piece of cloth 10
long as you have proficiency in this kit (Chi Blockers and Tailor an outfit 15
Medical Professionals pretty much exclusively).

Components: Acupuncture needles, Blocking needles,


bandages, tape, small hammer, bamboo and stone massage
tools, human anatomy book
Arcana: Your knowledge of chi
paths and your study in spirituality add insight into arcana
checks.
Medicine: Your mastery of human anatomy improves
your ability to treat illnesses and wounds by augmenting your
methods of care with acupuncture.
Spinner's Tools
Artisan's Tools.
1 gp, 1 lb

Spinner's tools allow you to create yarn from animal wool


and hair, and knit or crochet clothing.

Components: swift (yarn baller), bobbins, spinning oil, whorl


drop spindles, hand carders, cloth bags, leather ties, ring
distaff, gauge, combs, crochet hooks, knitting needles,
scissors, tapestry needle.

Repair: As part of a short rest, you can repair a single


damaged knit or crochet object.

Craft Clothing: Assuming you have access to sufficient


materials, you can create an article of clothing for a creature
as part of a long rest.
Activity DC
Spin yarn 10
Mend a hole in a knit or crochet article 10
Crochet an article (uses 2x the yarn as knitting) 10
knit an article (uses 1/2 the yarn as crochet) 15

Weaver's Tools
Artisan's Tools.
1 gp, 5 lb

Weaver's tools allow you to create cloth and tailor it into


articles of clothing.

Components: Weaver's tools include thread, needles, and


scraps of cloth. You know how to work a loom, but such
equipment is too large to transport.

Arcana, History: Your expertise lends you additional insight


when examining cloth objects, including cloaks and robes.

Investigation: Using your knowledge of the process of


creating cloth objects, you can spot clues and make
deductions that others would overlook when you examine
tapestries, upholstery, clothing, and other woven items.

Repair: As part of a short rest, you can repair a single


damaged cloth object.

Craft Clothing: Assuming you have access to sufficient cloth


and thread, you can create an outfit for a creature as part of a
long rest.

42
Part III
Supplementary

43
Appendix A : World Building

T
his Appendix deals with the nitty gritty of how the Year Animal Element
world works: The calender, the currency, languages 1 flying boar
and holidays. For more information visit Avatar the
Last RPG by Hannah Fuqua on World Anvil. My 2 Badgermole earth
World Anvil page is currently a work in progress and 3 Mooselion
is constantly being updated, so check back for more in depth
details of the RPG Avatar world! 4 Rabiroo
5 Dragon fire
Calendar
The Avatar world uses a 12 month Lunar Calendar, with each 6 Fox Snake
month being 29 or 30 days. Months are seperated into three 7
'weeks,' called jun. The first is Upper Jun, the second Middle
Jun, and the Last Lower Jun. The lower jun just shortened to 8 Flying Bison air
9 days if the month lasts only for 29 days. Months begin on 9 Monkey Lemur
the astronomical new moon, when sun earth and moon are
aligned. 10 Arctic Rooster-rat

Real-world month Month Solar events 11 Wolf water

feb 1 Zhǔnbèi 12 Polar Bear Dog

mar 2 Zhòngzhí Spring Equinox Currency


apr 3 Chéngzhǎng Air Nomads: no dedicated currency.

may 4 Shūkaku
Earth Kingdom: circular copper, silver, and gold pieces with
a square hole in the center (EK cp, sp, and gp)

jun 5 Taiyō Summer Solstice Fire Nation: square copper, silver, and gold pieces with a
jul 6 Moyasu flame on them (FN cp, sp, and gp)

Water Tribes: decoratively carved bone and wood pieces


aug 7 Sebun called beads (WT bd)

sep 8 Arashi Autumn Equinox United Republic of Nations: Bank notes of paper printed
with pink ink or coins, called Yuan (URN Yn)

oct 9 Nain *see Exchange Rate for more info

nov 10 Suru

FN and EK currency is based purely on the value of the


dec 11 Sai Winter Solstice metal, not on a banking or bartering system. URN Yuans and
jan 12 Modosu WT beads are not intrinsicly valuable- they are paper and
wood and bone respectively. As such, the value of FN and EK
Both the months and the years are grouped by 3 per money is more universally accepted, and more stable.
element (for example, the 7th, 8th, and 9th groups of fall are Exchange Rate
the air months, just as every 7th, 8th, and 9th years are the
air years. It is considered good luck to be born in the year and 25 EK/FN copper pieces = 1 EK/FN silver piece
month of your own nationality.)
Eras are internationally marked by Avatars, and otherwise 25 EK/FN silver pieces = 1 EK/FN gold piece
nationaly marked by rulers and leaders in the Fire Nation, 1 FN gold piece = 1 EK gold piece
and Air Nomad temples respectivly, and by periods of cultural 50 WT bead = 1 FN/EK gold piece
change in the Earth Kingdom, Water Tribes, and United
Republic of Nations. 60 URN Yn = 1EK/FN gold piece

