Avatar 5e Conversion - GM Binder
Avatar 5e Conversion - GM Binder
Avatar 5e Conversion - GM Binder
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Basics and Player Options Martial Versatility
1st-level fighter feature (enhances Fighting Style)
The Avatar Universe Whenever you gain a level in a class that has the Fighting
Despite its very broad appeal to children, adults, and Style feature, you can replace a fighting style you know with
everyone in-between, the world of Avatar: the Last Airbender another style available to your class. This change represents
is still very much a kid's show. The Legend of Korra was a shift of focus in your martial training and practice, causing
aimed at a slightly older teen audience, but remained on you to lose the benefits of one style and gain the benefits of
Nickelodeon and was therefore subject to the same another style.
Standards and Practices department as its predecessor. Monk Weapons
While this isn't to say that a more dark and gritty version of
the universe wouldn't be interesting, those interested in 1st-level monk feature (enhances Martial Arts)
maintaining the feel and flavor of the original cartoons would You can use this feature to define your monk weapons,
do best to keep things in a "G" or slightly "PG" rating. Most, if rather than using the definition in Martial Arts.
not all, character deaths happen off-screen, assuming they You practice your martial arts with specially chosen
even happen (see all the parachutes deliberately shown weapons, which become monk weapons for you. You can
escaping from every aircraft defeat). choose a number of weapons to be your monk weapons equal
The level of technology in the world of Avatar varies greatly to 5+ your Wisdom modifier (minimum of five weapons). The
depending on what part of history you want to play in, and chosen weapons must each meet the following criteria:
geographic location also can be quite a factor. The original The weapon must be a simple or martial weapon.
series takes place in a primarily late medieval time period, You must be proficient with the weapon.
with the exception of ironclad steamships used by the Fire The weapon must lack these properties: heavy, special, or
Nation. Only 70 years later, the world has developed two-handed.
everything from electricity to radio to even automobiles.
Discuss with the rest of your group what era feels most Cunning Action: Aim
interesting to the table, then make adjustments or complete 2nd-level rogue feature (enhances Cunning Action)
changes as necessary. Remember that none of this is canon; You gain an additional way to use your Cunning Action:
it's your parallel version of reality, after all. carefully aiming your next attack. As a bonus action, you give
Added Player Options yourself advantage on your next attack roll on the current
turn. You can use this bonus action only if you haven’t moved
Fighting Style Options
during this turn, and after you use the bonus action, your
speed is 0 until the end of the current turn.
1st-level fighter feature (enhances Fighting Style)
When you choose a fighting style, the following styles are Removed Player Options
added to the list of options. All non-human races removed
Blind Fighting. Being unable to see a creature doesn’t All spellcasting classes removed: Bard, Cleric, Druid,
impose disadvantage on your attack rolls against it, provided Paladin, Ranger, Sorcerer, Warlock, Wizard
the creature isn’t hidden from you. All spellcasting and spell-like subclasses removed (Arcane
Interception. When a creature you can see hits a target Trickers, Eldritch Knight, Way of Shadow, etc.)
that is within 5 feet of you with an attack, you can use your The Artificer class might be an exception, since
reaction to reduce the damage the target takes by 1d10 + technology is shown to be on pace with much of the magic
your proficiency bonus (to a minimum of 0 damage). You displayed in the show. Decide if this class is right for your
must be wielding a shield or a simple or martial weapon to game at your table.
use this reaction.
Thrown Weapon Fighting. You can draw a weapon that
has the thrown property as part of the attack you make with
the weapon.
In addition, when you hit with a ranged attack using a But what if I don't wanna?
thrown weapon, you gain a +1 bonus to the damage roll. Like all things in role-playing games, everything
Unarmed Fighting. Your unarmed strikes can deal here is just a suggestion. If you want to have elves
and gnomes and dragonborn in your Avatar world,
bludgeoning damage equal to 1d6 + your Strength modifier. If go for it! If you want benders to mingle with
you strike with two free hands, the d6 becomes a d8. wizards and warlocks, that sounds awesome! I
When you successfully start a grapple, you can deal 1d4 present options and suggestions here as just
bludgeoning damage to the grappled creature. Until the those; things to take or not take at your leisure.
grapple ends, you can also deal this damage to the creature Talk things over with your Game Master and
whenever you hit it with a melee attack. develop a version of the Avatar universe that works
Note: Unarmed strikes use Strength as their ability score for you and the rest of your table.
for attack and damage bonuses, unless you have a feature Just remember, the only way to lose at D&D is to
that allows you to use something different. not have fun while playing it.
