wall of stone (druid, sorcerer, wizard, artificer, genie warlock)
transmute rock (druid, wizard, artificer)
6th level:
move earth (druid, sorcerer, wizard)
bones of the earth (druid)
investiture of stone (druid, sorcerer, warlock, wizard)
8th level:
earthquake (cleric, druid, sorcerer)
These are the most obvious spells for this sort of thing, though a case could be made for others, and flavor can justify even more. Looking at the classes with these spells, druid seems to be the best bet.
I think a homebrew druid would work, refluff spells into earth themed spells.
Lvl 2:
blind fighting fighting style
you can use a bonus action, to spend one use of your wildshape to use tremor sense in a 30 ft radius
Lvl 6:
your tremor sense reach is now 60
When you take the attack action you can cast a cantrip as part of the attack action
you can spend 10 minutes to create a small shelter by earthbending stone slabs, you can choose if the shelter has an open side or is completely closed. (Lemunts Tiny Hut)
Lvl 10:
You gain burrow speed equal to your walking speed, if you move at normal speed, you can leave the tunnel open behind you, it crumbles behind you if you dash
tremor sense reach is now 90ft
Lvl 14:
tremor sense is now 120ft
You learn to metal bend, you can freely reshape nonmagical metal
The elements monk was designed specifically to replicate the type of bending you see in avatar. It’s less optimized than other classes, but fun in its own right, as long as you lean into maxing your wisdom before dexterity in T1 and T2.
Psi Warrior makes sense too, since it throws things around with force damage.
If you’re looking for other classes to reskin or minor home brew, Spore Druid would be a good fit for Toph if 1) your DM let you swap necrotic for bludgeoning, and 2) you replaced the level 6 feature with... something, like the Land Druid’s Lands Stride?. At higher levels, spore druid even gives you immunity to suffering from Blind, which fits.
Telekinetic would also be a good feat that fits well with both theme and stats needed.
I think an Elements monk/Spore Druid or Psi Warrior/Spore Druid (with bludgeoning damage swap, and Lands Stride swap) or Psi Warrior/Elements monk, with Telekinetic, would be pretty fun.
Blinded characters are not that great in D&D, not very practical. Honestly what i would do is just play a normal character and flavor yourself to be blind. Like, keep all the mechanics the same, just roleplay being blind character (flavoring perception checks as using hearing, and just auto-fail sight based checks).
It does kind of take away from being blind, cause kind of pointless to call yourself blind if it doesn't effect you, but that handicap can be done with good roleplay and intentionally failed ability checks.
Alt. yeah Fighter Initiate get that Blindsense 15 ft. Not great cause you're wasting a feat on it, but you could ask your DM if you can get a feat in exchange for being blinded I guess.
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if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
The problem with this concept is the fact that there is no 'perfect' class that fits the AtLA universe. The closest match would be monk in terms of style and equipment, but is arguably one of the worst choices for the mechanics and spells. Unless you somehow home-brew a class, I don't know what to tell you.
Well, 4 Element monk is a good base, if your DM is willing to allow a homebrew version of it that's not terrible. Its pretty easy to deal with most of her earth shaping through monk abilities, and I'm more than willing to bet someone made better versions of that class somewhere around on the 'net.
The hard part will be dealing with tremor / blind sense. While I fully agree that Toph / Daredevil types are awesome fun, be aware that you are asking to put quite the additional burden on the DM. Alternative senses can cause quite the extra amount of work for a DM to work with. Not necessarily with encounters, but with things like basic descriptions. You are effectively asking for your DM to give two sets of descriptions for the group.
There's also the side effect that you're completely wide open to anything that flies or is ephemeral like a ghost, but immune to Invisibility and Darkness spells, and possibly whole hosts of the Illusion school, which your DM might not like. When you start needing special exceptions to a good chunk of the game, that can cause problems.
So I would talk to my dm to get tremor sense and be always blinded. But what class and spells would work best for earth, sand, and metal?
Cantrips:
1st level:
2nd level:
3rd level:
4th level:
5th level:
6th level:
8th level:
These are the most obvious spells for this sort of thing, though a case could be made for others, and flavor can justify even more. Looking at the classes with these spells, druid seems to be the best bet.
I think a homebrew druid would work, refluff spells into earth themed spells.
Lvl 2:
Lvl 6:
Lvl 10:
Lvl 14:
The elements monk was designed specifically to replicate the type of bending you see in avatar. It’s less optimized than other classes, but fun in its own right, as long as you lean into maxing your wisdom before dexterity in T1 and T2.
Psi Warrior makes sense too, since it throws things around with force damage.
If you’re looking for other classes to reskin or minor home brew, Spore Druid would be a good fit for Toph if 1) your DM let you swap necrotic for bludgeoning, and 2) you replaced the level 6 feature with... something, like the Land Druid’s Lands Stride?. At higher levels, spore druid even gives you immunity to suffering from Blind, which fits.
Telekinetic would also be a good feat that fits well with both theme and stats needed.
I think an Elements monk/Spore Druid or Psi Warrior/Spore Druid (with bludgeoning damage swap, and Lands Stride swap) or Psi Warrior/Elements monk, with Telekinetic, would be pretty fun.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
This may help:
https://www.youtube.com/watch?v=WPIwgkVbcSY
Blinded characters are not that great in D&D, not very practical. Honestly what i would do is just play a normal character and flavor yourself to be blind. Like, keep all the mechanics the same, just roleplay being blind character (flavoring perception checks as using hearing, and just auto-fail sight based checks).
It does kind of take away from being blind, cause kind of pointless to call yourself blind if it doesn't effect you, but that handicap can be done with good roleplay and intentionally failed ability checks.
Alt. yeah Fighter Initiate get that Blindsense 15 ft. Not great cause you're wasting a feat on it, but you could ask your DM if you can get a feat in exchange for being blinded I guess.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
The problem with this concept is the fact that there is no 'perfect' class that fits the AtLA universe. The closest match would be monk in terms of style and equipment, but is arguably one of the worst choices for the mechanics and spells. Unless you somehow home-brew a class, I don't know what to tell you.
Well, 4 Element monk is a good base, if your DM is willing to allow a homebrew version of it that's not terrible. Its pretty easy to deal with most of her earth shaping through monk abilities, and I'm more than willing to bet someone made better versions of that class somewhere around on the 'net.
The hard part will be dealing with tremor / blind sense. While I fully agree that Toph / Daredevil types are awesome fun, be aware that you are asking to put quite the additional burden on the DM. Alternative senses can cause quite the extra amount of work for a DM to work with. Not necessarily with encounters, but with things like basic descriptions. You are effectively asking for your DM to give two sets of descriptions for the group.
There's also the side effect that you're completely wide open to anything that flies or is ephemeral like a ghost, but immune to Invisibility and Darkness spells, and possibly whole hosts of the Illusion school, which your DM might not like. When you start needing special exceptions to a good chunk of the game, that can cause problems.
I love you for your hard work putting this together.