Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in sage and two in fighter, you’re a 5th-level character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example a guardian who decides to multiclass into the empath class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores

Multiclassing Prerequisites
ClassAbility Score Minimum
ArtistDexterity 13 and Charisma 13
DiscipleWisdom 13
DrifterDexterity 13
EmpathWisdom 13
FighterStrength or Dexterity 13
GuardianStrength 13
LeaderStrength 13 and Intelligence 13
MakerIntelligence 13
MysticCharisma 13
ProdigyCharisma 13
RogueDexterity 13
SageIntelligence 13

Experience Points

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. So if you are a disciple 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a disciple.

Hit Points and Hit Dice

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.

You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example both the fighter and the leader have a d10, so if you are a fighter 5/leader 5, you have tend d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a leader 5/disciple 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

Proficiency Bonus

Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3

Proficiencies

When you gain a level in a class other than your first, you gain only some of that class’s starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies
ClassProficiencies Gained
ArtistLight armor, one skill of your choice, one musical instrument of your choice
DiscipleLight armor, medium armor, shields
DrifterShields, simple weapons, martial weapons
EmpathLight armor, medium armor, shields
FighterLight armor, medium armor, shields, simple weapons, martial weapons
GuardianAll armor, shields, simple weapons, martial weapons
LeaderLight armor, medium armor, shields, simple weapons, martial weapons
MakerAll armor, shields, simple weapons, martial weapons
MysticLight armor, simple weapons
Prodigy--
RogueLight armor, one skill of your choice, thieves’ tools
Sage--

Class Features

When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you’re multiclassing: Channel Spirit, Extra Attack, Unarmored Defense, and Bending

Channel Spirit

If you already have the Channel Spirit feature and gain a level in a class that also grants the feature, you gain the Channel Spirit effects granted by that class, but getting the feature again doesn’t give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a disciple 6/mystic 4, you can use Channel Spirit twice between rests because you are high enough level in the disciple class to have more uses. Whenever you use the feature, you can choose any of the Channel Spirit effects available to you from your two classes.

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don’t add together. You can’t make more than two attacks with this feature unless it says you do (as the fighter’s version of Extra Attack does).

Unarmored Defense

If you already have the Unarmored Defense feature, you can’t gain it again from another class.

Bending

Your capacity for bending depends partly on your combined levels in all your bending classes and partly on your individual levels in those classes. Once you have the Bending feature from more than one class, use the rules below. If you multiclass but have the Bending feature from only one class, you follow the rules as described in that class.

Moves Known. The number of moves you learn for each class is determined individually, as if you were a single-classed member of that class. If you are a leader 4/sage 3, for example, you know three leader moves based on your levels in the leader class. As a 3rd-level sage, you know three sage basics, and six sage moves, one of which (the one you gained when you reached 3rd level as a sage) can be a 2nd-level move.

Each move you know is associated with one of your classes, and you use the bending ability of that class when you use the move. Similarly, a bending focus can be used only for the moves of the class associated with that focus.

Move Level. The maximum level move you can learn is determined by your bender level, calculated by adding together all your levels in the disciple, empath, mystic, prodigy, and sage classes, half your levels (rounded down) in the artist and leader classes, and a third of your drifter, fighter, and rogue levels (rounded down if you have the Monk, Skill, or Con-Artist feature. Use this total to determine the maximum move level your character can learn by consulting the Multiclass Bender table.

If you have more than one bending class, this table might give you access to a move level that is higher than the moves you know or can learn through your class. This allows you to both learn moves of this level organically through your adventure as described in Chapter 10. You can also use the moves you learn through your class at a higher level, even if you don’t have any moves of that higher level.

Multiclass Bender: Maximum Move Level by Bender Level
Bender LevelMove Level
1st1st
2nd1st
3rd2nd
4th2nd
5th3rd
6th3rd
7th4th
8th4th
9th5th
10th5th
11th6th
12th6th
13th7th
14th7th
15th8th
16th8th
17th9th
18th9th
19th9th
20th9th

Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow--perhaps by a chibending technique--you can’t benefit from the Grappler feat until your Strength is restored.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement
  • Climbing doesn’t halve your speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Antibender

You have practiced techniques useful in melee combat against benders, gaining the following benefits:

  • When a creature within 5 feet of you uses a bending move, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a bending move, that creature has disadvantage on the saving throw it makes to maintain concentration.
  • You have advantage on saving throws against moves performed by creatures within 5 feet of you.

