Below are the names, details and descriptions of every known bending technique in the elemental worlds. If you have a bending move in mind that you would like your character to know that isn't described by any technique on the list, either work with your GM to create it or send me a DM and I'll help write it up. The possibilities of bending are only limited by the creativity of the bender.

  • Press the green plus sign to expand a technique to see its full description.
  • Sort or filter by Level, Name, Type, Class, etc. to find the techniques that fit your bender.
  • Search for techniques by name to quickly find the details you're after.

Technique Table

LevelNameTypeStyleClassExecution TimeRangeRequirementsDurationDescription
0Air BallAirbending1 action45 feetPInstantaneousYou form a ball of air and propel it at a creature within range. Make a ranged bending attack against the target. On a hit, the target takes 1d4 air damage, and is dizzied until the start of your next turn.
This move’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
0Air BurstAirbending1 attack5 feetP (two hands)InstantaneousYou collect and release an explosive burst of air at a target within range. Make a melee bending attack against the target. On a hit, the target takes air damage equal to 1d12 + your bending ability modifier.
0Air DartAirbending1 attack60 feetP (one hand)InstantaneousYou fire a tiny air dart at a target within range. Make a ranged bending attack against the target. On a hit, the target takes air damage equal to 1d4 + your bending ability modifier.
0Air JetAirbending1 attack20 feetP (main hand or two hands)InstantaneousYou shoot a jet of air at a target within range. Make a ranged bending attack against the target. When using one hand, the move deals air damage equal to 1d8 + your bending ability modifier. When using two hands, the move deals air damage equal to 1d10 + your bending ability modifier.
0Air KickAirbending1 attack20 feetP (main foot)InstantaneousYou shoot a blast of air out of your foot as the extension of a kick at a target within range. Make a melee or ranged bending attack against the target. On a hit, the target takes air damage equal to 1d8 + your bending ability modifier.
If you are forced to make a Dexterity save before completing this attack, you make it with disadvantage.
0Air PunchAirbending1 attack20 feetP (one hand)InstantaneousYou fire an air blast as the extension of a punch at a target within range. Make a melee or ranged bending attack against the target. On a hit, the target takes air damage equal to 1d6 + your bending ability modifier.
0Air SwipeAirbending1 action60 feetPInstantaneousYou swing through the air, sending a wide arc at a target within range. Creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 air damage.
The move’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0AirrowAirbending1 action120 feetPInstantaneousYou shoot an air arrow at a creature or object within range. Make a ranged bending attack against the target. On a hit, the target takes 1d10 air damage.
This move’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
0Aqua JetWaterbending1 attack20 feetP (main hand or two hands), M (water: tiny)InstantaneousYou fire a jet of water at a target within range. Make a ranged bending attack against the target. When using one hand, the move deals water damage equal to 1d8 + your bending ability modifier. When using two hands, the move deals water damage equal to 1d10 + your bending ability modifier.
0Aura VisionSpiritbendingDisciple, Empath, Mystic1 actionSelf (30-foot radius)FInstantaneousYou ask for guidance from a familiar spirit. The more specific your request is, the more specific the response will be. The spirits work in mysterious ways, so the answer may come in the form of a sign or an intuitive sense, or the spirit may speak to you directly.
If you use this technique two or more times before completing your next long rest, there is an accumulating 25 percent chance for each use after the first that you get false guidance. The GM makes this roll in secret.
0Break RootManeuverDrifter, Fighter, Guardian, Prodigy1 atttackSelfP (one hand or foot)InstantaneousYou attempt to attack a creature in a way that forces it out of its stance. Make a melee attack using your bending attack modifier. The target must make a Constitution saving throw. On a failed save, you knock the target out of its stance.
0BubbleWaterbending1 action60 feetP (one hand), M (water: tiny)InstantaneousYou hurl a bursting bubble of water at a point or creature within range. Creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 water damage.
This move’s damage increases by 1d6 when you reach 5th level (2d6), 11th level, 3d6, and 17th level (4d6).
0ConfoundChibendingArtist, Disciple, Mystic, Sage1 action30 feetV, P1 roundYou employ a combination of words and actions to confound a target within range. The creature must make a Wisdom saving throw. On a failed save, the target is confused and cannot take reactions until the end of your next turn.
Once a creature rolls a successful saving throw against this technique, it cannot be used against that creature again until you complete a long rest.
0ConveyChibendingArtist, Disciple, Empath, Leader, Sage1 actionSelfV, PConcentration, up to 1 minuteYou use a combination of words and gestures to get your point across. For the duration, you can convey basic ideas to any creature even if they don’t understand the language you are speaking. The creature gains a simple understanding of the message you are trying to convey.
0Direct OrderManeuverGuardian, Leader1 action45 feetVInstantaneousYou direct a friendly creature within range who can see or hear you to move to a more advantageous location. That creature can use its reaction to move up to half its speed in a direction of your choice.
