Air Techniques (Avatar Supplement)

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Air Bending Techniques[edit]

Air Ball

Bending Level: 2

Chi Cost: 1

Range: 30 feet

As an action, you form a small, low-power ball of air between your hands. One object that is not in a creature's possession and weighs 1 pound or less within range moves up to 15 feet in any direction, or you make a shove attack against one creature within range.


Sky Blast

Bending Level: 3

Chi Cost: 3

Range: 30 feet

As an action or bonus action, you enhance your physical attacks with a gust of air. Make a single unarmed strike or simple weapon attack against one creature within range using your spellcasting modifier. This attack's damage type is changed to thunder. You may cast this technique as a reaction to an attack being made within range. If this technique deals more damage than the attack, the attack automatically fails.


Air Shockwave

Bending Level: 4

Chi Cost: 3+

Range: Self (10 foot radius)

As an action or bonus action, you manipulate your arms to slam a current of wind directly beneath you. All creatures within range must attempt a Strength saving throw. On a failure, they take 1d8 + your Intelligence modifier and are moved to the edge of this radius. On a success, they take half as much damage and are not moved. You may use this technique as a reaction immediately before you would take damage from falling for 2 additional chi points, reducing the damage by 30.


Air Cushion

Bending Level: 4

Chi Cost: 2

Range: Self (10 foot radius)

As a reaction immediately before or a creature within range would take damage from falling, reducing the damage by 30 for every creature within range until the beginning of your next turn.


Nomad Stance

Bending Level: 4

Chi Cost: 5

Range: Self

Duration: Concentration, up to 1 minute

As a bonus action, you allow your movements to flow and spiral like the wind. Your movement speed increases by 10 feet, and your unarmed strikes' damage die increases to 1d4. If you cast another air bending technique while this technique is active, you immediately lose concentration, and its cost is reduced by 2 (minimum 0).


Wind Strike

Bending Level: 3

Chi Cost: 2

Range: 10 feet

As a bonus action or as an attack when you take the Attack action, you focus a ball of air behind your attack similar to many fire bending techniques. Make a spell attack against one creature within range. On a hit, the target takes 1d10 + your Intelligence modifier thunder damage.


Nomad Armor

Bending Level: 5

Chi Cost: 3+

Range: Self

As a bonus action, you channel the wind around your body into your stance, in essence creating an enhanced Nomad Stance. You gain the benefits of the dash, dodge, or Disengage action. You may spend 1 chi point when this technique would end to extend its duration to the end of your next turn.


Air Swipe

Bending Level: 4

Chi Cost: 6+

Range: Reach

As an action, you use both hands to create a diagonal slash of wind. Make a single unarmed strike or simple weapon attack against one creature within range using your spellcasting modifier. This attack's damage type is changed to thunder. This attack has advantage, even if it had disadvantage.


Breath of Wind

Bending Level: 2

Chi Cost: 2+

Range: Self

As an action, you enhance your lung capacity, allowing you to preform air bending with a single breath. Your voice can be heard up to 1,800 feet from you, rather than the normal 600 feet until the beginning of your next turn. You may spend 2 additional chi points to cause any air bending techniques you cast for this duration to only have verbal components instead of somatic. You may spend 3 additional chi points to become immune to the effects of the restrained and prone conditions for this duration.


Mountain Gust

Bending Level: 3

Chi Cost: 4

Range: Self

As a bonus action, you rally the winds behind you to rush down your opponent. Any unarmed strikes you make as part of the attack action count as both normal unarmed strikes and shove attacks, and you may move 5 ft. immediately before the attack without counting against your movement speed.


Projectile Vortex

Bending Level: 4

Chi Cost: 5

Range: Self

As a bonus action, you form a small whirlwind in your hands. Until the end of your turn, any ranged attacks made within 5 feet of you have their ranges doubled, and you may make thrown attacks with improvised weapons using your spellcasting modifier. You are proficient in these attacks.


Wind Run

Bending Level: 4

Chi Cost: 7

Range: Self

As an action, you decrease air resistance while channeling a gust of wind behind you. Your movement speed increases to 75 feet, and you can move along vertical surfaces and across liquids during your move. If you do not spend your bonus action at the start of each of your turns to maintain this technique, it ends immediately.


Smooth Stride

Bending Level: 1

Chi Cost: 10

Range: Self

As an action, you quickly run in a circle, creating an easier, more time-consuming Wind Run. Your movement speed increases to 75 feet, and you can move along vertical surfaces and across liquids during your move. If you do not spend your action at the start of each of your turns to maintain this technique, it ends immediately.


Stunning Stance

Bending Level: 4

Chi Cost: 1+

Range: 15 feet

As a reaction when a creature you can see within range damages you, you maintain the attack's momentum, turning it back on the target. The creature must attempt a Strength saving throw. On a failure, they take 1d6 + your Intelligence modifier thunder damage and are moved a number of feet equal to your Shove Distance. On a success, they take half as much damage and are not moved. This technique can not be used if you took psychic damage, or automatic damage such as from magic missile.