Battle Bender

Prerequisite: The ability to perform at least one bending move

You have practiced bending in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a move when you take damage.
  • You can perform the somatic components of moves even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to perform a bending move aimed at the creature, rather than making an opportunity attack. The move must have an execution time of 1 action and must target only that creature.

Bending Sensation

Prerequisite: The ability to perform at least one bending move

You have developed a powerful intuitive sense for bending, granting you the following benefits:

  • When you perform a move that requires you to make an attack roll, the move’s range is doubled.
  • Your ranged bending attacks ignore cover. If a target has full cover and you cannot sense their exact location, you make your attack with disadvantage.
  • If you are an elemental bender, you can sense the presence of your element anywhere within your bending range and can use it to bend, even if you can’t see its location.

Bloodbending

Prerequisite: The ability to waterbend

You gain access to the bloodbending move list in Chapter 11 and may add one move from the list to your list of moves. The move starts with 1 mastery point.

Any time you have the opportunity to learn a new move by levelling up, you can choose a move from the bloodbending move list instead. You can also learn more bloodbending moves naturally through the course of your adventure as described in Chapter 10.

Bloodbending can normally only be practiced and performed under the full moon. While bloodbending without the full moon is possible, it requires an extraordinary amount of training. You must earn at least 100 mastery points with bloodbending moves in order to bloodbend without the full moon. Once you’ve earned the requisite 100 mastery points, you may ignore the M (full moon) requirement of your bloodbending moves.

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Chibending Novice

Choose a class: disciple, empath, mystic, prodigy, or sage. You learn two basics of your choice from that class’s move list.

In addition, choose one 1st-level move from that same list. You learn that move and can perform it at its lowest level. Once you use it, you must finish a long rest before you can use it again.

Your bending ability for these moves depends on the class you choose: Charisma for mystic or prodigy; Wisdom for disciple or empath; or Intelligence for sage.

Chiblocking

Prerequisite: Dexterity 13 or higher

You gain access to the chiblocking move list in Chapter 11. You learn two basic moves of your choice from that move list.

In addition, any time you have the opportunity to learn a new move through your class, you can choose a move from the chiblocking move list instead. You can also learn more chiblocking moves naturally through the course of your adventure as described in Chapter 10.

Your bending ability modifier for these moves is Dexterity.

Combustionbending

Prerequisite: The ability to firebend

You gain access to the combustionbending move list in Chapter 11. You learn two basic moves of your choice from that move list.

In addition, any time you have the opportunity to learn a new move through your class, you can choose a move from the combustionbending move list instead. You can also learn more combustionbending moves naturally through the course of your adventure as described in Chapter 10.

Your bending abilities for these moves are the same as your bending abilities for firebending.

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

Defensive Duelist

Prerequisite: Dexterity 13 or higher

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Elemental Adept

Prerequisite: The ability to bend an element

When you gain this feat, choose one of the following bending types: water, fire, earth, air.

When you perform bending moves of the chosen type, the damage dealt by your moves ignore resistance to that type of damage. In addition, when you roll damage for a move you perform that deals damage of that type, you can treat any 1 on a damage die as a 2.

Flight

Prerequisite: The ability to airbend

You have released your earthly tethers, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You have a flying speed of 40.

Grappler

Prerequisite: Strength 13 or higher

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Heavily Armored

Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from normal weapons is reduced by 3.

Inspiring Leader

Prerequisite: Charisma 13 or higher

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Lavabending

Prerequisite: The ability to earthbend

You gain access to the lavabending move list in Chapter 11. You learn two basic moves of your choice from that move list.

In addition, any time you have the opportunity to learn a new move through your class, you can choose a move from the lavabending move list instead. You can also learn more lavabending moves naturally through the course of your adventure as described in Chapter 10.

