Homebrew Age of the Avatar Species Details

The humans of the Avatar world vary wildly in cultural background and physical appearance, largely based on their nation of origin or heritage. 

Each nation possesses a distinct social structure, ranging from the ecclesiocracy of the Air Nomads to the absolutism of the Fire Nation.

Social classes are usually based upon titles, wealth, and power. Although people are mostly born into their social rank and remain there throughout their lives, there are exceptions in which people can gain a higher position through service. In more recent years, with the founding of the United Republic of Nations, a person's acquired wealth or accomplishments can act as a substitute for the condition of their birth.

Throughout the eras, the balance of power between benders and non-benders has changed, but there is still a bias towards benders taking leadership positions and succeeding in combat, due to their extraordinary abilities. However, crafty and strong non-benders can and have outwitted even the Avatar.

There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); some might sport facial hair that is sparse or thick. Their coloring and physical features often reflect their nation of birth. Humans reach adulthood in their late teens and rarely live even a single century.

 Benders

These people are able to manipulate the elements with their minds and bodies. Benders should choose the Monk class at the 1st level, and may add levels in the Sorcerer class (using the elemental bloodline with an appropriate damage type) as they level. Based on circumstances encountered during the campaign, they may be permitted to take levels in Barbarian, Fighter, Ranger, Rogue or Wizard classes if the DM permits. 

 Non-Benders

The Spirit World

Characters touched by the Spirit World may be able to take levels in Bard, Cleric, Druid or Warlock as the campaign progresses and if the DM permits.

Technology

Characters that invest suitable time in technological pursuits may be able to take levels in Artificer if the DM permits.

Backgrounds

Both benders and non-benders come from an extraordinary variety of places and origins, but the world has only one spoken and written language. When choosing your character's background, if it includes a language, please create it as a custom background and select either a skill or a tool proficiency in place of a second language. 

Age of the Avatar Traits

Your human character has these traits :

Age

Humans reach adulthood in their late teens and live less than a century.

Alignment

 Humans tend toward no particular alignment. The best and the worst are found among them.

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Airbender

Airbenders have is the aerokinetic ability to control and manipulate air. The peaceful Air Nomads utilized this type of bending in their everyday lives.

Air is the element of freedom. The Air Nomads detached themselves from worldly problems and concerns; finding peace and freedom was the key to solving their difficulties in life. Airbenders continually sought spiritual enlightenment, and, as a result, all children born into the Air Nomads were benders. The first airbenders learned their art from the flying bison.

The key to airbending is flexibility and finding and following the path of least resistance. Airbending is notable for being almost purely defensive, as well as the most dynamic of the four bending arts. Airbenders can overwhelm many opponents at once with large and powerful attacks that could prove fatal; however, due to the pacifist nature of the Air Nomads, such attacks are rarely used. Instead, an airbender strives to use the opponents' energy against them. Due to their aforementioned spirituality, they often adapt to the situation surrounding them and employ negative jing, preferring evasive maneuvers as opposed to direct confrontation.

Air's Grace

Airbenders are wiser and more dexterous than their companions. They have a +1 bonus to their wisdom and a +2 bonus to their dexterity. 

Gust

Airbenders are able to cast the Gust cantrip.

Levitate

Airbenders can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short rest. Wisdom is your spellcasting ability for this spell.

Earthbender

Earthbenders have the geokinetic ability to manipulate earth and rock in all their various forms, prevalent in the Earth Kingdom and the United Republic.

Earth is the element of substance, while the people of the Earth Kingdom are diverse, strong, and enduring. Following the lion turtles' decision to relinquish their role as protectors of mankind, Oma and Shu were the first earthbenders to learn this art from the badgermoles.

The key to earthbending is utilizing neutral jing, which involves waiting and listening for the right moment to strike and, when that moment comes, acting decisively. In other words, earthbenders generally endure their enemies' attacks until the right opportunity to counterattack reveals itself.

Earth's Stability

Earthbenders are wiser and stronger than their companions. They have a +1 bonus to their wisdom and a +2 bonus to their strength.

Mold Earth

Earthbenders are able to cast the Mold Earth cantrip.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

Firebender

Firebenders have the pyrokinetic ability to control fire. It is unique among the bending arts, as it is the only one in which the performer can generate the element. The first human firebenders lived in a city atop a lion turtle during the era of Raava and the art later spread to the Sun Warriors, the Fire Nation, and the United Republic of Nations. The Earth Kingdom also has a small firebending minority.

As described by Iroh,  fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires. However, during the Hundred Year War, a militaristic Fire Nation twisted this into firebending being fueled by rage, hatred, and anger. Firebending draws its power from the sun, and the first human firebenders derived their firebending techniques from the dragons.

Firebending is known for its intense and aggressive attacking style and general lack of adequate defensive moves, although firebenders can modify offensive maneuvers to function as a defense, such as creating large walls of fire or shooting down incoming attacks with fire jabs.

Fire's Passion

Firebenders are wiser and more charismatic than their companions. They have a +1 bonus to wisdom and a +2 bonus to charisma. 

Control Flames

Firebenders are able to cast the Control Flames cantrip.

Produce Flame

Firebenders are able to cast the Produce Flame cantrip.

Non-Bender

The majority of the humans in this universe cannot manipulate the elements. However, this certainly doesn't mean they aren't equal to benders in every way - they simply must be more creative with the abilities that they do have.

Adaptability

Non-benders are more varied in abilities than their bending companions. They can choose their own statistics, within reason. Consider the country of origin for some of the bonuses - air nomads may be dexterous and wise, earth kingdom citizens may be tough and strong, fire nation citizens may be intelligent and charismatic, and water tribe members may be wise and intelligent. 

Skilled

Non-benders may have had time to develop an additional skill proficiency. 

Specialized

Non-benders have had the chance to hone their abilities. They may choose any applicable feat (with the exception of those that grant magical powers.)

Waterbender

Waterbenders are the hydrokinetic ability to control water in all of its various forms. This type of bending is used by the people of the Water Tribe, who are divided into the Southern, Northern, and lesser-known Foggy Swamp tribes, as well as those of the United Republic, each with their own unique bending style.

Water is the element of change. The moon is the source of power in waterbending, and the original waterbenders learned to bend by observing how the moon pushed and pulled the tides. The Water Tribes are the only people who did not learn to bend from an animal, though the Moon and Ocean Spirits took the form of koi fish in the mortal world near the beginning of the Avatar world.

The fighting style of waterbending is mostly fluid and graceful, acting in concert with the environment. Foggy Swamp style waterbending, however, is more rigid and straight. Waterbenders deal with the flow of energy; they let their defense become their offense, turning their opponents' own forces against them. Even when waterbenders do take an attack stance, their moves always appear to flow from one to the other.

Water's Skill

Waterbenders are wiser and more intelligent than their companions. They have a +1 bonus to their wisdom and a +2 bonus to their intelligence. 

Frostbite

Waterbenders are able to cast the Frostbite cantrip.

Shape Water

Waterbenders are able to cast the Shape Water cantrip.

Previous Versions

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