Avatar: The Last Airbender (version 0.8) world illustration - Elemental theme
Elemental

Avatar: The Last Airbender (version 0.8)

B
Backlash84

The world from the "Avatar: The Last Airbender" series. Just a fun little project I'm working on.


Author's Note: Still in construction. I have the map finished (54 locations), but intend to add all the races, classes, NPCs, "spells", and potentially all items from the show. I will not be creating classes for organizations such as the Kyoshi warriors. That sort of thing will be allocated to the sub class. Items marked (C) are cannon, (N) for non cannon. Non cannon items are items that while not explicitly shown in the series, likely exist in that world. All information shamelessly copy/pasted from https://avatar.fandom.com/wiki/Avatar_Wiki A homebrew I'm using. https://www.gmbinder.com/share/-NSelKTwd-b2pWS3eUYW Update to version 0.2! 115 spells added. Update to version 0.3! Added the core characters of the first season! Update to version 0.4! 80 items from the show added! Update to version 0.5! Over 100 items from the show, marked (C) for cannon. Update to version 0.6! Added 64 non cannon (N) items. I have yet to adjust their descriptions to make them fit into the universe better. I am considering MAYBE remaking the images in AI to better fit the cartoon style of Avatar. That would be a pain in the ass, but I MIGHT do it. Update to version 0.7! Started generating images in the Avatar art style for all items. Update to version 0.8! 12 factions added, and a ton of items.
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42 days ago
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1 days ago
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Metalbending
3

Metalbending

Metalbending Technique. You can manipulate and shape small amounts of metal within range, allowing you to bend, twist, or reshape it as you desire. This spell can be used to create simple objects and disarm opponents.

Sense Vibration
5

Sense Vibration

Earthbending Technique. You can sense vibrations in the ground, allowing you to detect the movement of any creature or object touching the ground within 60 feet. This ability grants you awareness of their location and movement, even if they are hidden or obscured.

Avatar State
4

Avatar State

Avatar Technique. In dire situations, the Avatar can awaken a powerful defensive ability known as the Avatar State. This state grants the Avatar enhanced resilience and the ability to channel elemental energy, allowing them to escape life-threatening scenarios and retaliate against their foes.

Blizzard
9

Blizzard

Waterbending Technique. Requires Water to be in the vicinity. You manipulate the clouds and freeze the moisture in the air, creating a blizzard that engulfs a massive area centered on a point you can see, spreading to a 360 ft radius. Freezing winds gust through the newly created arctic wasteland, causing chaos and disorientation.

Snap Freeze
9

Snap Freeze

Waterbending Technique. Requires Water to be in the vicinity. You snap freeze the very air around up to ten creatures of your choice that you can see within range. Each target must make a Constitution saving throw, taking 18d6 cold damage on a failed save and becoming stunned, or half as much damage on a successful save without being stunned. If a target is killed by this damage, its body shatters into several frozen pieces and falls to the ground.

Wave of Restoration
9

Wave of Restoration

Waterbending Technique. Requires Water to be in the vicinity. A wave of healing energy washes over the creature you touch, restoring all its hit points. If the target is charmed, frightened, paralyzed, or stunned, those conditions end, and if it is prone, it can use its reaction to stand up. This spell has no effect on spirits.

Tsunami
8

Tsunami

Waterbending Technique. Requires Water to be in the vicinity. You conjure a massive wall of water at a point you choose within range. The wall can be up to 300 feet long, 300 feet high, and 50 feet thick, lasting for the duration. Creatures within the area must make a Strength saving throw, taking 6d10 bludgeoning damage on a failed save, or half as much on a success.

Withering Grasp
5

Withering Grasp

Waterbending Technique. You draw the moisture from every plant and creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw, taking 12d8 necrotic damage on a failed save, or half as much on a success. Nonmagical plants in the area wither and die instantly.

Sword of Ice
7

Sword of Ice

Waterbending Technique. Requires Water to be in the vicinity. You create a sword-shaped plane of ice that hovers within range, lasting for the duration. When the sword appears, make a melee spell attack against a target within 5 feet; on a hit, the target takes 3d10 force damage. You can use a bonus action on each of your turns to move the sword up to 20 feet and repeat the attack against the same or a different target.

