ATLA Franz Edition world illustration - Fantasy theme
Fantasy

ATLA Franz Edition

r
rickyspanish

This campaign is set in the Avatar universe shortly after the fall of the Earth Empire. Ba Sing Se and its surrounding regions are undergoing massive political reform, shifting from monarchy to democratic republics amid the power vacuum left by the Empire’s collapse. Spirits are active and often unpredictable, and bending is both a gift and a tool in daily life and conflict. The world is rich with faction rivalries, lingering tensions, and opportunities for heroism and change.


Author's Note: ATLA W FRANZ (Heavy WIP)
Played4 times
Cloned1 times
Created
15 days ago
Last Updated
11 days ago
VisibilityPublic
Water Clone
4

Water Clone

You shape a volume of water into an exact clone of yourself. The clone has 10 AC, 15 HP, and mimics your movement and basic attacks (no spells). Creatures must succeed a DC 15 Insight check to distinguish the clone from you. The clone disappears after 1 minute, when reduced to 0 HP, or if you lose concentration. You may use your action to switch positions with the clone once per turn.

Ice Coffin
5

Ice Coffin

You unleash a wave of freezing vapor that rapidly encases a target in solid ice. On a failed Strength save, the target is restrained, takes 6d6 cold damage, and is blinded and deafened until they break free.

Blood Puppet
7

Blood Puppet

You reach into a creature’s chi and fluids, attempting to seize control over its body. One creature you can see within range must make a Constitution saving throw or be paralyzed for 1 minute. While paralyzed, you may use your bonus action on subsequent turns to move them 15 ft as if they were a puppet. They can repeat the save at the end of each of their turns. This spell does not work on undead or constructs and can only be used at night.

Water Spout
2

Water Spout

You ride a pillar of spiraling water, lifting yourself up to 30 ft into the air. While on the spout, you may move across water or air as if flying, and you gain advantage on Acrobatics checks while the spell is active. The spell lasts for up to 1 minute (concentration) but ends if you are restrained or prone.

Ice Spike Volley
3

Ice Spike Volley

You rapidly freeze the air around you into razor-sharp icicles and launch them in a cone. Targets in the area must make a Dexterity saving throw or take 4d8 piercing damage plus 2d8 cold damage and suffer half speed until the end of their next turn. If cast near a water source, the cold damage increases by an additional 1d8.

Healing Waters
2

Healing Waters

You channel purified water charged with chi to accelerate healing. Restore 3d8 + your Wisdom modifier HP to a creature you touch, and remove one condition: Blinded, Deafened, or Poisoned. If used during a short rest, the target regains an extra 1d6 HP per hit die spent.

Water Whip
1

Water Whip

Forming a high-pressure whip of water, you lash at a target creature. On a failed Dexterity save, the target takes 2d10 bludgeoning damage and is pulled 10 feet in a direction you choose. On a successful save, they take half damage and aren't moved. You can also use this spell to pull small unsecured objects (up to 25 lbs) into your hand.

Fluid Motion
0

Fluid Motion

Waterbenders learn to move with grace and fluidity, embodying the flow of their element. Until the end of your next turn, you ignore difficult terrain caused by ice, mud, or water, may take the Disengage action as a bonus action, and if you move at least 10 ft, ranged attacks have disadvantage against you until your next turn.

Metal Manipulation
3

Metal Manipulation

Using refined chi control and acute earth sensitivity, you exert your will over processed metal. You can manipulate simple or thin metals as though they were clay, shaping, warping, or moving them. You can perform the following within range for 10 minutes (concentration): Reshape Metal Objects: Slowly twist or reshape up to a 5 ft cube of metal (e.g., bend bars, shape shackles, twist a blade, reseal doors). You can’t create delicate mechanisms (e.g., locks, gears). Restrain or Free: If metal is binding or caging a creature (chains, cells), you may use your action to open or twist the metal apart. Offensive Use: You may animate a piece of nearby scrap metal or part of your armor to perform a minor attack or shove. Make a ranged spell attack for 2d6 bludgeoning or slashing damage. If the metal is magical or extremely dense (e.g., platinum alloys, enchanted armor), the DM may require a successful Arcana check (DC 15–18) to affect it.

Mountain Coffin
6

Mountain Coffin

You attempt to encase a creature within a prison of stone. The target must succeed on a Dexterity saving throw or be trapped in a tight earthen shell. If they fail, they must then make a Constitution saving throw or become petrified for 1 minute (concentration). On a success, they are only restrained and blinded inside the rock shell. This spell serves as a powerful battlefield finisher or capture tool.

Seismic Crush
5

Seismic Crush

Description: You manipulate deep underground pressure to collapse the earth beneath a target. The ground cracks and buckles violently beneath them. Effect: 6d10 bludgeoning damage on failed Con save Creature is knocked prone and becomes grappled by a sinkhole of stone (DC 18 Athletics or Acrobatics to escape) On a success, half damage and no grapple

Earthen Armor
4

Earthen Armor

You sheath yourself in dense rock for 1 minute, gaining a +2 bonus to your AC. You also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you cannot be forcibly moved unless you fail a Strength saving throw against your own Spell DC.

