| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +4 |
| DEX | 16 | +3 | +5 |
| CON | 12 | +1 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +5 |
| CHA | 12 | +1 | +1 |
Evasion. If the bender is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the bender instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the Incapacitated condition.
Carried by Air. The bender's Long Jump is up to 50 feet and its High Jump is up to 40 feet with or without a running start.
Swift. The bender's movement doesn't provoke Opportunity Attacks.
Airbending. Provided it doesn't have the Restrained condition and has access to air, the bender casts one of the following spells. It uses Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks), replaces any verbal components with somatic components, and only uses air as the material components :
At will : Absorb Elements (Lightning or Thunder only), Feather Fall, Gust, Mage Hand (the hand is invisible), Thunderclap
3/day : Catapult, Expeditious Retreat*, Gust of Wind*, Levitate* (self only), Thunderwave
1/day each : Blur*, Fly*, Phantom Steed, Silence*, Thunderwave (level 2 version), Warding Wind*
* concentration spells
Multiattack. The bender makes three attacks, using Unarmed Strikes or Dart in any combination. It can also make one Fist of Air attack, or use Airbending to cast one of the spells it can cast At will or Thrice per day.
Unarmed Strike. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the bender can, once per turn, choose to subject it to one of the following effects :
- Push. Strength saving throw, DC 13, Failure : The target is pushed up to 5 feet directly away from the bender.
- Disarm. Strength saving throw, DC 13, Failure : The target drops one item it is holding (bender’s choice).
- Knock Down. Dexterity saving throw, DC 13, Failure : The target has the Prone condition.
Fist of Air. Melee Spell Attack : +5 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 3) Thunder damage, and the target is subjected to the following effect : Strength saving throw, DC 13, Failure : The target is pushed up to 20 feet directly away from the bender and has the Prone condition.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit : 5 (1d4 + 3) Piercing damage.
Deflect. Trigger : The bender is hit by an attack it can see. Response : The bender adds 3 to its AC, possibly causing it to miss. If the attack misses, it is then redirected toward another creature of the bender's choice within the attack's reach or normal range, keeping the original attack roll and effects.
Description
CR 4 : DCR 3 - OCR 5
Monks that have trained to master their ki in a way allowing them to control air at will. Airbending focuses on flexibility, increased mobility and evasiveness, and finding and following the path of least resistance to apply decisive blows or send large bursts of air or shockwaves.
Tactics :
Round 1 : Multiattack : Unarmed Strike x3 + Fist of Air/Casts Thunderwave/Catapult ; OR Casts a lvl 3 thunderwave at 2+ enemies/or Blur
Round 2 : Bonus Action casts Expeditious Retreat if lost concentration + Multiattack : Unarmed Strike x3 + Fist of Air
Round 3 : Multiattack : Unarmed Strike x3 + Fist of Air/Casts Thunderwave/Catapult
Previous Versions
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