44
Fire Nation: Days are broken up into hours and degrees of
Holidays (National and International) the sun, kept track of using shadow clocks, mechanical
All nations celebrate the soltices and equinoxes, though the clocks, and a firebenders natural ability to know where the
celebrations turn into large festivals for each corresponding sun is at all times. Even non-benders with firebender
elements nation (ie: the winter solstice for the Water Tribes). ancestors have this ability. There are 24 hours in a day, and
However, the fire nation does not traditionally celebrate the 15 degrees an hour. The day is then split in half: ante zennith
autumn equinox. It is a day of mourning for those lost to the (az) and post zennith (pz), refering to the zennith of the sun.
storm season that it falls in the middle of, and after the war On an average day, sunrise is at 6az, and the work day stars at
became significant as a day of rememberance. The Fire 7az, which is when the sun rises over the caldera walls in the
Nation and Earth Kingdoms also celebrate the birthdays and capital. However, the time at which the work day starts
major life events of its current and most well-respected depends on the position of the sun: if sunrise is later, the day
rulers. Water Tribes celebrate the full moon each month, starts later, and so will the work day, which starts one hour, or
staying up through the night until the moon sets, celebrating 15 degrees, after sunrise.
with food and dance, as well as performances and feats of Water Tribes: No dedicated timekeeping method beyond
waterbending. the time of day relative to the position of the sun. Eventually
borrow the Kingdom's method of timekeeping.
Language United Republic of Nations: Originally used the FN
All languages in the Avatar world have a single ancestor in method of time keeping, it has since adapted its own method
common that has long since become extinct, though it still in which days are broken up into 24 hours and hours into 60
remains enough that many people can speak conversationally minutes (4 minutes per degree).
with speakers of other languages with some confusion but
with most of the meaning getting across.
Air Nomads: Nomadic. Each temple has its own dialect
and writing system, as each temple is influenced by its
nearest neighbors. However, they remain closely similar as
the nomadic traditions mean a constant exposure to each
other, despite being in different corners of the globe.
Earth Kingdom: Two different languages: Earth North and
Coastal. They each have a clerical script (used for writing on
paper) and a seal script (used for carving in stone using earth
bending).
Fire Nation: Two dialects with different writing styles of
the same language: Common and Court. Everyone speaks
and writes common, court is taught fully in capital schools,
but only at a basic level throughout the rest of the country.
Water Tribes: Each tribe has its own dialect: North and
South. They use a writing system that originated from the
Coastal Earth Clerical Script. The Foggy Swamp Tribe
speaks a creole-like combination of Water and Coastal Earth
Kingdom.
United Republic of Nations: Official languages are Fire
Common and Western Earth.
Time
Days in the Avatar universe are broken up differently in each
nation.
Air Nomads: Days are not organized by a standard system
of time, but by the bodies natural rythym. You wake when
your body wakes, and you sleep with your body sleeps. Eat
when it is hungry and rest when it is tired. Nomads do not
have a standard unit of time, but temples will sometimes
borrow systems from their closest neighboring kingdom.
Earth Kingdom: Days are broken up into 24 equal hours
and minutes, calculated from sun clocks, and kept track of
using sand clocks and candle clocks. Hours are then broken
up into quarters.

45
Appendix B : Spirits and Religion

W
hile religion does not feature strongly Minor Kami
in Avatar: the Last Airbender spirits
canonically exist, and somewhat take
the place of gods in this world. The Fire
pantheon of spirits in the Avatar world Major Kami
consist of elemental spirits that control a part of one of the
four bending elements, primordal spirits that have existed Agni
since before humanity, and ?. For more information about Agni, the sun spirit, is the sole Major Kami and primordal
Spirits and for stat blocks for them, check out Avatar: the elemental spirit of the Fire Nation.
Last RPG Creature Compendium and Spirit Guide.
Minor Kami
Air
Major Kami
Water
Major Kami
The Wind Horse
The wind horse is what we in our world would call a Tui (Yue)
hippogriff. He is the first of the air spirits and the center of La
the compass, and he granted a cardinal direction to each of
the four secondary air spirits. Minor Kami
The Four Directions
Xuanwu
Xuanwu is the black lion turtle of the North, and the bringer
of winter.
Chu Turak
Chu Turak is the vermillion bird of the south and the bringer
of summer.
Seiryu
Seiryu is the azure dragon of the east and the bringer of
spring.
Baiyu
Baiyu is the white bison of the west and the bringer of fall.
Minor Kami
Earth
Major Kami
The Triple Spirits
Ghati
Ghati is the elemental earth spirit of the valley, and what has
been.
Jamina
Jamina is the elemental earth spirit of the ground, and what
is.
Parvata
Parvata is the elemental earth spirit of the mountain, and
what shall be.

46
Appendix C : Geography

47
48
Index

49
Character Sheets

50
Credits
Avatar the Last Airbender created by: Michael Dante
DiMartino
Bender Classes originally by Guaritor on GMbinder
Earth elemental spirits: zenzanightwing on AO3
Flavor Text: Avatar Wikia
im working on it

51
Intrigue
Exploration
Combat
Roleplay
Long ago, the four rpg genres lived together in
harmony. Then, everything changed when the
Combat attacked. Only the Game Master, master
of all games, could stop them, but when the
world needed them most, they vanished.

A hundred years passed and we've discovered


the new Game Master, an RPG called Avatar, and
although his roleplay skills are great, they have a
lot to learn before they're ready to save anyone.

But I believe Avatar can save the world.

WWW.GMBINDER.COM
 
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