Natural Restoration
7

Natural Restoration

Waterbending Technique. Requires Water to be in the vicinity. You touch a creature and stimulate its natural healing ability, allowing it to regain 4d8 + 15 Hit Points. For the duration of the spell, the target regains 1 Hit Point at the start of each of its turns (10 Hit Points each minute). If you hold a severed limb or digit to the stump, the spell instantaneously causes the limb to knit to the stump.

Wall of Ice
6

Wall of Ice

Waterbending Technique. Requires Water to be in the vicinity. You create a wall of ice on a solid surface within range, forming it into a hemispherical dome, a sphere with a radius of up to 10 feet, or a flat surface made of ten contiguous 10-foot-square panels. The wall is 1 foot thick, lasts for the duration, and can push creatures within its area, dealing cold damage on a failed Dexterity saving throw.

Frigid Globe
6

Frigid Globe

Waterbending Technique. Requires Water to be in the vicinity. A frigid globe of cold energy streaks to a point of your choice within range, exploding in a 60-foot-radius sphere. Creatures within the area must make a Constitution saving throw, taking 10d6 cold damage on a failed save, or half as much on a success. If the globe strikes water, it freezes the liquid to a depth of 6 inches over a 30-foot square area, trapping any swimming creatures for 1 minute, who can attempt to break free with a Strength check against your spell save DC.

Ice Armour
6

Ice Armour

Waterbending Technique. Requires Water to be in the vicinity. Until the spell ends, ice rimes your body, granting you immunity to cold damage and resistance to fire damage. You can traverse difficult terrain made of ice or snow without hindrance, while creating a 10-foot radius of icy terrain around you that becomes difficult for other creatures to navigate.

Surge of Vitality
6

Surge of Vitality

Waterbending Technique. Requires Water to be in the vicinity. Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 Hit Points. The spell also ends blindness, deafness, and any Diseases affecting the target. This spell has no effect on Spirits.

Frostbite Cone
5

Frostbite Cone

Waterbending Technique. Requires Water to be in the vicinity. A blast of freezing cold mist erupts from your hands, engulfing all creatures in a 60-foot cone. Each creature must make a Constitution saving throw, taking 8d8 cold damage on a failed save, or half as much on a successful one. Creatures killed by this spell become frozen statues until they thaw.

Hand of the Aquatic
5

Hand of the Aquatic

Waterbending Technique. Requires Water to be in the vicinity. You conjure a Large hand of water in an unoccupied space that you can see within range. The hand lasts for the spell’s duration and mimics the movements of your own hand, absorbing any item smaller than itself that enters its space.

Bloodbend
4

Bloodbend

Bloodbending Technique. You exert control over creatures of medium or smaller size that can hear you within range. Affected targets must make a Strength saving throw; on a failure, they are controlled by your bloodbending. You can use your action to maintain control and a bonus action to direct their movement, forcing them to use as much of their movement as possible to move in the chosen direction. They can attempt another Strength saving throw at the end of their turn to break free from your control.

Sphere of Swirling Waters
4

Sphere of Swirling Waters

Waterbending Technique. Requires Water to be in the vicinity. A Sphere of swirling water encloses a creature or object of Large size or smaller within range, buffeting them within. An unwilling creature must make a Dexterity saving throw; on a failed save, they are enclosed for the Duration and take 1d6 water damage per turn. Creatures inside must hold their breath or take an additional 1d6 water damage each turn. The Sphere is immune to all damage, and creatures inside cannot be harmed by attacks from outside, nor can they damage anything outside it. Other waterbenders can contest the original bender's Dexterity to gain control over the Sphere.

Hailstorm Barrage
4

Hailstorm Barrage

Waterbending Technique. Requires Water to be in the vicinity. A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder must make a Dexterity saving throw, taking 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. The area becomes Difficult Terrain until the end of your next turn.

