Homebrew Bending Species Details

Airbending

Air ball. Can levitate/catch small objects, and can trap small opponents. Also can be launched forward with force that deals 1d8 bludgeoning damage, as well as pushing the creature back 5-10 feet. 1st level

Air blast. Shoots a stream of air from the airbenders mouth, feet, or hands. This deals 1d6 bludgeoning damage and has a range of 45 feet. 1st level.

Air bomb. After gaining momentum of at least fifteen feet and then jumping high in the air, and then slamming onto the ground, the airbender releases a powerful shockwave which knocks enemies back 20 feet. 3rd level.

Air funnel. Creates a small funnel made of air that shoots objects with high velocity. 4th level

Air punch/kick. Launches a small blast of air from you hand or foot which deals 1d8 bludgeoning damage and has a range of 30 feet. 2nd level.

Air shield. Surrounds the bender a shield of air for 1 round that surrounds them in a sphere. Any attack being launched at the shield is pushed aside unless it is to powerful. 5th level.

Air swipe. Knocks back large projectiles and has a 40% chance to send them back. 7th level.

Enhanced speed. Allows the user to move at a rapid speed and doubles their walking speed. This allows them to go fast enough to move on walls. 5th level.

Air pull. Pulls the objects the airbender wants in a 15 foot radius of them.  1st level

Air blade. Shoots a blade of air out of the airbenders staff which deals 1d6 bludgeoning damage but can cut through some materials. 3rd level.

Tornado. Summons a small tornado which deals 2d6 bludgeoning damage to the creature inside. This tornado can be thrown up to 15 feet. 6th level.

Air scooter. Summons a small ball of air beneath you that acts as a means of transportation. It can take you up to 30 feet. 2nd level

Spiritual projection. Allows you to project your spirit in a quiet, calm space where you are focused. You may visit people whom you have a strong bond with. 15th level

Earthbending.

Earth and stone levitation. Allows the user to levitate a hunk of earth and throw it dealing damage depending on the size. This has a range of 35 feet. 1st level

Earth column. Allows the user to create columns of earth beneath the target or themselves. 3rd level

Earth compression. Allows the user to compress small rocks into one bigger rock. 5th leevl

Earth gauntlet. Allows the user to make a gauntlet of rock and stone on there are and hand. Attacking instead pushes the enemy back 25 feet and deals 1d8 bludgeoning damage. 7th level

Earth launch. Launches the user into the air, propelling them upwards. 6th level

Earth shelter. Allows the user to create a small dome/tent made of rock. 4th level

Earth sink. Causes the creature to sink into the ground. 5th level

Earth wall. Creates a wall of earth in front of the user. 3rd level

Earthquake. Summons a large shockwave in the ground which sends the enemy back flying 30 feet and also deals 3d6 bludgeoning damage. 9th level

Rock shield. Creates a shield that protects you for 1 round. After the shield is used, you can shoot 1 half of the shield as a bonus action which deals 1d8 bludgeoning damage each. 5th level

Sand spout. creates a small spout of sand which causes air currents and can propel things forward. 3rd level

Dust cloud. Creates a large dust cloud. Each of the dust particles can be bended. 5th level

Earth armor. You can manipulate earth and rock to create armor made of rock around your body. 4th level

Remote earthbending. Allows the user to earthbend without using their hands but instead their sight. This takes high amounts of concentration. 11th level

Compressed rock bullets. Allows compressed rocks to be shot, dealing 1d4 each. 3rd level

Magma burst. Causes magma to burst from the ground, dealing 3d8 fire damage. 8th level

Metalbend. Allows the user to shift metal into shapes. 9th level

Mudbending. Allows you to bend mud and shoot it. 5th level

Seismic sense. Gives you a 360 degree field of vision that can only be used on materials that are bendable and you have to have direct contact with the ground. 9th level

Firebending.

Blazing rings and arcs. Allows the firebender to summon fire from their feet which deals 1d8 fire damage and has a range of 25 feet. 2nd level

Blocking fire. The firebender uses a quick kick or jab to block the fire of an enemy. 2nd level.

Fire blade. Shoots a thin blade of fire which deals 1d10 fire damage and has a range of 30 feet. 4th level

Fire daggers. Creates small blowtorch like daggers in the benders hands which each deal 1d4 fire damage which can be used as a bonus action. 3rd level

Fire stream. Shoots a continuous stream of fire with a range of 40 feet and deals 1d6 fire damage. 1st level

Fire whip. Creates whips of fire that have a range of 30 feet and deal 1d8 fire damage + 1d4 force damage. 5th level

Jet propulsion. Creates a blast of fire from beneath the users feet and hands, propelling them 30 feet. 7th level

Fire jab. Shoots a small fireball with a range of 10 feet that deals 1d4 fire damage as a bonus action. 1st level

Charged attack. Charges the next fire attack used. Can increase range and damage. Some cannot be charged. 8th level

Fire missiles. Shoots long streams of fire that have amazing accuracy. Each missile deals 1d8 fire damage and has a range of 40 feet. You shoot 1d4 + 1 missiles. 10th level

Wall of flames. Creates a long wall of fire that blocks attacks for 1 round. 5th level

Pressurized fire stream. Shoots a fire stream with an extra range of 10 feet and instead deals 1d8 fire damage. 4th level

Breath of fire. A small flame comes out of your mouth as you breathe, helping to warm your body. 1st level

Fire breath. Shoots a short, wide stream of fire that deals 1d12 fire damage and has a range of 15 feet and width of 10 feet. 11th level

Lightning generation. Shoots a long bolt of lightning that deals 1d12 lightning damage, but has a 40% chance to damage the user. It has a range of 35 feet. 13th level

Lightning redirection. Allows the caster to redirect lightning allowing great concentration. The caster has to make a DC 10 Constitution saving throw or take 1d12 lightning damage. 13th level.

Bending Traits

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