Homebrew Avatar (TLA) Species Details
Table: The Avatar
Hit Die: d8
Level Base
Attack Bonus Saving Throws Special Chi Points Advanced Bends(spells) per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th
1st +0 +0 +2 +2 Basic Bending, Fighting Style 2 2 — — — — — — — —
2nd +1 +0 +3 +3 Elemental Strike, Bonus Feat 5 3 — — — — — — — —
3rd +2 +1 +3 +3 7 3 — — — — — — — —
4th +3 +1 +4 +4 Advanced Bending, Elemental Resistance 10 4 2 — — — — — — —
5th +3 +1 +4 +4 Evasion, Bonus Feat 12 4 2 — — — — — — —
6th +4 +2 +5 +5 15 4 3 1 — — — — — —
7th +5 +2 +5 +5 Movement Bending, Spiritual Sense 17 4 3 2 — — — — — —
8th +6/+1 +2 +6 +6 Improved Elemental Strike, Bonus Feat 20 4 4 2 1 — — — — —
9th +6/+1 +3 +6 +6 22 4 4 3 2 — — — — —
10th +7/+2 +3 +7 +7 Versatile Bending, Master of the Four Elements 25 4 4 3 2 1 — — — —
11th +8/+3 +3 +7 +7 Improved Evasion, Bonus Feat 27 4 4 4 3 2 — — — —
12th +9/+4 +4 +8 +8 30 4 4 4 3 2 1 — — —
13th +9/+4 +4 +8 +8 Spiritual Projection 32 4 4 4 4 3 2 — — —
14th +10/+5 +4 +9 +9 Spiritual Bond, Bonus Feat 35 4 4 4 4 3 2 1 — —
15th +11/+6/+1 +5 +9 +9 37 4 4 4 4 4 3 2 — —
16th +12/+7/+2 +5 +10 +10 Master of All Elements 40 4 4 4 4 4 3 3 1 —
17th +12/+7/+2 +5 +10 +10 Death Bending, Bonus Feat 42 4 4 4 4 4 4 3 2 —
18th +13/+8/+3 +6 +11 +11 45 4 4 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11 Energy Bending 47 4 4 4 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Avatar State, Bonus feat 50 4 4 4 4 4 4 4 4 4
Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Avatar’s class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Swim (Str), Balance (Dex), Tumble (Dex), Escape Artist (Dex), Move Silently (Dex), Concentration (Con), Decipher Script (Int), Knowledge (Planes) (Int), Spellcraft (Int), Spot (Wis), Listen (Wis), Survival (Wis), Sense Motive (Wis), Handle Animal (Cha).
Class Features
All of the following are class features of the Avatar.
Weapon and Armor Proficiency: Avatars are proficient with all simple weapons and light armor, but can gain medium armor proficiency as a bonus feat.
Basic Bending: An Avatar is born with the talent to manipulate, control, and will an element with focus and practiced movements referred to hereafter as "Bending", an Avatar can only bend the elements if they are available in the vicinity; meaning the element must be within 30ft of the Avatar to be controlled. An Avatar can manipulate the elements a certain number of times per day equal to his Chi Points + his Intelligence modifier. You can use bending in a number of ways, each lasting different amounts of time and dealing different amounts of damage.
1. Air Bending
You make a Touch attack that deals 1d6 points of damage per Caster level (maximum of 10d6). On a Critical Hit pushes the target 10ft back.
You make a 20ft Cone attack that deals 1d8 points of damage per Caster level (maximum of 10d8). Roll a 1d20 and on a natural 20 pushes the target 10ft back. Reflex save DC = 10 + half of class level + Intelligence modifier. Half damage for a successful save.
You make a 50ft Line attack that deals 1d8 points of damage per Caster level (maximum of 10d8). Roll a 1d20 and on a natural 20 pushes the target 10ft back. Reflex save DC = 10 + half of class level + Intelligence modifier. Half damage for a successful save.
You create gust of wind that covers a 10ft cube and makes it impossible to fly inside of it, the wind doesn't have enough force to cause damage.
You choose one Medium or smaller creature that must succeed on a Strength saving throw or be pushed up to 5ft away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 15lbs. The object is pushed up to 10ft away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam doors shut, or your clothing to ripple in a breeze.
2. Water Bending
You make a Touch attack that deals 1d6 points of damage per Caster level (maximum of 10d6). On a Critical Hit knocks the target prone.
You make a 20ft Cone attack that deals 1d8 points of damage per Caster level (maximum of 10d8). Roll a 1d20 and on a natural 20 knocks the target prone. Reflex save DC = 10 + half of class level + Intelligence modifier. Half damage for a successful save.