Vine Lash
4

Vine Lash

Waterbending Technique. You control a vine or other plant life around you that you can see within range. Direct the vine to lash out at a creature within 30 feet, pulling it 20 feet toward the vine on a failed Dexterity saving throw. You can continue to direct the vine as a bonus action on each of your turns.

Tentacle Grasp
4

Tentacle Grasp

Waterbending Technique. Requires Water to be in the vicinity. Six long squirming tentacles of water fill a 20-foot square on ground that you can see within range. The tentacles turn the ground in the area into Difficult Terrain, and creatures entering or starting their turn there must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and become Restrained until the spell ends. Restrained creatures take additional damage at the start of their turn and can attempt to escape using a Strength or Dexterity check against your spell save DC.

Moisture Drain
4

Moisture Drain

Waterbending Technique. You pull the moisture out of a living creature, causing it to wither and weaken. The target must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much on a successful one. This spell has no effect on undead or constructs.

Ice Walk
3

Ice Walk

Waterbending Technique. You create a sheet of ice beneath your feet as you walk across water, freezing it instantly. This ice can support up to three creatures and can be moved as a bonus action, allowing you to surf across the water's surface with ease.

Tidal Wave
3

Tidal Wave

Waterbending Technique. Requires Water to be in the vicinity. You summon a massive wave of water that crashes down on a designated area, creating a torrent that can reach up to 30 feet long, 10 feet wide, and 10 feet tall. Each creature within this area must make a Dexterity saving throw; on a failed save, they take 4d8 water damage and are knocked prone, while a successful save results in half damage and no knockdown. The water then spreads out, extinguishing unprotected flames in its area and within 30 feet of it.

Chilling Mist
3

Chilling Mist

Waterbending Technique. Requires Water to be in the vicinity. You conjure a freezing mist in a 40-foot cube within range, enveloping all creatures in the area. Affected targets have their speed halved, suffer a -2 penalty to AC and Dexterity Saving Throws, and cannot use Reactions. On their turn, they can only use either an action or a Bonus Action, and can make only one melee or ranged attack regardless of their abilities or items.

Revitalizing Touch
3

Revitalizing Touch

Waterbending Technique. Requires Water to be in the vicinity. You touch a creature that has died within the last 5 minutes, bringing it back to life with 1 hit point. This spell cannot revive creatures that have died of old age, nor can it restore missing body parts unless you possess the recently severed part.

Channel Life
3

Channel Life

Waterbending Technique. Requires Water to be in the vicinity. This spell channels life into plants within a specific area, offering immediate or long-term benefits. When cast as an action, it causes normal plants in a 50-foot radius to become thick and overgrown, hindering movement. When cast over 8 hours, it enriches the land, allowing plants in a quarter-mile radius to yield double the normal amount of food for a year.

Blood Control
3

Blood Control

Bloodbending Technique. You manipulate the blood of a Medium or smaller creature within range, attempting to paralyze them. The target must succeed on a Strength saving throw or become paralyzed for the duration, with the chance to break free at the end of each of its turns.

Water Whip
2

Water Whip

Waterbending Technique. Requires Water to be in the vicinity. You whip a thin tendril of water towards your opponent, dealing slashing damage and potentially disarming them. The tendril can knock weapons from their grasp, leaving them vulnerable to your next move.

Ice Spike Field
2

Ice Spike Field

Waterbending Technique. Requires Water to be in the vicinity. The ground in a 20-foot radius centered on a point within range breaks open and sprouts hard spikes of ice. The area becomes Difficult Terrain until the spikes bend away or melt, dealing 2d4 slashing damage for every 5 feet a creature travels within it.

Wound Mending Touch
2

Wound Mending Touch

Waterbending Technique. Requires Water to be in the vicinity. You touch a creature's wound, channeling restorative energy that heals their injuries. The target regains Hit Points equal to 2d8, closing their wounds and revitalizing their spirit.

Cleansing Touch
2

Cleansing Touch

Waterbending Technique. Requires Water to be in the vicinity. You touch a creature and can end either one disease or one condition afflicting it. The conditions you can remove include Blinded, Deafened, Paralyzed, or Poisoned, restoring the target's vitality and senses.