Boulder Launch
3

Boulder Launch

You launch a massive boulder (5 ft in diameter) at a point within range, creating a devastating impact. Creatures in the area must make a Dexterity saving throw or take full damage and be knocked prone; those who succeed take half damage and remain standing.

Earth Bind
2

Earth Bind

You wrap stone and soil around the legs of one creature. They must succeed a Strength saving throw or become restrained for up to 1 minute. They may attempt to break free with another Strength save at the end of each of their turns.

Wall Raise
2

Wall Raise

You raise a solid wall of earth (10 ft x 10 ft x 1 ft) from the ground. It provides three-quarters cover and can be placed vertically or horizontally, serving as a barrier, bridge, or platform. If raised beneath a creature, they must succeed on a Dexterity saving throw or be launched 10 ft upward and knocked prone.

Earth Sense
3

Earth Sense

By planting your feet and feeling through the ground, you gain tremorsense up to 30 ft for 10 minutes. You know the location, size, and movement of anything in contact with the ground — even behind walls or in darkness. You must remain barefoot or touching solid stone/earth to maintain this ability.

Stone Shard
0

Stone Shard

You launch a sharp chunk of earth at a target within range, dealing piercing damage. The shard strikes with precision, making it a favored choice for those who prefer a quick and effective attack.

Disrupting Howl
4

Disrupting Howl

A thunderous sonic burst tears through the battlefield, affecting all creatures in a 60-foot cone. Each creature takes 5d10 thunder damage and must succeed on a Constitution saving throw or be silenced for 1 minute, unable to cast spells with verbal components, with a chance to repeat the save at the end of each of their turns.

Cyclone Cage
6

Cyclone Cage

A focused twister erupts around a target, creating a swirling cage of wind. One creature must make a Strength saving throw or be lifted into a 20 ft-high wind cage for up to 1 minute (concentration). While inside, they are restrained, blinded by dust, and cannot escape unless they pass a Strength check (DC = Spell Save) at the end of each turn. They take 2d10 bludgeoning damage per turn while restrained.

Jetstream Step
5

Jetstream Step

You surge forward on a high-pressure burst of air, instantly moving up to 120 ft in a straight line. You phase through small openings or over enemies, taking no opportunity attacks during this movement, and if you end within 10 ft of an enemy, you can make one unarmed strike as a bonus action with advantage.

Air Scooter
2

Air Scooter

You conjure a spinning ball of air beneath your feet, allowing you to ride it for 10 minutes. Your speed is doubled, you can hover over non-solid ground, ignore difficult terrain, and climb vertical surfaces at half speed.

Vortex Spiral
3

Vortex Spiral

You summon a spiraling tornado of air in a 20-foot radius zone. All creatures within the area must succeed on a Strength saving throw or be pulled 15 feet toward the center and restrained by swirling winds, repeating the save at the end of their turn. The area becomes difficult terrain for 1 minute, and creatures caught in the initial pull take 3d8 bludgeoning damage.

Air Scythe
2

Air Scythe

You unleash a wave of compressed wind blades in a 15-foot cone, slicing through anything in their path. Creatures caught in the area must make a Dexterity saving throw or take 4d6 slashing damage and be pushed 10 feet away; on a successful save, they take half damage and remain in place.

Glide
1

Glide

You ride the air currents, allowing you to move gracefully through the air. For the next minute, you gain slow fall (reducing fall damage by 5 times your level) and can leap up to 30 feet in any direction without provoking opportunity attacks. You can also jump across gaps or scale walls with sufficient footing.

Gust Palm
0

Gust Palm

You thrust your palm forward, generating a focused blast of air. A creature within range must succeed a Dexterity saving throw or be pushed 10 feet back and knocked prone if Large or smaller. On a failed save by 5 or more, they are also disarmed if holding a weapon.

Stir Winds
0

Stir Winds

You channel the breath within you into motion, extending your chi through graceful, circular movements to stir and shape the air. You can create controlled gusts of wind in a 5 ft. radius anywhere within 30 ft., powerful enough to move light objects, slam doors, extinguish candles, or fan flames. In combat, you can push or knock off-balance targets within 10 ft. (DC 13 STR save or pushed 5 ft.). You can briefly suspend yourself or others during a fall (reduce fall damage by 1d6/round). Wind can be focused to clean surfaces, blow away gases, carry whispers, or activate pressure plates. You may hover briefly (1–2 ft.) for creative movement, but not fly. Cannot create wind in a vacuum or underground.

Shape Stone
0

Shape Stone

With rooted, forceful stances, you channel your chi to move, shape, and sense stone and soil around you. You can shift up to 5 cubic feet of loose earth or stone in a 15 ft. radius, allowing you to raise a small pillar, create a low barrier (up to 3 ft tall), or shape basic tools and objects from earth or rock. In combat, you may hurl a small rock dealing 1d6 bludgeoning damage (15 ft. range; DM discretion). You can stabilize terrain, create difficult terrain, clear rubble, or carve symbols into stone. While using this spell, you gain a limited tactile sense through earth contact, granting you tremorsense up to 10 ft. Requires contact with ground or stone; cannot affect metal or sand.