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New Human Variant Race
Elemental Bender Bending Spells
Some humans are born with an innate physical ability to Character Cantrips Spells Spell Spell
manipulate one of the four primal elements: earth, fire, air, or Level Known Known Slots Level
water. These abilities are present since birth, and can be 1 2 2 1 1st
trained and developed much like any other physical attribute.
Though benders are far outnumbered by non-benders, 2 2 3 2 1st
benders have experienced many privileges and improved 3 2 4 2 2nd
social status thanks to their gifts.
4 3 5 2 2nd
Bender Traits 5 3 6 2 3rd
When selecting this variant human race, take these traits 6 3 7 2 3rd
instead of those listed in the Player's Handbook. 7 3 8 2 4th
Ability Score Increase. One ability score of your choice
increases by 1. 8 3 9 2 4th
Age. Like other humans, benders reach adulthood in their 9 3 10 2 5th
late teens and generally live less than a century. There are a
few notable exceptions, such as Avatar Kyoshi, who lived to 10 4 10 2 5th
the age of 230. 11 4 11 3 5th
Alignment. Benders are as varied as other humans, with
no particular trend towards a specific alignment. There are 12 4 11 3 5th
stereotypes that people of the Earth Kingdom are rigid and 13 4 12 3 5th
lawful, or that Air Nomads are nothing but free spirits, but
these are more assumptions than anything else. 14 4 12 3 5th
Size. Benders and non-benders are physically 15 4 13 3 5th
indistinguishable, and vary greatly in size and stature. Most 16 4 13 3 5th
humans generally grow to between 5 and 6 feet tall, though
exceptions exist. 17 4 14 4 5th
Speed. You have a base walking speed of 30 feet. 18 4 14 4 5th
Skill Versatility. You gain proficiency in one skill of your
choice. 19 4 15 4 5th
Elemental Spellcasting. You have the ability to cast spells 20 4 15 4 5th
based on your elemental subrace. The Bending Spells Table
shows how many spell slots you have. The table also shows
what the level of those slots is; all of your spell slots are the
same level. To cast one of your bending spells of 1st level or
higher, you must expend a spell slot. You regain all expended
spell slots when you finish a short or long rest.
Languages. You can speak, read, and write Common.
Subrace. There are four subraces of elemental benders,
one for each of the primal elements: earth, fire, air, and water.
Choose one of these subraces.
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Conjure Volley (earth and mineral objects only)
Earth Benders Maelstrom (only on earthen ground)
"Earth is the element of substance. The people of the Earth Transmute Rock
Kingdom are diverse and strong. They are persistent and Wall of Stone *Ne
enduring." Wrath of Nature (earth and mineral objects instead of plants) Foo
Earth Bending. You gain access to the Earth Bender spell Trans
list. Your spellcasting ability is Strength. The components for Casti
these spells become Somatic and Material: an appropriate Rang
amount of earth. Comp
Hands of Stone. As a bonus action, you can encase your Dura
hands in stone, using them to make unarmed strikes. If you Ch
hit with them, you deal bludgeoning damage equal to 1d6 + it. Th
your Strength modifier. throw
Seismic Sense. Starting at 5th level, if you are barefoot make
and standing on solid earth, you gain tremorsense to a range DC, f
of 30 feet.