Healing Waters
2

Healing Waters

Waterbending Technique. You touch the surface of a pool of water, imbuing it with restorative magic for as long as you maintain contact. Whenever you or a creature you can see touches the water for the first time on a turn or starts its turn there, you can restore 1d6 hit points to that creature without requiring an action, though this effect has no impact on spirits.

Preserve Remains
2

Preserve Remains

Waterbending Technique. You touch a corpse or other remains and, over the course of an hour, gently freeze them. For 10 days, the target is protected from decay, effectively extending the time limit on reviving the target from death using spirit magic.

Ice Shard Barrage
2

Ice Shard Barrage

Waterbending Technique. Requires Water to be in the vicinity. You fill the air with spinning shards of ice in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there, unless that creature is the bender or the bender chooses to encircle the daggers around them.

Ice Shield
2

Ice Shield

Waterbending Technique. Requires Water to be in the vicinity. You create a shimmering shield of ice, 5 feet in diameter and up to 10 feet tall, in front of a creature of your choice within range. This shield grants the target a +2 bonus to AC for the duration, providing additional protection against incoming attacks.

Purify Water
1

Purify Water

Waterbending Technique. You create a 5-foot-radius sphere centered on a point of your choice within range, purifying all liquids within that area. Any poison or disease present in the liquids is eradicated, making them safe for consumption or use.

Frostblade
1

Frostblade

Waterbending Technique. Requires Water to be in the vicinity. You conjure a shimmering knife made of pure ice, which you can throw at a target or use in melee combat. The blade deals cold damage of 1d10 piercing.

Fog Sphere
1

Fog Sphere

Waterbending Technique. Requires Water to be in the vicinity. You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere spreads around corners, and its area is heavily obscured, making it difficult for creatures to see and navigate through the fog.

Grasping Vines
1

Grasping Vines

Waterbending Technique. Ground water or grasping weeds and vines break out from the ground in a 20-foot square starting from a point within range. For the duration, this area becomes difficult terrain, and creatures caught within must succeed on a Dexterity saving throw for water or a Strength saving throw for plant life or be restrained by the entangling plants until the spell ends.

Healing Touch
1

Healing Touch

Waterbending Technique. Requires Water to be in the vicinity. You touch a creature, channeling restorative energy that heals their wounds. The target regains a number of Hit Points equal to 1d8.

Tendrils of the Tide
1

Tendrils of the Tide

Waterbending Technique. Requires Water to be in the vicinity. Eight tendrils of water swirl around you, battering all creatures within 10 feet. Each creature must make a Strength saving throw; on a failure, they take 2d6 bludgeoning damage and cannot take reactions until their next turn. On a success, they take half damage and suffer no additional effects.

Frigid Beam
0

Frigid Beam

Waterbending Technique. Requires Water to be in the vicinity. A frigid beam of water streaks toward a creature within range, chilling them to the bone. On a hit, the target takes cold damage and suffers a reduction in speed, making it harder for them to escape or maneuver.

Numbing Frost
0

Numbing Frost

Waterbending Technique. You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Water Manipulation
0

Water Manipulation

Waterbending Technique. You gain the ability to control free-standing ice, water, snow, or any liquid not currently under another bender's control. You can manipulate up to 5 cubic feet of water, allowing you to move it, attack with it, or freeze/unfreeze it as a bonus action.

Lightning Bolt
3

Lightning Bolt

Lightningbending Technique. A stroke of lightning forms a line 100 feet long and 5 feet wide, blasting out from you in a chosen direction. Each creature in the line must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much on a successful one.

Redirect Lightning
5

Redirect Lightning

Lightningbending Technique. When another firebender bends lightning within half of your movement range, you can move into its path and redirect it. A stroke of lightning forms a line 100 feet long and 5 feet wide, blasting out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much on a successful one.

Immolation
5

Immolation

Firebending Technique. Flames wreathe one creature you can see within range, engulfing it in fire. The target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one. If it fails, the target burns for the spell’s duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw, taking 4d6 fire damage on a failed save, and the spell ends on a successful save. If the damage from this spell kills the target, it is turned to ash.

