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) |
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