Draw Water
0

Draw Water

By channeling your chi through slow, fluid movements, you pull nearby water into motion or generate a small stream of moisture from the air or your own body. You may manipulate up to 3 gallons of water per player level within range, guiding it through the air in strands or whips. You can condense light humidity or create a small puddle (cup-sized) in dry environments (but not deserts). You can move, freeze, or melt water at touch-range. This spell may be used to splash or distract foes, snuff out flames, clean surfaces, or shape basic ice tools. Combat creativity includes blinding enemies, freezing objects, interacting with water-based puzzles, and aiding stealth.

Ignite Flame
0

Ignite Flame

You summon and manipulate fire using your internal chi, guiding the flame as an extension of your body. You can generate a flame in your hand or project it within 30 feet. You can ignite flammable objects, light up small areas, and alter the flame’s size and shape with basic gestures. In combat, you may launch a small bolt of flame (1d6 fire damage, melee or 10 ft. range; DM discretion). Flame can be shaped into simple forms, used to heat surfaces, burn ropes, ignite fuel, etc. Emotional state may influence power at DM’s discretion.

Jet Propulsion
5

Jet Propulsion

You launch yourself using concentrated fire from your limbs, allowing you to fly with incredible speed. For 1 minute, you gain a flying speed of 60 ft., are immune to opportunity attacks while flying, and can Dash as a bonus action. If you collide with a creature mid-flight, they take 3d8 fire damage and must succeed a Strength saving throw or be knocked prone. Scaling: Flight speed increases by 10 ft. per level above 5th.

Combustion Blast
7

Combustion Blast

Through intense focus, you channel chi into your forehead, projecting a deadly beam of superheated energy that explodes on contact. Choose a point within range — creatures within 20 ft. of that point must make a Dexterity saving throw. On a fail, they take full damage and are blinded until the end of their next turn. Scaling: Radius increases to 30 ft. and adds 2d8 damage per level above 7th. Special: Usable only once per long rest unless you expend two chi slots at once.

Lightning Arc
6

Lightning Arc

You channel lightning through precise breath and posture, unleashing a crackling arc that rips through everything in a line. All creatures in the line must make a Dexterity saving throw or take full damage and become stunned until the end of their next turn. On a successful save, they take half damage and aren't stunned. Scaling: Damage increases by 1d10 per spell slot above 6th.

Heat Mirage
2

Heat Mirage

You create a shimmering heat haze that warps light around you. Creatures in a 10-foot radius must make a Wisdom saving throw or have disadvantage on attack rolls against you until the start of your next turn. The effect lasts for 1 minute or until you move out of the area. Scaling: Radius increases by 5 feet at 4th level or higher.

Scorching Grasp
1

Scorching Grasp

You ignite your hand with flames and grab a creature, burning them on contact. On a hit, the target takes fire damage and must succeed on a Strength saving throw or be restrained by magical flames until the end of your next turn. Scaling: At 3rd level or higher, the damage increases to 2d8 and the restraint effect lasts an additional turn

Flame Wall
4

Flame Wall

You summon a blazing wall of fire that blocks passage and burns those who pass through it. Creatures that end their turn within 5 feet of the wall must make a Dexterity saving throw or take 4d6 fire damage. The wall lasts for 1 minute and provides bright light in a 20-foot radius. Scaling: Damage increases by 1d6 for each slot level above 4th.

Ember’s Whisper
0

Ember’s Whisper

You send a small flicker of flame dancing toward a target within range. The ember pulses gently, lighting dark areas or signaling allies. It can ignite flammable objects no larger than 1 cubic foot if unattended, making it a useful tool for illumination and communication.

Searing Smokescreen
3

Searing Smokescreen

You create a swirling cloud of smoke and heat that obscures vision and irritates breathing. Creatures in the area must succeed on a Constitution saving throw or have disadvantage on attack rolls and ability checks while inside the cloud for 1 minute. The smoke also deals 2d6 fire damage on initial casting to those who fail the save. Scaling: Damage increases by 1d6 for each slot level above 3rd.

Blaze Step
2

Blaze Step

You briefly become one with fire, igniting your feet to dash with unnatural speed. For 1 minute, your movement speed increases by 15 feet, and you leave a trail of harmless embers that provide dim light. NPCs might notice the fiery afterglow and smell burning ash. Scaling: When cast at 4th level or higher, the movement speed bonus increases to 20 feet.

Flame Lash
1

Flame Lash

You lash out with a whip of flame, scorching one target within melee reach. The flames flicker wildly, and characters nearby may feel the heat and see the light. At higher levels, the flames grow stronger, potentially igniting your foe and pushing them back. Scaling: 2nd level slot: 3d6 fire damage 3rd level slot: 4d6 fire damage + ignite (DC 14 Dex save or 1d6 fire damage/turn for 2 turns) 4th level slot: 5d6 fire damage + ignite + push 10 ft. (no save) 5th level slot: 6d6 fire damage + ignite + push + 10 ft. dim light radius

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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