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.
Played | 4 times |
Cloned | 1 times |
Created | 16 days ago |
Last Updated | 12 days ago |
Visibility | Public |

Description
The Sandbender Slingshot is a cunning and agile humanoid adept at manipulating sand to create powerful attacks and defensive measures. With a mastery of sandbending, they can control the battlefield, disarming foes and blinding them with swirling dust. Traits Sand Sense. Can detect movement within loose sand within 20 ft. radius, granting advantage on Perception checks. Quickcast Sandshaping. Can cast catapult or fog cloud (dust version) once per short rest using bending (no components). Saving Throws: Dex +4, Wis +4 Skills: Nature +3, Perception +4, Insight +4
Size | Medium |
Type | Humanoid |
CR | 3 |
XP | 700 |
Languages | Common, Sandbender Cant |
Armor Class | 13 |
HP Range | 36 - 42 (Avg: 39) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Dust Burst
The slingshot targets a 10 ft. radius area within 60 ft. A whirlwind of sand erupts. Each creature in the area must succeed a DC 14 Constitution saving throw or be blinded until the end of their next turn.
Grain Bomb (Recharge 6)
The slingshot condenses sand into a dense orb and hurls it. Range 30 ft. On impact, it explodes in a 10 ft. radius. All creatures within must make a DC 14 Strength saving throw or be pushed 15 ft. and knocked prone. Creatures that succeed still take 7 (2d6) force damage.
Sand Shot
Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. On hit, target must make a DC 13 Dexterity saving throw or be disarmed if holding a weapon or item.