You make a 50ft Line attack that deals 1d8 points of damage per Caster level (maximum of 10d8). Roll a 1d20 and on a natural 20 knocks the target prone. Reflex save DC = 10 + half of class level + Intelligence modifier. Half damage for a successful save.
You instantaneously move or otherwise change the flow of the water as you direct, up to 10ft in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
3. Earth Bending (has no effect on flying creatures)
You make a Touch attack that deals 1d6 points of damage per Caster level (maximum of 10d6). On a Critical Hit turns the affected area into difficult terrain.
You make a 20ft Cone attack that deals 1d8 points of damage per Caster level (maximum of 10d8). Roll a 1d20 and on a natural 20 turns the affected area into difficult terrain.. Reflex save DC = 10 + half of class level + Intelligence modifier. Half damage for a successful save.
You make a 50ft Line attack that deals 1d8 points of damage per Caster level (maximum of 10d8). Roll a 1d20 and on a natural 20 turns the affected area into difficult terrain. Reflex save DC = 10 + half of class level + Intelligence modifier. Half damage for a successful save.
You can instantaneously excavate an area of earth or stone, move it along the ground, and deposit it up to 5ft away. This movement doesn’t have enough force to cause damage.
You can move the earth or stone up to 5ft in any direction and make it as soft or hard as you wish.
You cause shapes, colors, or both to appear on the earth or stone, spelling out words, creating images, or shaping patterns. This change lasts for 1 hour.
You target 10ft of earth or stone on the ground and cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
4. Fire Bending
You make a Touch attack that deals 1d6 points of damage per Caster level (maximum of 10d6). On a Critical Hit ignites the target and deals an extra 1d6 points of damage per round (lasts 5 rounds).
You make a 20ft Cone attack that deals 1d8 points of damage per Caster level (maximum of 10d8). Roll a 1d20 and on a natural 20 ignites the target and deals an extra 1d6 points of damage per round (lasts 5 rounds). Reflex save DC = 10 + half of class level + Intelligence modifier. Half damage for a successful save.
You make a 50ft Line attack that deals 1d8 points of damage per Caster level (maximum of 10d8). Roll a 1d20 and on a natural 20 ignites the target and deals an extra 1d6 points of damage per round (lasts 5 rounds). Reflex save DC = 10 + half of class level + Intelligence modifier. Half damage for a successful save.
You expand any flame 5ft in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish any flames within a 5ft square.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
Bending doesn't provoke an Attack of opportunity and costs 1 Chi Point per use inside of combat. You can spend extra Chi Points to strengthen your Basic Bending in multiple ways: Increase the range of an attack by 10ft, increase the maximum number of dice in an attack by 1, increase the duration of an effect by 1 hour or increase the range of an effect by 5ft, you can spend up to 3 extra points per round. Air bending deals Force damage, Water bending deals Cold damage, Earth bending deals Bludgeoning damage and Fire bending deals Fire damage.
Fighting Style: An Avatar is not only a master of the four elements but also a great fighter. Each Avatar has his own fighting style, some fight with their fists while others utilize Weapons, choose between a Martial weapon, an Exotic Weapons or Unarmed attacks, gaining Proficiency with your chosen weapon and feats at 1st, 4th, 8th and 12th level. If you choose Unarmed attacks increase your damage die as a Monk one size smaller does.
Feat list : Improved Unarmed Strike, Stunning Fist, Improved Trip, Improved Disarm, Combat Reflexes, Weapon Finesse, Improved Critical, Weapon Focus, Weapon Specialization, Two-Weapon Fighting
Elemental Strike: An Avatar can bend the elements not only with his body, but also with his weapons. When you make a Melee attack you can spend 1 Chi Point to add one of the four elements to your attack, dealing extra 1d4 points of damage, The damage die increases to 1d6 at the 5th level, 1d8 at the 9th level, 1d10 at the 13th level and 1d12 at the 17th level. On a Critical Hit your damage multiplier increases the number of dice used (x2 deals 2d4, x3 deals 3d4, etc).
Advanced Bending:
Elemental Resistance: An Avatar gains Damage Reduction/Resistance to Energy against the four elements equal to his Caster level (maximum of 20). Air = Force, Water = Cold, Earth = Bludgeoning and Fire = Fire.
Evasion: If the Avatar is subjected to an attack that allows a Reflex save for half the damage, he takes no damage on a successful save. As with a Reflex save for any creature, you must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion.
Movement Bending:
Spiritual Sense: An Avatar has the innate ability to sense incoming blows due to his link with the elements around him. Thus giving him a bonus to his AC equal to his wisdom modifier.
Improved Elemental Strike: Same as Elemental Strike but the Avatar can now use it on Attacks of opportunity and Full attack actions.