Column of Flame
5

Column of Flame

Firebending Technique. A vertical column of fire erupts from the ground at a point you choose, engulfing all creatures within a 10-foot radius and 40-foot height. Each creature must make a Dexterity saving throw, taking 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

Deafening Boom
4

Deafening Boom

Firebending Technique. From a point you choose within range, a deafening, blinding explosion goes off, assaulting and twisting the minds and senses of those nearby. Each creature in a 10-foot-radius sphere must succeed on a Dexterity saving throw or be deafened and blinded until they succeed on a subsequent saving throw.

Meteor Swarm
3

Meteor Swarm

Firebending Technique. You create six small balls of concentrated flame that orbit around you. As a bonus action on your turns, you can send one or two meteors streaking toward a point within 120 feet, causing them to explode and deal fire damage to nearby creatures.

Lightning Rebirth
3

Lightning Rebirth

Lightningbending Technique. You channel a spark of lightning through your fingertips to touch a creature that has died within the last minute. Flip a coin; on heads, the creature returns to life with 1 hit point. You can attempt this three times, but it cannot revive creatures that died of old age or restore missing body parts.

Flame Arrows
3

Flame Arrows

Firebending Technique. With a flick of your fingers, you unleash thin bolts of fire that strike with the precision of an archer's arrow. Each bolt deals piercing and fire damage, allowing you to unleash two bolts in a single turn.

Flame Blossom
3

Flame Blossom

Firebending Technique. A bright streak of fire erupts from your palm, exploding into a fiery sphere that engulfs all within its radius. Each creature in a 20-foot radius must make a Dexterity saving throw to avoid the brunt of the flames.

Radiant Sphere
3

Radiant Sphere

Firebending Technique. A small, concentrated ball of fire appears and spreads a 60-foot-radius sphere of bright light from a point you choose within range. The sphere sheds dim light for an additional 60 feet, illuminating the area and dispelling darkness.

Blinding Flame
3

Blinding Flame

Firebending Technique. Summon a flame of intense brightness that erupts in a 30-foot radius, blinding all creatures within its area. Enemies must succeed on a Constitution saving throw or be blinded until the end of their next turn.

Twin Fire Rays
2

Twin Fire Rays

Firebending Technique. You conjure two rays of fire and hurl them at targets within range. You can choose to strike one target with both rays or split them between two different targets, dealing fiery damage upon a successful hit.

Flamebound Strike
2

Flamebound Strike

Firebending Technique. While holding a melee weapon, fire dances along it for the duration. If you let go of the weapon, the fire disappears, but you can evoke the fire again as a bonus action. You can use your action to make a melee attack with the fiery weapon, dealing an additional 3d6 fire damage on a hit. The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Flame Line
2

Flame Line

Firebending Technique. A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 3d8 fire damage on a failed save, or half as much on a successful one.

Extinguish Flames
2

Extinguish Flames

Firebending Technique. Choose an area of flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, creating a cloud of smoke that lightly obscures the area for a short duration.

Heat Metal
2

Heat Metal

Firebending Technique. Choose a metal object, such as a weapon or armor, within range. You cause the object to glow red-hot, dealing 2d8 fire damage to any creature in physical contact with it. You can use a Bonus Action on each of your subsequent turns to repeat this damage until the spell ends.

Dragon's Breath
2

Dragon's Breath

Firebending Technique. You unleash a torrent of fire from your mouth, reminiscent of ancient firebenders and dragons. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one.

Flame Cone
1

Flame Cone

Firebending Technique. As you push your hands forward with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one.

Flame Bolt
1

Flame Bolt

Firebending Technique. A bolt of fire streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 fire damage, and the next attack roll made against this target before the end of your next turn has advantage due to the burn forming on the target.

Harmless Flames
1

Harmless Flames

Firebending Technique. You conjure a flickering flame that dances in the air, creating an illusion of warmth and light without causing any harm. The flames can be used to illuminate dark areas, distract enemies, or provide comfort to allies, but they deal no damage and cannot ignite flammable objects.

