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Air Bending Forms

Cantrips

Basic Air Bending

Incarnate: The Last of the Lacers

Basic Air Bending

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instantaneous
Anyone who is an air bender can initiate the following effects as an action within a 5-foot cube:
  • You create a harmless sensory effect using air, such as causing leaves to rustle or wind to slam shutters. Until the end of your next turn, ranged weapon attacks against you are made with disadvantage.
  • You create a small blast of air which moves one unattended object within 30 feet that weighs no more than 5 pounds up to 10 feet in any direction.
  • Your movement speed is doubled until the end of your turn
  • At higher levels: The area you can affect increases by 5 feet and the weight of objects you can move increases by 5 pounds when you reach 5th level (10-foot cube, 10 pounds), 11th level (15-foot cube, 15 pounds), and 17th level (20-foot cube, 20 pounds).
    Available for: Air Bender

    Elemental Bolt (Samsari Class)

    Incarnate: The Last of the Lacers

    Elemental Bolt

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 5ft
    Components: Somatic
    Duration: Instantaneous
    You hurl a bolt of your element. Make a ranged ki attack against one creature within range, or against two creatures within range that are within 5 feet of each other. On a hit, a target takes 1d6 bludgeoning damage.
    At higher levels: This form's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Available for: Samsari

    Elemental Strike (Bender Class)

    Incarnate: The Last of the Lacers

    Elemental Strike

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: Melee or Ranged, 20/60 feet
    Components: Verbal, Somatic
    Duration: Instantaneous
    Your elemental strike is a ranged weapon with a normal range of 20 feet, or a long range of 60 feet. When attacking a target beyond normal range, you have disadvantage on the attack roll.   You can't attack a target beyond the strike's long range. Despite being a ranged weapon, you do not have disadvantage on attack rolls with your elemental strike when a hostile creature is within 5 feet of you, nor when attacking a creature that is prone within 20 feet of you.   You can use Strength instead of Dexterity for the attack and damage rolls of your elemental strike.   When you reduce a creature to 0 hit points, you can choose to avoid killing them with your elemental strike, leaving them unconscious.   When you take the Attack action with a weapon with which you have proficiency on your turn (including your elemental strike), you can make one elemental strike as a bonus action.
    At higher levels: The base damage dice is 1d6. It increases to 1d8 at 5th level, 1d10 at 11th and 1d12 at 17th
    Available for: Elemental Bender

    1st Level

    Aethur Burst

    Incarnate: The Last of the Lacers

    Aethur Burst

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    You create a sudden void of air and propel it toward one creature within range. Make a ranged ki attack against the target. On a hit, the target takes 2d4 bludgeoning damage. Hit or miss, the burst then explodes. The target and each creature within 5 feet of the point where the burst exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At higher levels: When you initiate this form at a higher level, the cold damage increases by 1d6 for each level above 1st.
    Available for: Air Bender

    Air Cushion

    Incarnate: The Last of the Lacers

    Air Cushion

    1-level Transmutation

    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range/Area: 60ft
    Duration: 1 minute
    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the form ends. If the creature lands before the form ends, it takes no falling damage and can land on its feet, and the form ends for that creature.
    At higher levels: When you initiate this form at a higher level, the number of creatures you can affect increases by one for each level above 1st.
    Available for: Air Bender

    Deep Breathing

    Incarnate: The Last of the Lacers

    Deep Breathing

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 30ft
    Components: Verbal, Somatic
    Duration: Concentration, up to 1 hour
    You give up to three creatures within range a soothing lungful of air which constantly replenishes them. For the duration, an affected creature does not need to breath (but can still continue to talk and can choose to breath). A creature can end this form on itself without an action.
    At higher levels: When you initiate this form at a higher level, the number of creatures you can affect increases by one for each level above 1st.
    Available for: Air Bender

    Protection of the East

    Protection of the East

    1-level Transmutation

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by a form or spell
    Range/Area: 30ft
    Components: Verbal, Somatic
    Duration: Concentration, up to 1 hour
    An invisible barrier of powerful wind appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.
    Available for: Air Bender

    Shield of the Sky

    Incarnate: The Last of the Lacers

    Shield of the Sky

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Concentration, up to 10 minutes
    You create a localized vortex of air which hovers around a creature of your choice within range, granting it a +2 bonus to AC for the duration.
    Available for: Air Bender

    Theft of the South

    Incarnate: The Last of the Lacers

    Theft of the South

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    Choose a target in range which is carrying an object weighing no more than 5 pounds. The target must succeed on a Strength saving throw. On a failed save, the object flies out of the target's hand and into yours, or you can choose to have the object drop onto the ground at your feet.
    Available for: Air Bender

    Thunderburst

    Incarnate: The Last of the Lacers

    Thunderburst

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: Self (15-foot cone)
    Components: Verbal, Somatic
    Duration: Instantaneous
    A wave of forceful air billows out from you. Each creature in a 15-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 4d4 thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the form's effect, and the form emits a thunderous boom audible out to 300 feet.
    At higher levels: When you initiate this form at a higher level, the damage increases by 2d4 for each level above 1st.
    Available for: Air Bender

    Updraft

    Incarnate: The Last of the Lacers

    Updraft

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Concentration, Concentration, up to 1 minute
    You create a great upswelling of air at a point you choose within range. Any creature which jumps within a 20-foot radius of that point has its jump distance tripled.   As a bonus action on your turn, you can move the updraft to any other point within range.
    Available for: Air Bender

    Warding Whisk

    Incarnate: The Last of the Lacers

    Warding Whisk

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Concentration, Concentration, up to 1 minute
    You focus your instincts and hone your insight, warding yourself against intrusion. You target an area in a 20-foot radius around yourself. Until the form ends, a mental alarm alerts you whenever a Tiny or larger creature touches or enters the area. When you initiate the form, you can designate creatures that won't set off the alarm. There is a ping in your mind if the alarm is broken, which awakens you if you are sleeping.
    Available for: Air Bender

    Wind Bolts

    Incarnate: The Last of the Lacers

    Wind Bolts

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic
    Duration: Instantaneous
    You create three swirling bolts of wind. Each bolt hits a creature of your choice that you can see within range. A bolt deals 1d4 + 1 slashing damage to its target. The bolts all strike simultaneously, and you can direct them to hit one creature or several.
    At higher levels: When you initiate this form at a higher level, the form creates one more bolt for each level above 1st.
    Available for: Air Bender

    Zephyr Onslaught

    Incarnate: The Last of the Lacers

    Zephyr Onslaught

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: Concentration, Concentration, up to 1 minute
    Your movement is enhanced by blistering wind. Until the form ends, your movement doesn't provoke opportunity attacks.   Once before the form ends, you can give yourself advantage on one elemental attack on your turn. That attack deals an extra 1d8 bludgeoning damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
    Available for: Air Bender

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