Versatile Bending: The Avatar can use Advanced Bending by spending Chi Points instead of using a Bend slot, the cost for each bend depends on the bend level (0 = 1Pt, 1st = 2Pt, 2nd = 3Pt, etc).
Master of the Four Elements: The Avatar can use his connection with the four elemental planes to call forth the elements anywhere he wishes. Creating an element is a Free action and the range in which the Avatar can bend the elements is increased to 60ft.
Improved Evasion: Improved evasion is like evasion, except that even on a failed saving throw the Avatar only takes half the damage.
Spiritual Projection:
Spiritual Bond:
Master of All Elements:
Death Bending:
Energy Bending:
Avatar State:
Bending List(spell list): An Avatar can utilize advanced bends, which are drawn from the Avatar bending list below. When you gain access to a new level of bending, you automatically know all bends for that level that are on the Avatar bending list. You can use any bend you know without preparing it ahead of time.
To use advanced bending, you must have an Intelligence score of at least 10 + the bend's level (Int 10 for 0-level bends, Int 11 for 1st-level bends, and so forth) The Difficulty Class for a saving throw against an Avatar's bending is 10 + the bend's level + the Avatar's Int modifier. Like other spellcasters, an Avatar can only use a certain number of bends per day. The base daily bending allotment is given in the above table.
Avatars choose their bends from the following list:
Air Bending
0(Cantrips)—<-spells, spells, spells->
1st—<-spells, spells, spells->
2nd—<-spells, spells, spells->
3rd—<-spells, spells, spells->
4th—<-spells, spells, spells->
5th—<-spells, spells, spells->
6th—<-spells, spells, spells->
7th—<-spells, spells, spells->
8th—<-spells, spells, spells->
Water Bending
0(Cantrips)—<-spells, spells, spells->
1st—<-spells, spells, spells->
2nd—<-spells, spells, spells->
3rd—<-spells, spells, spells->
4th—<-spells, spells, spells->
5th—<-spells, spells, spells->
6th—<-spells, spells, spells->
7th—<-spells, spells, spells->
8th—<-spells, spells, spells->
Earth Bending
0(Cantrips)—<-spells, spells, spells->
1st—<-spells, spells, spells->
2nd—<-spells, spells, spells->
3rd—<-spells, spells, spells->
4th—<-spells, spells, spells->
5th—<-spells, spells, spells->
6th—<-spells, spells, spells->
7th—<-spells, spells, spells->
8th—<-spells, spells, spells->
Fire Bending
0(Cantrips)—<-spells, spells, spells->
1st—<-spells, spells, spells->
2nd—<-spells, spells, spells->
3rd—<-spells, spells, spells->
4th—<-spells, spells, spells->
5th—<-spells, spells, spells->
6th—<-spells, spells, spells->
7th—<-spells, spells, spells->
8th—<-spells, spells, spells->
Ex-Avatars
If an Avatar becomes corrupted and falls to chaos or evil they lose all of their class abilities.
Epic Avatar
Table: The Epic AvatarHit Die: d8
Level Special Chi Points
21st Improved Spiritual Bond, Bonus Feat 51
22nd 52
23rd 53
24th Improved Death Bending, Bonus Feat 54
25th 55
26th 56
27th Improved Energy Bending, Bonus Feat 57
28th 58
29th 59
30th Perfect Avatar State, Bonus Feat 60
4 + Int modifier skill points per level.
Improved Spiritual Bond: <-how this class feature increases or accumulates at epic levels->
Improved Death Bending: <-how this class feature increases or accumulates at epic levels->
Improved Energy Bending: <-how this class feature increases or accumulates at epic levels->
Perfect Avatar State: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The Epic Avatar gains a bonus feat (selected from the List of Epic Avatar Bonus Feats) every 3 levels after 20th.
Epic Avatar Bonus Feat List: <-list of bonus epic feats->.
Campaign Information
Playing an Avatar
Religion: Religion varies amongst Avatars. The life of a Avatar does not need the justification of a god, but some Avatars follow racial deities while others chose to follow nature deities.
Other Classes: Most Avatars despise evil and chaotic classes and get along with good, lawful and neutral classes.
Combat: An Avatar can fit in most combat roles, but tends to focus on what his companions need most.
Advancement: An Avatar tends to stay as one but taking levels of other classes is not unheard of.
Avatar Lore
Characters with ranks in Knowledge (Planes) can research Avatars to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Knowledge (Planes)
DC Result
5 An Avatar can control the four basic elements: Air, Water, Earth and Fire.
10 An Avatar is a well trained combatant who specializes in using the elements in combat against his foes.
15 An Avatar is a being who received special powers from their connection with the elemental planes.
20 An Avatar is not only capable of using the power of the elemental planes but can also communicate with it's inhabitants.
Avatar (TLA) Traits
You were the avatar at birth and now it has come to help you