Foo
Earth Bender Spells Trans
Casti
Cantrips (0 Level) Rang
Footsink* Comp
Footsweep* Dura
Magic Stone You
Mold Earth knock
sized
1st Level withi
Catapult (earth and mineral objects only) or be
Earth Tremor disad
Ensaring Strike (earth and mineral objects instead of plants) Th
Entangle (earth and mineral objects instead of plants) you r
Jump (targets self only, on earthen ground only) (Garg
Longstrider (targets self only, on earthen ground only)
Shie
2nd Level 2nd-l
Barkskin (earth and mineral objects instead of plants) Casti
Dust Devil Rang
Flame Blade (earth and mineral objects instead of fire) Comp
Maximilian's Earthen Grasp Dura
Shield of Stone* Wh
Spike Growth (earth and mineral objects instead of plants) react
betwe
3rd Level and w
Erupting Earth the in
Meld into Stone Th
Melf's Minute Meteors (bludgeoning damage instead of fire) equal
Tidal Wave (earth and mineral objects instead of water) crum
Wall of Sand At
slot o
4th Level adjac
Evard's Black Tentacles (earth and mineral objects instead of
tentacles)
Fabricate (earth and mineral objects only)
Grasping Vine (earth and mineral objects instead of plants) B
Stone Shape T
Stoneskin (targets self only) w
5th Level in
t
to
5
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Fire Benders
"Fire is the element of power. The people of the Fire Nation *New Fire Bending Spell
have desire and will and the energy and drive to achieve what
they want." Redirect Lightning
Fire Bending. You gain access to the Fire Bender spell list. 3rd-level transmutation
Your spellcasting ability is Dexterity. The components for Casting Time: 1 reaction
these spells become Somatic and Material: your breath. Range: Self
Flame Daggers. As a bonus action, you can create flaming Components: S, M (your breath)
daggers in your hands. You are proficient with these daggers, Duration: Instantaneous
which deal fire damage instead of piercing. When targeted or forced to make a saving throw against a
Inner Fire. Starting at 5th level, you may use your reaction spell that deals lightning damage, you may use your reaction
to gain resistance to cold damage for one hour. Once you use to reduce that damage to zero. Additionally, as part of the
this feature, it cannot be used again until the next dawn. same reaction, you may make a ranged spell attack against
one target that you can see within 100 feet of you. That attack
Fire Bender Spells deals 3d10 lightning damage.
The lightning ignites flammable objects in the area that
Cantrips (0 Level) aren't being worn or carried.
Control Flames At Higher Levels. When you cast this spell using a spell
Create Bonfire slot of 4th level or higher, the damage increases by 1d10 for
Firebolt each slot level above 3rd.
Produce Flame
1st Level
Burning Hands
Chromatic Orb (fire damage only)
Hellish Rebuke
Jump (targets self only)
Searing Smite
2nd Level
Aganazzar's Scorcher
Dragon's Breath (fire damage only, targets self only)
Flame Blade
Flaming Sphere
Pyrotechnics
Scorching Ray
3rd Level
Elemental Weapon (fire damage only)
Melf's Minute Meteors
Redirect Lightning*
4th Level
Fire Shield (fire damage only)
Wall of Fire
5th Level
Flame Strike
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Air Benders
"Air is the element of freedom. The Air Nomads detached *New Air Bending Spells
themselves from worldly concerns and found peace and
freedom. Also, they apparently had pretty good senses of Air Scooter
humor." 3rd-level transmutation
Air Bending. You gain access to the Air Bender spell list. Casting Time: 1 action
Your spellcasting ability is Dexterity. The components for Range: Self
these spells become Somatic and Material: an appropriate Components: S, M (an appropriate amount of air)
amount of air. Duration: Concentration, up to 10 minutes
Parry. As a reaction to being hit by an attack, you can add You create a Small bubble of air capable of carrying you at
your Proficiency modifier to your AC, potentially causing the high speed. The scooter has a speed of 60 feet, can climb
attack to miss. You can use this ability a number of times vertical surfaces, and can jump 60 feet. You can mount or
equal to your Dexterity modifier before needing a short or dismount it using 5 feet of your movement. The scooter
long rest. vanishes if it is more than 10 feet away from you.
Lightfooted. Starting at 5th level, you may take the Dash or At Higher Levels. When you cast this spell using a spell
Disengage action as a bonus action. slot of 4th level, the size of the bubble increases to Medium
and can carry up to 4 Medium sized creatures. When you
Air Bender Spells cast this spell using a spell slot of 5th level, the size of the
bubble increases to Large and can carry up to 10 Medium
Cantrips (0 Level) sized creatures.
Air Thrust*
Gust Air Thrust
Mage Hand (the hand is invisible) Transmutation cantrip
Thunderclap (Strength save instead of Constitution) Casting Time: 1 action
Range: 30 feet
1st Level Components: S, M (an appropriate amount of air)
Catapult Duration: Instantaneous
Chromatic Orb (thunder damage only) One Medium or smaller creature of your choice you can
Feather Fall see within range must succeed on a Strength saving throw or
Jump (targets self only) be pushed up to 5 feet in any direction. This distance is
Longstrider (targets self only) halved going upwards, and doubled pushing an airborne
Shield target downwards. Pushing a target down while it is standing
Thunderous Smite on a solid surface knocks it prone instead.
