Air Decent. Unless Aang is incapacitated, he is immune to any damage he takes from falling.
Be The Leaf. When Aang is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Standing Leap. Aang's long jump is up to 60 feet and his high jump is up to 30 feet, with or without a running start.
Unarmoured Defence. While Aang is wearing no armour, his AC includes his Wisdom modifier.
Wind Run. If Aang takes the Dash action, he can move along vertical surfaces and across liquids without falling whilst he moves.
Spellcasting. Aang can cast one of the following spells, requiring no material or verbal components and using Wisdom as the spellcasting ability (spell save DC 18):
At will: air bubble, control flames, gust, mage hand (hand is invisible), mold earth, shape water
3/day each: burning hands, gust of wind, levitate, thunderwave
1/day each: astral projection (self only), wall of fire, wall of ice, wall of stone, wall of water, wind wall
Multiattack. Aang makes two attacks, either with his Staff, Elemental Strike, or a combination of the two. He can forgo one attack to use Spellcasting.
Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.
Elemental Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 15 (2d8 + 6) bludgeoning, fire, piercing, or slashing damage (Aang's choice).
Master Bending (Recharge 4-6). Aang uses one of the following elemental bending actions.
Dragon's Roar. Aang exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Earthquake. Aang strikes the ground, causing the earth around him in a 120-foot radius to tremble and heave if it is made of stone or stone-like material, forcing each creature on the ground within the area to make a DC 18 Dexterity saving throw or take 27 (6d8) bludgeoning damage and be knocked prone on a failed save.
Jetstream. Aang blasts air in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Strength saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from Aang and knocked prone. On a success, a target takes half the bludgeoning damage and is not pushed or knocked prone.
Tsunami. If there is a sufficient amount of water, Aang creates a wave of water which travels in a 60-foot cube originating from Aang. Each creature in the area must make a DC 18 Constitution saving throw, taking 33 (6d10) bludgeoning damage and being pushed to the end of the cube on a failed save, or taking half as much damage and not being pushed on a successful save.
Air Scooter. Aang jumps into the air and creates a ball of wind which he rides upon. Whilst riding the air scooter, Aang's walking speed is doubled and he gains a climbing speed equal to his walking speed. Aang can remain on the air scooter as long as he maintains concentration (as if concentrating on a spell), he ends his turn a few feet above solid ground, or until he dismisses it as a bonus action.
Glider Staff. Aang unfurls or retracts the wings of his staff. Whilst the wings are out, Aang has a flying speed of 60 feet but he cannot use his Staff attack. In addition, the wings can be attacked whilst out (AC 15; 10 hit points; immunity to poison and psychic damage), and if they are reduced to 0 hit points, Aang loses his flying speed until he takes a Short Rest to repair the wings.
Redirect. When an attack targeted at Aang misses him, he can return the attack back towards the attacker as if the attack originated from Aang, turning the attacker into the target. Aang uses the original attack roll total and adds +4 to it.
Wind Barrier. Aang adds +4 to his AC against one attack that would hit him. To do so, Aang must see the attacker and have at least one hand free.
Description
This stat sheet is taken from the perspective of Aang after the series of Avatar: The Last Airbender ended. Whilst not from a particular time frame, this sheet can serve as Aang having just beaten Ozai and ended the 100-year war, or him as an adult before he died.
"Water. Earth. Fire. Air. Long ago, I learned how to 'bend' those elements as well. Well yes, I do it through 'plain' magic as you put it, but I can do it!" - Elin Gentleheart, Adventurer
Avatar State. Aang's most powerful ability is his ability to enter the Avatar State, a mystical state in which the power of all previous Avatars flows through him. In this state, Aang's bending grows vastly more powerful, able to perform feats that would require countless other benders to achieve. In his younger years, Aang could only enter this state as a defence mechanism and didn't have total control over it, something he would rectify as an adult.
Bending. Aang is a Bender, a special type of individual able to harness and wield the base elements of the world to achieve great feats. All other benders are only able to alter one element but as the Avatar, Aang is able to bend all four.
Last Airbender. Aang was born to the Air Nomads, a spiritual nation of monks who could bend the element of air. The Air Nomads believed in peace and enlightenment, a trait Aang shares with his refusal to kill anything. Unfortunately, the Air Nomads were wiped out when the Fire Nation began the 100-year war, leaving Aang as the last of his people.
Master. Aang was forced to start his training earlier than any other Avatar before him and against all odds, managed to achieve a mastery over all four elements within a year. Though he still needed further training, it was enough for him to stop the 100-year war.
The Avatar Cycle. Like all other Avatars before him, when Aang eventually dies, his spirit will reincarnate into an infant born moments after he passes. Aang's spirit will live on through the next Avatar and he will serve as their spirit guide, passing down his wisdom to the next in line. The only way to stop this cycle of rebirth is to kill Aang whilst he is in the Avatar State, a near-impossible feat.
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