Cauterize Wounds
1

Cauterize Wounds

Firebending Technique. You channel fire energy to seal wounds and stop bleeding, but the intense heat causes a small amount of damage to the target. This spell is often used in dire situations where immediate healing is necessary, but the pain of cauterization is unavoidable.

Flame Ward
1

Flame Ward

Firebending Technique. A protective barrier of flames surrounds you, scorching any creature that strikes you in melee. Whenever a creature hits you with a melee attack, it takes 5 fire damage as the flames lash out in retaliation.

Flame Control
0

Flame Control

Firebending Technique. You gain the ability to manipulate small flames within a 30-foot radius. You can extinguish, ignite, or change the color of flames, as well as create harmless flickering effects to distract or entertain.

Flame Spark
0

Flame Spark

Firebending Technique. Conjure a small flame in your hand that can illuminate dark areas or ignite flammable objects. The flame lasts for up to one minute and can be used to light candles, torches, or even start a campfire.

Seismic Tremor
4

Seismic Tremor

Earthbending Technique. You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point, making the ground difficult terrain and shaking creatures and structures in contact with the ground. Each creature on the ground that is concentrating must make a Constitution saving throw against your Bending Save DC; on a failed save, their concentration is broken. At the end of each turn you concentrate on this spell, each creature in the area must make a Dexterity saving throw; on a failed save, they are knocked prone.

Pillar of the Earth
4

Pillar of the Earth

Earthbending Technique. You cause up to six pillars of stone to burst from the ground at locations you can see within range. Each pillar is a 5-foot diameter cylinder that rises up to 30 feet, creating obstacles and potential cover for you and your allies.

Terrain Shaper
3

Terrain Shaper

Earthbending Technique. Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, clay, or stone in the area in any manner you choose for the duration, allowing you to raise or lower elevation, create or fill in trenches, erect or flatten walls, or form pillars as desired.

Transmute Terrain
3

Transmute Terrain

Earthbending Technique. You choose an area of stone or mud that you can see within a 40-foot cube and transform it. You can either turn stone into mud, making the ground difficult terrain, or turn mud into stone, solidifying the area and creating a barrier or structure.

Iron Bind
3

Iron Bind

Metalbending Technique. You choose a creature that you can see within range and pull iron particles from the ground, wrapping them in bands around the target. The target must succeed on a Strength saving throw against your Bending Save DC or be paralyzed for the duration, with the chance to break free at the end of each of its turns.

Stone Shaping
3

Stone Shaping

Earthbending Technique. You touch a stone object of Medium size or smaller, or a section of stone no more than 10 feet in any dimension, and reshape it into any form that suits your purpose. This spell allows for creative alterations, such as creating tools, barriers, or artistic designs, limited only by your imagination.

Stone Skin
3

Stone Skin

Earthbending Technique. This spell envelops a willing creature in a layer of stones, providing a protective barrier while allowing for normal movement. The target gains resistance to bludgeoning, piercing, and slashing damage for the duration of the spell.

Stone Shelter
3

Stone Shelter

Earthbending Technique. You pull two large slabs of stone from the ground to create a tent-like structure that covers a 20-foot square area, providing shelter and protection. You can then force two additional slabs to close the openings, creating a secure space that blocks attacks and environmental hazards.

Cyclone of Sand
9

Cyclone of Sand

Earthbending Technique. You create a swirling cyclone of sand and earth particles around you, generating a powerful wind that obscures vision and deafens those caught within. Enemies in a 10-foot radius are blinded, unable to hear, and take 2d4 piercing damage each turn they remain in the cyclone.

Erupting Earth
6

Erupting Earth

Earthbending Technique. Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared, requiring at least 1 minute to clear each 5-foot-square portion by hand.

Stone Spike Field
3

Stone Spike Field

Earthbending Technique. The ground in a 20-foot radius centered on a point within range sprouts hard stone spikes, creating a hazardous terrain. The area becomes difficult terrain for the duration, and any creature that moves into or within the area takes 2d4 piercing damage for every 5 feet it travels.

Stone Grasp
6

Stone Grasp

Earthbending Technique. You manipulate the earth or stone to form a massive hand that reaches out and grabs a target. The target must succeed on a Strength saving throw or be held immobile; if they fail by 5 or more, they take bludgeoning damage as the hand crushes them.

