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Airbending

Airbending is focused on manifesting the winds and breeze. Airbenders garner the ability to control and manipulate different forms of air. They tend to be nimble and elusive, using the air around them to traverse around an environment. They focus on speed and evasion, avoiding the opponent's blows and constantly repositioning themselves to more advantaged positions. Feeling the surrounding winds and currents provide airbenders a sort of harmony.   The moveset of airbending requires a sufficient amount of air to be effective, similar to Firebending. Unlike firebending, its moves are generally more stamina-efficient, although, in return, its moves are relatively low in damage. Consider spending a few level up points in more damage in order to deal a threatening portion of the opponent's HP.   Autumn is the season for air. Many wind-centric cultures celebrate during this season.
   

Level 1

At level 1, you have access to the basic airbending moveset.   You can bend up to 5 feet of air lengthwise without issue. Bending a small amount of air does not cost stamina but is limited to pushing small objects. Using an action for more than pushing small objects costs stamina. If you wish to bend past 5 feet, you must roll a DC check. The DC is dependent on how much air you wish to bend.   When a creature or object is shoved by an airbending moveset, you may choose the amount of feet the target is shoved, depending on its size category.   Tiny creatures/objects (ex. crab, bottle) are shoved up to 20 feet.
  Small creatures/objects (ex. eagle, guitar) are shoved up to 15 feet.
  Medium creatures/objects (ex. adult human, barrel) are shoved up to 10 feet.
  Large creatures/objects (ex. bear, wooden cart) are shoved up to 5 feet.
  Huge (and bigger) creatures/objects (ex. elephant, small boat) can not be shoved.
     

Table of Values

Amount of Air (lengthwise) DC Damage Roll Range Stamina Cost
0 to 5 ft (small shove) 0 0 dmg 5 ft 0
0 to 5 ft (bonus action) 0 0 dmg 5 ft 1
0 to 5 ft (damage) 0 3d6 dmg 5 ft 1
>5 ft Depends with DM 3d6 dmg More than 5 ft 2 or more
  In addition, you may choose to upgrade each action with specific buffs. Each upgrade will cost a certain amount of stamina. You cannot upgrade bonus actions. You also cannot upgrade multiple of the same effect (unless specified otherwise).  

Upgrades

Effect Stamina Cost Additional Details
Use as a Reaction (0 to 5 feet range only) +1 stamina Move is executed as a reaction
Increase AoE Range +1 stamina Increase width of air moves by 5 feet
Increase Damage +2 stamina Add d6 to damage
Increase Shove +1 stamina Increase shove distance by 5 feet (cannot shove huge targets)
   

Level 2

At level 2, you now can handle air attacks up to 20 feet. You also can now change the origin point of your airbending.    

Changing Origin Point of Move

Using your aura of 30 feet, you can change where your airbending originates from. This allows you to attack and shove targets from the side, behind, above or below them, making it harder for the opponent to react.      

Table of Values

Amount of Air (lengthwise) DC Damage Roll Range Stamina Cost
0 to 10 ft (small shove) 0 0 dmg 10 ft 0
0 to 10 ft (bonus action) 0 0 dmg 10 ft 1
0 to 10 ft (damage) 0 3d6 dmg 10 ft 1
>10 to 20 ft 0 3d6 dmg 20 ft 2
>20 ft Depends with DM 3d6 dmg More than 20 ft 3 or more
  At level 2, you get access to new upgrades for your actions. Some effects can also now be used more than once in a single action.  

Upgrades

Effect Stamina Cost Additional Details
Use as a Reaction (0 to 10 feet range only) +1 stamina Move is executed as a reaction
Increase AoE Range (max 2 uses per move) +1 stamina Increase width of air moves by 5 feet
Increase Damage (max 2 uses per move) +2 stamina Add d6 to damage
Increase Accuracy (max 2 uses per move) +1 stamina Increase +1 roll to hit
Increase Shove (max 2 uses per move) +1 stamina Increase shove distance by 5 feet (cannot shove huge targets)
   

Level 3

At level 3, you now can handle air moves up to 30 feet. Your commitment to airbending also gives you stat bonuses for airbending moves. You also have access to sub-bending proficiencies.    

