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Avatar (5e Class)

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Avatar[edit]

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

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

Quick Build[edit]

You can make an avatar quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Dexterity. Second, choose the Hermit background.

Class Features

As a Avatar you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity and Wisdom
Skills: Avatars can be anyone. Pick any 2 skills

Equipment

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

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

Table: The Avatar

Level Proficiency
Bonus
Features Elemental Paths —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Control Elements 0 2
2nd +2 Elemental Path 1 3
3rd +2 Unarmored Defense 2 4 2
4th +2 Ability Score Improvement 2 4 3
5th +3 Spiritual Enlightenment 3 4 3 2
6th +3 Elemental Damage Dice Increase 4 4 3 3
7th +3 Unarmored Movement 4 4 3 3 1
8th +3 Ability Score Improvement 5 4 3 3 2
9th +4 Heightened Reflexes 6 4 3 3 3 1
10th +4 Elemental Damage Dice Increase 6 4 3 3 3 2
11th +4 Unarmored Movement Increase 7 4 3 3 3 2 1
12th +4 Ability Score Improvement 8 4 3 3 3 2 1
13th +5 Perfected Natural Armor 8 4 3 3 3 2 1 1
14th +5 Elemental Damage Dice Increase 9 4 3 3 3 2 1 1
15th +5 Nature’s Sanctuary 10 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 11 4 3 3 3 2 1 1 1
17th +6 Spiritual Enlightenment Increase 12 4 3 3 3 2 1 1 1 1
18th +6 Perfected Evasion 13 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 14 4 3 3 3 3 2 1 1 1
20th +6 Master of all Four Elements 15 4 3 3 3 3 2 2 1 1


Spellcasting[edit]

Drawing on the power of the elements within, you can cast spells to shape that essence to your power. See Spells Rules for the general rules of spellcasting and use the druid spell list in the Spells Listing.

Cantrips[edit]

At 1st level, you know the following four cantrips: control flames, gust, mold earth, and shape water. You can only learn additional cantrips through learned Elemental Paths.

Preparing and Casting Spells[edit]

The table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your avatar level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level avatar, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your spells since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting[edit]

You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Control Elements[edit]

At 1st level you are able to make an Elemental Attack using water, fire, earth, or air. To control an element, it must be within 5 feet of you or the target creature you can see. If you use the element near yourself, you will make a ranged spell attack against the creature. On a hit, the attack deals 1d6 + your wisdom modifier bludgeoning damage at first level, and increases to 2d6 at third level. If you use the element near the creature, it makes a Dexterity saving throw. On a failed save, it takes 2d6 bludgeoning damage and is knocked prone (if size Medium or smaller).

Elemental Path[edit]

At 2nd level, you are able to increase your abilities by choosing an elemental path to follow. You may choose to increase multiple paths, but once one is chosen it cannot be replaced. The paths are as follows: Water (Blood Bending), Earth (Metal Bending), Fire (Lightning Bending), and Air (Flight). The number of Elemental Paths chosen is outlined on the Avatar table above.

Water (Blood Bending)[edit]

1. Water Dice Increase When you Control Elements with water, you can deal an additional dice of damage.

2. Water Damage Increase When you Control Elements with water, increase the dice from a d6 to a d8.

3. Blood Bending(Level 9 Required) As an action, cause a target within 30 feet to make a Wisdom saving throw. On a failed save, the target is now your puppet, you can move it and attack with it at it's turn. This lasts until the end of your next turn and the creature can make the save again at the end of its turn. This effect lasts as long as you keep concentration. If a creature saves against this perk, it is immune to the effects for 24 hours.

4. Mass Blood Bending(Level 14 and Blood Bending perk Required) You may now target up to Wisdom modifier targets within range for the Blood Bending perk. The targets must all be size Medium or smaller. Also, this can now be used as a bonus action).

5.Perfected Blood Bending(Level 20 and Blood Bending perk Required) All creatures saving against this perk are at disadvantage and the range is doubled. Also, it is treated as concentration, up to 1 hour. At the start of each of the creatures turns, it takes Control Elements water damage.

Earth (Metal Bending)[edit]

1.Earth Dice Increase When you Control Elements with earth, you can deal an additional dice of damage.

2.Earth Damage Increase When you Control Elements with earth, increase the dice from a d6 to a d8.

3.Metal Bending (Level 9 Required) You may use metal as an element for Control Elements. In addition to the normal damage, when using metal you also deal 1d10 slashing damage. You may not bend metal on any creature or that is currently being held.

4.Shards of Metal (Level 14 and Metal Bending Required) After attacking with metal in Control Elements, you can use a bonus action to strike again. This time, you break apart the metal into small shards and send them towards the target. Make a spell attack roll, and in addition to the normal damage, you deal 1d8 piercing damage.

5.Perfected Metal Bending (Level 20 and Metal Bending Required) You may now use a creature's armor against them. As an action, you can use Control Elements on the armor. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d6 piercing damage, in addition to any other damage. The creature loses 1 AC and takes 1d4 piercing damage when it uses movement.

