The Bender Level Proficiency Bonus Elemental Strike Ki Points Features Techniques Known Kata Known 1st +2 1d4 ─ Element, Elemental Strike, Bending 2 ─ 2nd +2 1d4 2 Ki, Katas 2 2 3rd +2 1d4 3 Elemental Style 3 2 4th +2 1d4 4 Ability Score Improvement 3 2 5th +3 1d6 5 ─ 4 3 6th +3 1d6 6 Style Feature 4 3 7th +3 1d6 7 ─ 5 4 8th +3 1d6 8 Ability Score Improvement 5 4 9th +4 1d6 9 ─ 6 5 10th +4 1d6 10 ─ 6 5 11th +4 1d8 11 Style Feature 7 5 12th +4 1d8 12 Ability Score Improvement 7 6 13th +5 1d8 13 ─ 8 6 14th +5 1d8 14 ─ 8 6 15th +5 1d8 15 ─ 9 7 16th +5 1d8 16 Ability Score Improvement 9 7 17th +6 1d10 17 Style Feature 10 7 18th +6 1d10 18 ─ 10 8 19th +6 1d10 19 Ability Score Improvement 11 8 20th +6 1d10 20 Elemental Master 11 8 Class Features As an Bender, you gain the following class features Hit Points Hit Dice: 1d8 per bender level

1d8 per bender level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bender level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, shortswords

Simple weapons, shortswords Tools: Choose one type of artian's tools or one musical instrument

Choose one type of artian's tools or one musical instrument Saving Throws: Strength, Dexterity

Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or (b) any simple weapon

(a) dungeoneer's pack or (b) an explorer's pack

Any simple ranged weapon, and common 20 ammo for it (such as arrows) Element You were born with the innate connection to one of four elements: Water, Earth, Fire and Air. At first level you must pick which element you have control over, this choice will define your character from now on. For some characters, this will be more determined by their familial legacy in bending. Uncle Iroh on the Four Elements How a wise man once described the four elements. Fire is the element of power. The people of the Fire Nation have desire and will and the energy and drive to achieve what they want.

is the element of power. The people of the Fire Nation have desire and will and the energy and drive to achieve what they want. Earth is the element of substance. The people of the Earth Kingdom are diverse and strong. They are persistent and enduring.

is the element of substance. The people of the Earth Kingdom are diverse and strong. They are persistent and enduring. Air is the element of freedom. The Air Nomads detached themselves from worldly concerns and found peace and freedom. Also, they apparently had pretty good senses of humor.

is the element of freedom. The Air Nomads detached themselves from worldly concerns and found peace and freedom. Also, they apparently had pretty good senses of humor. Water is the element of change. The people of the Water Tribes are capable of adapting to many things. They have a sense of community and love that holds them together through anything.