Volley of Stones
5

Volley of Stones

Earthbending Technique. You conjure a barrage of small stones that rain down upon your enemies in a designated area. Each creature in the area must make a Dexterity saving throw or take bludgeoning damage from the falling stones, with a chance to be knocked prone if they fail.

Stone Weapon Manipulation
5

Stone Weapon Manipulation

Earthbending Technique. You can manipulate a stone weapon within range, causing it to attack independently. The weapon hovers and strikes at your command, dealing damage to a target of your choice.

Stoneforge Blade
3

Stoneforge Blade

Earthbending Technique. You conjure a melee weapon made of solid stone, shaped to your specifications. The weapon can be used to strike foes or as a tool for various tasks.

Quicksand Trap
3

Quicksand Trap

Earthbending Technique. You transform a 20 square foot area of ground into quicksand, causing creatures that enter the area to become trapped. Any creature that starts its turn in the quicksand must succeed on a Strength saving throw or become restrained until they escape.

Stone Platform
3

Stone Platform

Earthbending Technique. You lift a floating platform of solid stone from the ground that can support up to 500 pounds. The platform hovers in the air and can be moved up to 30 feet in any direction as a bonus action on your turn.

Tremor
3

Tremor

Earthbending Technique. You create a localized earthquake that shakes the ground beneath your enemies, dealing damage and potentially knocking them prone. The tremors disrupt their footing, causing chaos in their ranks.

Rock Punch
2

Rock Punch

Earthbending Technique. Surround your fist with a swirling mass of rock and earth, delivering a powerful punch that can shatter stone and bone alike. Upon impact, the target must make a saving throw or be knocked prone and take additional damage from the force of the blow.

Blockade
1

Blockade

Earthbending Technique. You summon a large slab of stone from the ground, creating a defensive barrier that can conceal up to two Medium-sized creatures. The stone slab rises swiftly, providing cover against incoming attacks and obstructing line of sight.

Stone Armour
1

Stone Armour

Earthbending Technique. You manipulate nearby stone to form a protective suit of armor around yourself. This armor grants additional protection and can absorb a portion of incoming damage, enhancing the target's resilience in battle.

Earthmover
0

Earthmover

Earthbending Technique. You manipulate the earth, moving up to 5 cubic feet of soil, stone, or similar material within range. This spell can be used to create small barriers, fill in holes, or reshape the terrain to your advantage.

Wind's Grasp
5

Wind's Grasp

Airbending Technique. Harness the power of the wind to manipulate objects weighing up to 1000 pounds. With a wave of your hand, you can lift, move, or throw objects at will, using the force of the air to do your bidding.

Vortex
5

Vortex

Airbending Technique. Summon a swirling vortex of wind that engulfs a designated area, dealing damage to all creatures caught within its radius. The vortex lasts for a duration, continuously buffeting and damaging those inside with powerful gusts.

Wall of Wind
5

Wall of Wind

Airbending Technique. You conjure a barrier of swirling winds that creates a wall up to 60 feet long, 60 feet high, and 1 foot thick. The wall blocks movement and projectiles, and creatures within 10 feet of it must succeed on a Strength saving throw or be pushed back 10 feet and take bludgeoning damage.

Suffocating Sphere
5

Suffocating Sphere

Airbending Technique. Create a sphere of void that removes air within a 20-foot radius, causing suffocation to all creatures caught within. The area remains devoid of air for the duration, making it difficult for creatures to breathe and potentially leading to unconsciousness.

Wind Punch
4

Wind Punch

Airbending Technique. Unleash a powerful blast of wind that strikes your target with the force of a punch, dealing blunt damage. The wind manifests as a concentrated wave, pushing back enemies and disrupting their balance.

Wind Whisper
3

Wind Whisper

Airbending Technique. You whisper a message that is carried by the wind, reaching only the ears of the intended target. The target hears your words clearly, as if you were speaking directly to them, regardless of distance, as long as they are within range.