Your bending abilities for these moves are the same as your bending abilities for earthbending.

Lightbending

Prerequisite: The ability to firebend

You gain access to the lightbending move list in Chapter 11. You learn two basic moves of your choice from that move list.

In addition, any time you have the opportunity to learn a new move through your class, you can choose a move from the lightbending move list instead. You can also learn more lightbending moves naturally through the course of your adventure as described in Chapter 10.

Your bending abilities for these moves are the same as your bending abilities for firebending.

Lightly Armored

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.

Lightningbending

Prerequisite: The ability to firebend

You gain access to the lightningbending move list in Chapter 11. You learn two basic moves of your choice from that move list.

In addition, any time you have the opportunity to learn a new move through your class, you can choose a move from the lightningbending move list instead. You can also learn more lightningbending moves naturally through the course of your adventure as described in Chapter 10.

Your bending abilities for these moves are the same as your bending abilities for firebending.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three language arts of your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use chibending to decipher it.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from any class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have maneuvers, your superiority die is the same for these maneuvers as the one for your class; otherwise, your superiority die is a d6. Using a maneuver requires you to expend 1 chi point.

Meditation Master

Prerequisite: Intelligence or Wisdom 13 or higher

You have learned a number of techniques that you can perform through meditation. These moves are written in a meditation book, which you must have in hand while performing one of them.

When you choose this feat, you acquire a meditation book holding two 1st-level techniques of your choice. Choose one of the following classes: disciple, empath, mystic, prodigy, sage. You must choose your techniques from that class’s move list, and the moves you choose must have the meditation tag. The class you choose also determines your bending ability for these moves: Charisma for mystic or prodigy; Wisdom for disciple or empath; or Intelligence for sage.

If you come across a bending move in written form, such as a bending scroll or a book of meditations, you might be able to add it to your meditation book. The technique must be on the move list for the class you chose, the move’s level can be no higher than half your level (rounded up), and it must have the meditation tag. The process of copying the technique into your meditation book takes 2 hours per level of the move, and costs 50 gp per level. The cost represents material components you expend as you experiment with the technique to master it, as well as the fine inks you need to record it.

Medium Armor Master

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Metalbending

Prerequisite: The ability to metalbend

You gain access to the metalbending move list in Chapter 11. You learn two basic moves of your choice from that move list.

In addition, any time you have the opportunity to learn a new move through your class, you can choose a move from the metalbending move list instead. You can also learn more metalbending moves naturally through the course of your adventure as described in Chapter 10.

Your bending abilities for these moves are the same as your bending abilities for earthbending.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Moderately Armored

Prerequisite: Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If you mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, instead it takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Plantbending

Prerequisite: The ability to waterbend

You gain access to the plantbending move list in Chapter 11. You learn two basic moves of your choice from that move list.

In addition, any time you have the opportunity to learn a new move through your class, you can choose a move from the plantbending move list instead. You can also learn more plantbending moves naturally through the course of your adventure as described in Chapter 10.

Your bending abilities for these moves are the same as your bending abilities for waterbending.

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter you reach.

Resilient

Choose one ability score, you gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Savage Attacker

Once per turn when you roll damage for a melee attack, you can reroll the attack’s damage dice and use either total.

Seismic Sense

Prerequisite: The ability to earthbend

You have attuned your earthbending sense, gaining the following benefits:

  • You have advantage on Wisdom (Perception) checks that rely on touch.
  • You have blindsight to a range of 90 feet, as described in chapter 8, using seismic vibrations to see anything in contact with the ground.
  • If you have not yet learned it, you can add the earthbending move seismic stomp to your move list.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee attack against the attacking creature.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a move or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

Skulker

Prerequisite: Dexterity 13 or higher

You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Sound Bending

Prerequisite: The ability to airbend

You gain access to the sound bending move list in Chapter 11. You learn two basic moves of your choice from that move list.

In addition, any time you have the opportunity to learn a new move through your class, you can choose a move from the sound bending move list instead. You can also learn more sound bending moves naturally through the course of your adventure as described in Chapter 10.

Your bending abilities for these moves are the same as your bending abilities for airbending.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice.
Outline