Bending At the core of each bender’s connection to an element is the ingrained knowledge of basic control. While mystical, these techniques are not spells. They have no verbal or material components, instead being powered by a bender’s own Ki. One limitation is some benders do require sufficient amounts of their element around them in order to properly bend it. This means that Firebenders generally cannot firebend in extreme cold, earth benders require earth near enough to them to earthbend, and waterbenders require water. Bending techniques allow a bender to focus their element into various actions which a layman could confuse with a wizard's spell. To use a technique, you must not be restrained. A technique is expended when used, and the use of a technique is regained once you finish a long or short rest. The number of techniques you know can be found on the Techniques Known column of the Bender table. When you gain a level in this class, you can choose one Bender techniques you know and replace it with another technique available to your chosen element, which also must be of a level for which you can attain. Bending Ability Wisdom is normally the way a bender connects to the spirits around them. Through their minds is the power of their bending ability, wrought through to the physical world. Use your Wisdom modifier when setting a save DC for your bending techniques, and for making an attack roll with one. Bending save DC = 8 + your proficiency bonus + your Wisdom Modifier Bending modifier = your proficiency bonus + your Wisdom modifier Variant Rule Alternate Bending Ability While Wisdom is the normal ability used by benders, alternative options are available. An earthbender like The Boulder may feel the weight of the earth through his own muscles, opting to use strength. A firebender like Azula may use their poised force of self to fuel their flames, and use charisma. These are only examples of alternate Bending Abilities. Just as the elements are varied, a bender may choose any one statistic to be their bending ability. If you and your Dungeon Master agree, your bending modifier may be a different stat. Once chosen, this should not be changed except for exceptional reasons in game. This would likely be through trials or a quest. During this time of change you would have an effective bending ability modifier of 0. (Prince Zuko's journey is an excellent example of this.) Elemental Strike At the core of a bender's arsenal is taking a small portion of their element and striking out with it. They learn to hurl their element as a weapon against any foe. You gain a ranged bending attack you can use with an Attack action. The attack has a range of 30 feet. You are proficient with it, and you use your bending modifier on the attack roll. Its damage is based upon your chosen element, and its damage is a d4. This die changes as you gain bender levels, as shown in the Elemental Strike column of the Bender table. Fire benders blast with red hot flames, dealing fire damage. Earth benders hurl rocks and boulders, dealing bludgeoning damage. Water benders lash out with tendrils of water, dealing slashing damage. Airbenders, using gusts of wind, deal bludeoning damage. When you use the attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action. Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your bender level determines the number of points you have, as shown in the Ki Points column of the Bender table. You can spend these points to fuel various ki features within techniques and Kata. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Kata In your study of the spirits, you have discovered or been taught knowledge, stances, or other beneficial forms that imbue you with an abiding bending ability. At 2nd level, you gain two elemental kata of your choice. Your kata options are detailed at the end of the class description. When you gain certain bender levels, you gain additional katas of your choice, as shown in the Katas Known column of the bender table. Additionally, when you gain a level in this class, you can choose one of the katas you know and replace it with another kata that you could learn at that level. Elemental Style At 3rd level you open yourself to higher forms of bending, and in doing so choose a style compatible with your chosen element. A master in the chosen style is required to choose any of the styles, although with DM approval you can pick any one available to you. All available styles are detailed at the end of the class description. Universal: Healer, Spirit, Battle Earth: Metal, Lava, Sand Fire: Sun Warrior, Lightning, Combustion Air: Air Nomad, Sound, Sky Water: Winter, Plant, Blood Special: The Avatar Your selected style grants you abilities at 3rd level and again at 6th, 11th and 17th level.

Ability Score Improvement 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. Elemental Master At 20th level you are so in tune with your element that if you have no techniques left to use at the start of your turn, you regain the use of one of your techniques. Once a technique is chosen in this way, it cannot be re-chosen until your next short rest. Elemental Styles Within the elements arise many specializations. Depending on the core element many new techniques and kata may become available to a bender, if not the ability to bend brand new materials or energy. Your choice for what style to pursue may depend on the world around you, or on what your teacher emphasizes. Regardless, a style is an important step to true mastery. Healer Most commonly known as a specialty of the water tribe, healing energy can be found among all nations in different ways. An earth healer may use healing mud or ashes to transfer the positive energies into their patients. An airbender may use incense to speed recovery. Soothing flames may be gently washed over bruised muscles. Healing Way Starting when you take this style at 3rd level, you can use a healing technique you know in place of other prepared techniques. Healing Hands Your mystical touch can heal wounds. Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your bender level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Rested Medicine At 6th level, when your party takes a short rest, you may choose to not gain back your techniques or Ki that would be normally be restored. If you do so, any spent hit dice that the party spends to regain HP also add your bending ability modifier to the total. At 11th level, you may gain back techniques and Ki as if your total level was half of what it is, rounded down. This does not decrease what you already have prepared, instead if you have less you can only gain back up to that number. In this way you if you heal your party during a short rest at level 12 your Ki restores to 6, and you may have up 4 techniques prepared afterwards. At 16th level, you master healing during a rest, and gain back Ki and Techniques normally even with the bonus to Hit Dice healing. Composed Healing Beginning at 8th level, the healing techniques you use on others can heal you as well. When you perform a technique and it restores hit points to any creature other than you this turn, you regain hit points equal to 3 + your bending modifier. Your healing hands ability does not trigger this effect. Healthy Body Once you reach 11th level, at the end of a long rest when your healing hands pool is restored, you may spend a number of hitpoints from it to grant temporary hitpoints to yourself or friendly creatures for 24 hours or until a long rest, which ever occurs first. This amount may not exceed their constitution modifier x 5 (minimum 5). You may use this a number of times per long rest equal to your bending modifier. Supreme Healing Starting at 16th level, you no longer need to spend Ki to maximize hitpoints healed when rolling dice for healing techniques. For example, instead of restoring 2d6 hitpoints to a creature, you restore 12. Spirit Bender The spirts of the world are all around, neither good nor evil. For there is both light and dark in all things. Spirit benders learn to bring peace and discord, to balance them. Path of Tranquility When you choose this tradition at 3rd level, you become focused into the world of spirits. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fey, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fey, fiend, or undead) of any being whose presence you sense, but not its identity (the dark spirit Koh the Face Stealer, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your bending modifier. When you finish a long rest, you regain all expended uses. Eye of Tranquility Starting at 6th level you can become an island of calm in even the most chaotic of situations. With this feature, you can create a calming aura on yourself as a bonus action by paying 2 Ki point. You gain the effect of the sanctuary spell that lasts up to 8 hours. A creature that succeeds on the save is immune to this effect for 1 hour. Once you create an aura in this way, you can’t do so again for 1 minute.