Fire (Lightning Bending)[edit]

1.Fire Dice Increase When you Control Elements with fire, you can deal an additional dice of damage.

2.Fire Damage Increase When you Control Elements with fire, increase the dice from a d6 to a d12.

3.Lightning Bending (level 9 Required) You may use lightning as an element for Control Elements, with the requirement of air within range. In addition to normal damage, when using lightning, you also deal 2d10 lightning damage. A target must succeed on a dexterity saving throw, and take 2d10 lightning damage, or half as much on a successful one.

4.Blinding Light (Level 14 and Lightning Bending Required) When you strike a creature with lightning damage, you can cause them to be blinded for up to 1 minute. The creature makes a Constitution saving throw, and on a failure, it is blinded. It may make this save again at the end of each of its turns.

5. Perfected Lightning Bending (Level 20 and Lightning Bending Required) When you strike a creature with Control Elements and deal lightning damage, they must make a Wisdom saving throw. If you have Blinding Light the creature can make a Constitution saving throw or the Wisdom saving throw, your choice. On a failed save, the creature is paralyzed for 1 minute. It can make this saving throw against at the end of each of its turns. Additionally, all Control Elements' damage dealt with lightning is now rolled with a d12.

Air (Flight)[edit]

1.Air Dice IncreaseWhen you Control Elements with air, you can deal an additional dice of damage.'

2.Air Damage IncreaseWhen you Control Elements with air, increase the dice from a d6 to a d8.

3. Flight (Level 9 Required) You can now cast the spell Fly without expending a spell slot. You must wait a minimum of 10 minutes before casting it again.

4.Air Removal (Level 14 Required) As an action, you can remove the air from a 5 foot radius centered on a target within 60 feet. The creature makes a Constitution saving throw, and on a failed save the creature takes 4d6 force damage or half as much on a successful save. On the creature's next turn, they may take an action or a bonus action, but not both. They may also not take a reaction until the start of your next turn.

5.Perfected Flight' (Level 20 and Flight Required) There is now no delay in how often you can cast the spell Fly. You can now cast Reverse Gravity, Investiture of Wind, and Control Winds once until long rest.

Additional Elemental Paths Feat[edit]

1. Water Location (Level 9 and Blood Bending Required) As a bonus action, you can use you bending to sense creatures around you. You can sense any living creature or plant within a 30-foot radius. Additionally, you can sense any sources of water within that range and draw water from them. You can use this skill once per short or long rest.

2. Refined Earth (Level 9 and "Metal Bending" Required) As a bonus action, you strike the ground with your foot. You gain Tremorsense up to 60 feet radius. This lasts for 1 minute. You can use this skill 2 times times per long rest.

3. Cold Blooded (Level 9 and "Lightning Bending" Required) As a reaction, you can make yourself immune to fire and lightning damage for up to 1 minute. This is considered concentration and can only be used once per short or long rest.

4. Light as a Feather (Level 9 and "Flight" Required) Once until a long rest, you can use the spells longstrider and Jump without expending a spell slot. Additionally, you are permanently under the effects of Feather Fall.

5. Cantrip Student Gain 1 additional cantrip of your choice from any spell list.

Unarmored Defense[edit]

At 3rd level, while not wearing armor or using a shield, your armor class equals 10 + your dexterity modifier + your wisdom modifier.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spiritual Enlightenment[edit]

At 5th level, as a bonus action, until the start of your next turn,all mellee attacks are now at disadvantage against you. You can use this ability a number of times equal to your Proficiency modifier. You regain expended uses after a long rest.

Unarmored Movement[edit]

At 7th level, your speed increases by 10. It increases again at 11th level.

Heightened Reflexes[edit]

At 9th level, you can take the dash or disengage action as a bonus action.

Perfected Natural Armor[edit]

At 13th level, as a bonus action, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn, you can use a number of times equal to your wisdom modifier. You regain expended uses after a long rest.

Nature’s Sanctuary[edit]

When you reach 15th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. Beasts & Plants will not attack you or your party unless provoked . If a member of your party attacks this effect ends

Perfected Evasion[edit]

At 18th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Once per long rest, when an effect allows you to make any saving throw to take half damage, instead have the caster make a Wisdom saving throw against your spell save DC. If the creature is successful, you take half damage. If the creature fails, it instead takes the damage and no creatures in the area of effect are subject to the damage.

Master of all Four Elements[edit]

By 20th level, you have practiced enough to the point of having mastered your use of the elements, and have control over the Avatar State. When you enter this state, your attacks change into a ball of all four elements, dealing 2d6 of fire damage, 2d6 force damage(water), 2d6 bludgeoning(Earth), and 2d6 slashing(Air) plus your WIS modifier plus your proficiency bonus

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Avatar class, you must meet these prerequisites: Wisdom 13 and Dexterity 13

Proficiencies. When you multiclass into the Avatar class, you gain the following proficiencies: Simple weapons


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