Buffs

Obtain the following buffs:
  • Increase roll to hit by +1 for airbending moves
  • Increase damage roll by +2 dmg for airbending moves
  • Huge creatures/objects (ex. elephant, small boat) can now be shoved. Default shove distance is 0 feet (requires upgrade).
  •    

    Sub-bending Proficiencies

    Choose one of the following airbender sub-bending proficiencies:  

    Flight

    Using your bonus action, you receive a flight speed of 30 feet. This costs 1 stamina to activate and 1 stamina to maintain per turn. At the start of every turn, spend your bonus action to continue flight. If not, you land safely to the ground, as long as the ground below you is not more than 30 feet.

    Spiritual Projection

    Using your action, you may project your spirit outside of your body with a flight speed of 30 feet. Through projection, you can pass through solid matter and talk to other creatures. Your projection is see-through and cannot physically interact with the world around it. This costs 2 stamina to activate and 1 stamina to maintain after every minute. You lose control of your body while projecting. At the start of every other turn, spend your bonus action to continue spiritual projection. If not, your projection ends.
         

    Table of Values

    Amount of Air (lengthwise) DC Damage Roll Range Stamina Cost
    0 to 15 ft (small shove) 0 0 dmg 15 ft 0
    0 to 15 ft (bonus action) 0 0 dmg 15 ft 1
    0 to 15 ft (damage) 0 3d6 dmg 15 ft 1
    >15 to 30 ft 0 3d6 dmg 30 ft 2
    >30 ft Depends with DM 3d6 dmg More than 30 ft 3 or more
      At level 3, you get more uses for certain upgrade effects. Additionally, reactions can have a range of up to 15 feet.  

    Upgrades

    Effect Stamina Cost Additional Details
    Use as a Reaction (0 to 15 feet range only) +1 stamina Move is executed as a reaction
    Increase AoE Range (max 3 uses per move) +1 stamina Increase width of air moves by 5 feet
    Increase Damage (max 3 uses per move) +2 stamina Add d6 to damage
    Increase Accuracy (max 2 uses per move) +1 stamina Increase +1 roll to hit
    Increase Shove (max 3 uses per move) +1 stamina Increase shove distance by 5 feet (cannot shove gargantuan targets)
       

    Level 4

    At level 4, you now can handle air up to 20 feet. Stamina costs under the Table of Values have been decreased by 1. Your dedication to the arts also gives you more stat bonuses.    

    Stat Buffs

    Replace your level 3 buffs with the following:
  • Increase roll to hit by +2 for airbending moves
  • Increase damage roll by +5 dmg for airbending moves
  • Gain both airbender sub-bending proficiencies instead of just 1
  •    

    Table of Values

    Amount of Air (lengthwise) DC Damage Roll Range Stamina Cost
    0 to 20 ft (simple shove) 0 0 dmg 20 ft 0
    0 to 20 ft (bonus action) 0 0 dmg 20 ft 0
    0 to 20 ft (damage) 0 3d6 dmg 20 ft 0
    >20 to 40 ft 0 3d6 dmg 40 ft 1
    >40 ft Depends with DM 3d6 dmg More than 40 ft 2 or more
      At level 4, some upgrades have been enhanced with stronger effects. The number of times you can use these upgrades per move has been adjusted accordingly. Additionally, reactions can have a range of up to 20 feet.  

    Upgrades

    Effect Stamina Cost Additional Details
    Use as a Reaction (0 to 20 feet range only) +1 stamina Move is executed as a reaction
    Increase AoE Range (max 2 uses per move) +1 stamina Increase width of air moves by 10 feet
    Increase Damage (max 2 uses per move) +2 stamina Add 2d6 to damage
    Increase Accuracy (max 2 uses per move) +1 stamina Increase +1 roll to hit
    Increase Shove (max 2 uses per move) +1 stamina Increase shove distance by 10 feet (cannot shove gargantuan targets)

    Table of Contents

     

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