Soothe the Soul At 11th level you learn to calm the violent tendancies of supernatural spirits and creatures. As an action and by spending 1 ki point, you channel your Ki into tendrils of your element that wrap around a creature within 30 feet. The target must be an Aberration, Celestial, Elemental, Fey, Fiend, or Undead for this to work. The targetted creature must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 hour or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends it knows it has been charmed. A creature that succeeds on the save, or that has been effected by this ability that has since faded, is immune to this effect for 24 hours. You may only have one creature charmed in this way at a time. Soul of the Astral Winds Upon reaching 17th level, a spiritbender gains mastery over their own spirit. Once per long rest you gain the ability to meditate, and perform Astral Projection as the spell without the material costs. Performing this meditation takes one hour, and you may only take along other creatures by spending an amount of Ki equal to the participants. The maximum number of creatures you may bring along to the spirit world is equal to your bending modifier plus half your proficiency bonus, rounded down. Battle Bender Battle focused benders specialize not in their element, but in using their abilities to maximize control of the battlefield. These techniques are often taught by officers to their soldiers, those that learn from these lessons are a force to be reckoned with. Combat Superiority When you choose this style at 3rd level, you learn maneuvers that are fueled by special dice called Superiority dice, as the Battle Master fighter class. Manuevers. You learn three maneuvers of your choice, which are detailed under Manuevers below. Many maneuvers enhance attacks or bending in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 6th, 11th and 17th level. Each time you learn new maneuvers, you can replace one maneuver you know with a different one. Superiority Dice. You have three superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. At 6th level, you may spend three ki points to gain a superiority dice that must be used during the encounter the ki was spent. At 11th level, you may gain a superiority dice in this way for two Ki points. At 17th level, the cost is further reduced to one Ki point. If you also have superiority dice from a source such as a Battle Master Figher, your dice pool does not stack. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. This saving throw is equal to your bending DC. Combat Training At 3rd level, you gain proficiency with medium armor and martial weapons. War Bending Beginning at 6th level, when you use your action to attack with an elemental strike, you can make one weapon attack as a bonus action. Improved Combat Superiority At 11th level, your superiority dice turn into d10s. At 17th level, they turn into dl2s. Improved War Bending Starting at 17th level, when you use your action to perform a bending technique, you can make one weapon attack as a bonus action. Maneuvers The maneuvers are presented in alphabetical order. These maneuvers are as the Battle Master Fighter maneuvers, but allow for bending attacks to be used with them. Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon or bending attack, adding the superiority die to the attack’s damage roll. Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll. Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.