Suction

Bending Level: 2

Chi Cost: 2

Range: 30 feet

As a bonus action or as an attack when you take the Attack action, you create a vacuum with a twist of your arm, drawing the target in. Make a shove attack against one creature within range. If you win the contest, they are moved toward you instead of away from you and are knocked prone. Alternatively, one object that weighs no more than 10 pounds is moved up to your shove distance toward you.


Thundering Gust

Bending Level: 2

Chi Cost: 2

Range: Self

When you make a shove attack, you instead slam both hands from above your head to the ground, creating a blast of wind. The shove attack can affect creatures of any size, and you have advantage against creatures no more than one size larger than you.


Twisting Wind

Bending Level: 2

Chi Cost: 2

Range: 30 feet

As a bonus action or as an attack when you take the Attack action, you jab at the air, creating incredibly quick bursts of wind. One creature within range takes thunder damage equal to your Intelligence modifier.


Air Cocoon

Bending Level: 4

Chi Cost: 4

Range: Self

Duration: 1 minute

As a bonus action, you bring your arms to your chest, wrapping yourself in air with each dodge. You gain 1d10 + your Intelligence modifier temporary hit points.


Enclosing Winds

Bending Level: 3

Chi Cost: 4

Range: 30 feet

As an action, you twist your arms, sending a twisting column of air out from you. One creature within range may attempt a Dexterity saving throw. On a failure, they are restrained and any attacks against them have disadvantage until the end of their next turn.


Returning Wind

Bending Level: 1

Chi Cost: 2-3

Range: Self

As a reaction when you are hit by a ranged weapon attack, you may create a small cyclone, potentially returning the attack to the attacker. The damage you take from the attack is reduced by 1d10 + your spell attack modifier. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 chi point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack as a spell attack with a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes 1d4 + your Intelligence modifier bludgeoning damage.


Air Sphere

Bending Level: 4

Chi Cost: 10

Range: Self

Duration: 1 minute

As a bonus action, you form a large sphere of air so compressed it creates a visible sheen around you. You gain a number of temporary hit points equal to three times your Intelligence modifier. While you have these temporary hit points, you gain the benefits of half cover.


Strong Winds

Bending Level: 4

Chi Cost: 10

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

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


Hurricane

Bending Level: 4

Chi Cost: 10

Range: 60 feet

As an action, you sweep both of your hands inwards, creating a storm of winds in a 20-foot-tall cylinder with a 20-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. When a creature enters this technique's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone, takes 1d6 + your Intelligence modifier thunder damage, and become blind until the end of your turn.

If a creature is concentrating in this technique's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Traditional Style Techniques[edit]

Gliding Takeoff

Bending Level: 1

Chi Cost: 6

Range: Self (30 foot radius)

Duration: Concentration, up to 1 minute

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


Heat Regulation

Bending Level: 2

Chi Cost: 3

Range: Self

Duration: Concentration, up to 1 minute

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


Air Scooter

Bending Level: 4

Chi Cost: 5

Range: Self

As an action, you form a large ball of air beneath you, riding atop it as a vehicle. Your movement speed increases to 75 feet, and you can stand and move along vertical surfaces and across liquids. If you do not spend your action at the start of each of your turns to maintain this technique, it ends immediately.


Air Wheel

Bending Level: 3

Chi Cost: 5

Range: Self

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


Monk Stance

Bending Level: 4

Chi Cost: 12

Range: Self

Duration: Concentration, up to 1 minute

As a bonus action, you allow your movements to flow and spiral like the wind. Your movement speed increases by 10 feet, and your unarmed strikes' damage die increases to 1d4, and you gain the benefits of the dash, dodge, and Disengage action. If you cast another air bending technique while this technique is active, you immediately lose concentration, and its cost is reduced by 2 (minimum 0).


Reed in the Wind

Bending Level: 3

Chi Cost: 8

Range: Self

As a bonus action at the beginning of your turn, you allow your body to be freely pushed by the slightest breeze. Your movement speed drops to 0, and you may choose one creature you can see within 30 feet of you. When this creature moves, you move in the same direction, including vertical movement, unless something would impede your movement, such as a wall.

Spiritual Style Techniques[edit]

Cloud Walk

Bending Level: 3

Chi Cost: 5

Range: Self

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


Air Spout

Bending Level: 3

Chi Cost: 6

Range: Self

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


Wind Self

Bending Level: 3

Chi Cost: 4

Range: 30 feet

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


True Flight

Bending Level: 5

Chi Cost: 10+

Duration: Concentration, up to 1 minute

Range: Touch

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


Cloud Bending

Bending Level: 2

Chi Cost: 4

Range: 120 feet

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

Heretical Style Techniques[edit]

Gale Slice

Bending Level: 3

Chi Cost: 1

Range: 15 feet

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


Air Blades

Bending Level: 3

Chi Cost: 3

Range: Touch

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


Air Explosion

Bending Level: 3

Chi Cost: 10

Range: Self (20 foot radius)

As an action, you compress a large amount of air into a ball between your hands before crushing it, rapidly decompressing it. Every creature within range must attempt a Dexterity saving throw. On a failure, they take 8d6 + your Intelligence modifier. On a success, they take half as much damage.


Asphyxiation

Bending Level: 5

Chi Cost: 10

Range: 15 feet

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


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