Thunderwave This spell’s distance increases by an additional 5 feet when
Zephyr Strike you reach 5th level (10 feet), 11th level (15 feet), and 17th
level (20 feet).
2nd Level
Dust Devil Suffocate
Gust of Wind 3rd-level transmutation
Levitate Casting Time: 1 action
Warding Wind Range: 30 feet
Components: S, M (an appropriate amount of air)
3rd Level Duration: Concentration, up to 10 minutes
Air Scooter* One Medium or smaller creature that you can see within
Suffocate* range must make a Dexterity saving throw. On a failure, the
Wind Wall air surrounding the target's head is removed, and the
creature cannot breathe for the duration.
4th Level
Freedom of Movement (above water only)
5th Level
Control Winds
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Water Benders
"Water is the element of change. The people of the Water Water Bender Spells
Tribes are capable of adapting to many things. They have a
sense of community and love that holds them together Cantrips (0 Level)
through anything."
Water Bending. You gain access to the Water Bender spell Frostbite
list. Your spellcasting ability is Dexterity. The components for Ray of Frost
these spells become Somatic and Material: an appropriate Shape Water
amount of water. Thorn Whip (water instead of plants)
Waterborne. You have swim speed equal to your walking 1st Level
speed. Armor of Agathys
Air Bubble. Starting at 5th level, you may use your action Arms of Hadar (bludgeoning damage instead of necrotic)
to create an air bubble for traveling underwater. Each bubble Chromatic Orb (cold damage only)
lasts for 1 hour, and you can use this ability a number of Cure Wounds
times equal to your Dexterity modifier before needing a short Ensaring Strike (ice instead of plants)
or long rest. Entangle (ice instead of plants)
Fog Cloud
Grease (ice instead of grease)
Ice Knife
Longstrider (targets self only, in water only)
2nd Level
Dragon's Breath (targets self only, cold damage only)
Maximilian's Earthen Grasp (ice instead of earth)
Protection from Poison
Snilloc's Snowball Swarm
Spike Growth (ice instead of plants)
3rd Level
Elemental Weapon (cold damage only)
Sleet Storm
Tidal Wave
Wall of Water
Water Walk
4th Level
Evard's Black Tentacles (water instead of tentacles)
Blight
Control Water
Freedom of Movement (in water only)
Grasping Vine (water instead of plants)
Ice Storm
Watery Sphere
5th Level
Cone of Cold
Conjure Volley (ice only)
Maelstrom (in water only)
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New Feats for Benders
Accelerated Learning Lava Bending
Prerequisites: any Bender subrace Prerequisites: Earth Bender subrace
You learn 1 additional cantrip from your bending spell list. You add Create Lava and Hurl Lava to your spell list.
Blood Bending Create Lava
Prerequisites: Water Bender subrace 2nd-level transmutation
Casting Time: 1 action
On the night of a full moon, you gain the ability to cast the Range: 30 feet
spell Bend Blood. Components: S, M (an appropriate amount of earth)
Bend Blood Duration: 1 hour
3rd-level necromancy You transform a patch of earth into burning lava. You
Casting Time: 1 action choose a 5-foot square of earth or stone that you can see
Range: 60 feet within 30 feet, transforming it into a pit of lava up to 1 foot
Components: S deep. A creature takes 3d10 fire damage when it enters lava
Duration: Concentration, up to 1 minute for the first time on a turn or when it ends its turn there. The
Your gesture forces one Medium-sized or smaller living lava is considered difficult terrain, and solidifies back into
creature you can see within range to make a Constitution solid earth after 1 hour.
saving throw. On a failed save, the target is paralyzed. When At Higher Levels. When you cast this spell using a spell
you cast the spell, and on each of your turns for the duration, slot of 3rd level or higher, you can transform 1 additional 5-
you can use your action to force the creature to move up to foot square of earth adjacent to another square of lava for
20 feet and make a single melee attack using your spell each level above 2nd.
attack bonus, or drop an item it is holding. The spell ends if Hurl Lava
you use your action to do anything else. The spell also ends if Transmutation cantrip
the target is ever outside the spell’s range or if it has total Casting Time: 1 action
cover from you. Range: 30 feet
At Higher Levels. When you cast this spell using a spell Components: S, M (an appropriate amount of lava)
slot of 4th level or higher, you may target one additional Duration: Instantaneous
creature for each level higher than 4th. You can control One creature you can see within range that is also within
multiple creatures using the same action. 10 feet of lava must make a Dexterity saving throw or take
Combustion Bending 1d10 fire damage.