Slow
3

Slow

Airbending Technique. You conjure a powerful gust of wind that envelops a group of targets, slowing their movements and reactions. Each creature in the area must fight against the force of the wind, becoming hindered in their actions for a short duration.

Gust of Acceleration
3

Gust of Acceleration

Airbending Technique. You summon a powerful gust of wind that envelops a target, doubling their speed for the duration of the spell. The target feels a surge of energy as the wind propels them forward, allowing them to move with incredible swiftness.

Flight
3

Flight

Airbending Technique. Harness the power of the wind to grant yourself or a willing creature the ability to fly. The target can soar through the air at a speed of 60 feet for the duration of the spell, gliding gracefully and maneuvering with ease.

Pass without Sound
2

Pass without Sound

Airbending Technique. You envelop yourself in a shroud of controlled air, muffling all sounds you make. For the duration, you can move without making any noise, allowing for stealthy maneuvers and surprise attacks.

Levitate
2

Levitate

Airbending Technique. You conjure a powerful gust of wind that lifts a target of your choice up to 20 feet into the air. The target remains suspended in the air for the duration, unable to move independently but can be moved by the wind's force or other effects.

Gust of Wind
2

Gust of Wind

Airbending Technique. Unleash a powerful blast of wind that knocks back a target within range. The target must succeed on a Strength saving throw or be pushed 15 feet away and knocked prone.

Grounding
3

Grounding

Airbending Technique. Grounding is a spell that removes the wind around a target, effectively preventing them from flying or levitating. The target becomes anchored to the ground, unable to ascend or move through the air for the duration of the spell.

Dust Devil
2

Dust Devil

Airbending Technique. Conjure a small dust storm in a 10-foot radius centered on a point you choose within range. The swirling dust obscures vision and can cause disorientation to those caught within it.

Deafen
2

Deafen

Airbending Technique. You conjure a powerful gust of wind that rushes towards a target, creating a deafening roar that overwhelms their senses. The target must succeed on a Constitution saving throw or be deafened for the duration, unable to hear anything around them.

Gust of Speed
1

Gust of Speed

Airbending Technique. You harness the power of the wind to propel yourself forward, increasing your movement speed for a short duration. As you move, a trail of swirling air follows you, granting you enhanced agility and the ability to navigate difficult terrain with ease.

Thunderwave
1

Thunderwave

Airbending Technique. Unleash a powerful gust of wind that knocks back all creatures and objects within a 15-foot radius. The forceful wind can push creatures away and scatter loose objects, creating a chaotic environment.

Wind Shield
1

Wind Shield

Airbending Technique. You conjure a swirling barrier of wind around yourself or an ally, granting protection against ranged attacks. The shield deflects projectiles and reduces damage from ranged attacks by half for the duration of the spell.

Cutting Breeze
1

Cutting Breeze

Airbending Technique. You conjure a sharp, slicing wind that cuts through your enemies. The breeze deals slashing damage to all creatures in a line, pushing them back and potentially knocking them prone.

Catapult
1

Catapult

Airbending Technique. You create a gust of wind that propels a small object up to 60 feet in a direction of your choice. The object can be anything that weighs no more than 5 pounds, and it travels in a straight line until it hits a solid surface or reaches its maximum distance.

Thunder Clap
0

Thunder Clap

Airbending Technique. Unleash a deafening boom of thunder that echoes in a 100-foot radius, causing all creatures within range to be startled and potentially harmed. The sound is so intense that it can shatter glass and disrupt concentration.

Lift
0

Lift

Airbending Technique. This spell allows the caster to levitate and carry a small object weighing up to 10 pounds using a stream of air. The object can be moved up to 30 feet in any direction, and the caster can manipulate its position as long as they maintain concentration.

Cyclone
0

Cyclone

Airbending Technique. Summon a swirling cyclone of wind that can move objects within its area. The cyclone can push, pull, or lift objects weighing up to 500 pounds, allowing for creative battlefield control and environmental manipulation.

Gust
0

Gust

Airbending Technique. A small, swirling gust of air that can be directed to push objects or creatures slightly. This spell can also be used to create a brief moment of distraction or to extinguish small flames.

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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