This spell's damage increases by 1d10 when you reach 5th
Prerequisites: Fire Bender subrace level (2d10), 11th level (3d10), and 17th level (4d10).
You can cast the spell Fireball using a spell slot as normal,
but using Wisdom as your spellcasting ability for this spell Lightning Bending
instead of your normal spellcasting ability. Prerequisites: Fire Bender subrace
Flight You add Lightning Bolt, Shocking Grasp, and Witch Bolt to
your spell list.
Prerequisites: Air Bender or Fire Bender subrace
You gain a flying speed equal to your walking speed.
Healing Specialist
Prerequisites: Water Bender subrace
You add Lesser Restoration and Prayer of Healing to your
spell list.
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Metal Bending Shuriken
1st-level transmutation
Prerequisites: Earth Bender subrace Casting Time: 1 action
You may substitute the material components for your spells Range: 30 feet
of earth using an appropriate amount of metal. Components: S, M (an appropriate amount of metal)
Additionally, you add Encase in Metal, Shape Metal, and Duration: Instantaneous
Shuriken to your spell list. You launch three flying blades at your enemies. Make a
Encase in Metal ranged spell attack for each blade. On a hit, the target takes
3rd-level transmutation 2d4 slashing damage.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 60 feet slot of 2nd level or higher, you create one additional blade for
Components: S, M (an appropriate amount of metal) each slot level above 1st.
Duration: Instantaneous Spirit Projection
You encase yourself or another creature in metal plating, Prerequisites: Air Bender subrace
either as armor or imprisonment. You or another Medium or You can cast the spell Project Spirit using a spell slot as
smaller sized creature within range must make a Dexterity normal, but using Wisdom as your spellcasting ability for this
saving throw or become encased. A target can choose to fail spell instead of your normal spellcasting ability.
the save if they are willing.
Armor. The target's AC becomes 13 + its Dexterity Project Spirit
modifier, unless its AC is already higher. The armor remains 3rd-level necromancy
until it is removed with magic. Casting Time: 1 minute
Imprisonment. The target is restrained by the metal and Range: Self
its AC becomes 15. The target can use its action to make DC Components: S
20 Strength check to break the armor, freeing itself on a Duration: Concentration, up to 1 hour
success. By meditating deeply and focusing on the spiritual breath
At Higher Levels. When you cast this spell using a spell of the world, you are able to project an incorporeal
slot of 4th level or higher, you can target a creature one size manifestation of your spirit into the physical space around
category larger for each level higher than 3rd. you. Your physical body is unconscious during the duration in
Shape Metal a state of prolonged meditation.
Transmutation cantrip Your projected spirit appears as a translucent version of
Casting Time: 1 action yourself and has a fly speed of 10 feet. It can travel through
Range: 30 feet creatures and objects as if they were difficult terrain. Your
Components: S, M (an appropriate amount of metal) spirit has darkvision to a range of 30 feet, and you are able to
Duration: Instantaneous see, hear, and speak from your spirit as if you were there.
You choose a piece of non-precious metal that you can see If you are reduced to 0 hit points, the spell ends and your
within range and that fits within a 5-foot cube. You consciousness returns to your body. You can also choose to
manipulate it in one of the following ways: end the effect at any time using a bonus action.
At Higher Levels. When you cast this spell using a spell
You can make a melee spell attack using that piece of slot of 4th level or higher, you may extend the duration by 1
metal against a target within 5 feet of it. This attack deals additional hour for every level above 3rd.
1d6 bludgeoning, piercing, or slashing damage (your
choice). This damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
You can attempt to ensare and hold a target. One Medium
or smaller sized creature within 5 feet of the metal must
make a Dexterity saving throw or become grappled. A
grappled target can use its action to make an Athletics or
Acrobatics check against your spell save DC, freeing itself
on a success.
You can form the metal into a tool, weapon, or other object
weighing no more than 10 pounds.
You can bend, twist, or otherwise force the metal into
standing structures and sculptures. The section of metal
becomes difficult terrain for any creatures passing
through the space.
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