0Distraction TacticManeuverArtist, Drifter, Leader1 action30 feetV, PConcentration, up to 1 roundYou try to force a creature’s attention to yourself, distracting it from its surroundings. The creature must make a Wisdom saving throw. On a failed save, the next attack made against that creature by a creature other than yourself is made with advantage, provided the attack is made before the end of your next turn.
If a creature that fails the save was concentrating on a technique, they lose their concentration.
0Draw AttentionChibendingArtist, Drifter, Prodigy, Sage1 action30 feetV, PConcentration, up to 1 roundYou try to persuade a creature to give you its attention, distracting it from its surroundings. The creature must make a Charisma saving throw. On a failed save, the next ability check made against that creature by a creature other than yourself is made with advantage, provided the check is made before the end of your next turn.
A creature that fails the save also has disadvantage on Wisdom (Perception) checks to perceive any creature other than you.
0Earth PowerEarthbending1 attack20 feetP (main hand or two hands), M (earthen ground)InstantaneousYou launch a rock or protrusion up out of the ground to hit a target within range. Make a ranged bending attack against the target. When using one hand, the move deals earth damage equal to 1d8 + your bending ability modifier. When using two hands, the move deals earth damage equal to 1d10 + your bending ability modifier.
0Earth SpikeEarthbending1 attack20 feetP (main hand or foot), M (earthen ground)InstantaneousYou lift an earthen spike out of the ground to hit a target within range. Make a melee or ranged bending attack against the target. On a hit, the target takes earth damage equal to 1d8 + your bending ability modifier.
0EmberFirebending1 action60 feetPInstantaneousYou hurl an exploding ember at a point or creature within range. Creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 fire damage.
This move’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0EncouragementInvocationArtist, Disciple, Empath, Leader, Sage1 action40 feetVConcentration, up to 1 minuteYou offer a string of encouraging words to a friendly creature within range. Once before the technique ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check.
0Fire BlastFirebending1 attack5 feetP (two hands)InstantaneousYou release an exploding blast of fire at a target within range. Make a melee bending attack against the target. On a hit, the target takes fire damage equal to 1d12 + your bending ability modifier.
0Fire BoltFirebending1 action120 feetPInstantaneousYou hurl a mote of fire at a creature or object within range. Make a ranged bending attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this move ignites if it isn’t being worn or carried.
This move’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
0Fire FistFirebending1 attack20 feetP (one hand)InstantaneousYou shoot a blast of fire out of your fist as the extension of a punch at a target within range. Make a melee or ranged bending attack against the target. On a hit, the target takes fire damage equal to 1d6 + your bending ability modifier.
0Fire JetFirebending1 attack20 feetP (main hand or two hands)InstantaneousA jet of fire erupts forth from your hand or hands toward a target within range. Make a ranged bending attack against the target. When using one hand, the move deals fire damage equal to 1d8 + your bending ability modifier. When using two hands, the move deals fire damage equal to 1d10 + your bending ability modifier.
0Flame KickFirebending1 attack20 feetP (main foot)InstantaneousYou shoot a blast of fire out of your foot as the extension of a kick at a target within range. Make a melee or ranged bending attack against the target. On a hit, the target takes fire damage equal to 1d8 + your bending ability modifier.
If you are forced to make a Dexterity save before completing this attack, you make it with disadvantage.
0FlareFirebending1 attack60 feetP (one hand)InstantaneousYou fire a small flare at a target within range. Make a ranged bending attack against the target. On a hit, the target takes fire damage equal to 1d4 + your bending ability modifier.
0Focus StrikeManeuverFighter, Guardian, Prodigy1 action60 feetPConcentration, up to 1 roundYou target a creature within range and wait for the opportune moment to strike its weak point. On your next turn, attacks you make against the target score a critical hit on a roll of 19 or 20, provided that this technique hasn’t ended.
0FortifyChibendingDrifter, Empath, Sage1 actionSelfF, P (deep breath)InstantaneousYou concentrate your energy on repairing injury. You can use one of your hit dice.
This technique allows you to use more hit dice when you reach 5th level (2), 11th level (3), and 17th level (4).
0FriendsChibendingArtist, Disciple, Empath, Prodigy, Sage1 actionSelfVConcentration, up to 1 minuteFor the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the technique ends, the creature realizes that you influenced its mood and becomes reacts accordingly. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it.
0FrostWaterbending1 action45 feetP, M (water: tiny)InstantaneousYou release into its gaseous state, but maintain control over it, bending it into a fog cloud. In its gaseous state, you are able to maintain control over the water in an area equal to a 20-foot-radius sphere, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. The cloud persists for as long as you maintain concentration and control over it. If you lose concentration or stop controlling the water, the cloud dissipates after 1 minute. Additionally, a wind of moderate or greater speed (at least 10 miles per hour) can disperse the cloud.
At Higher Levels. When you use this move at 3rd level or higher, the radius of the sphere increases by 10 feet and the range increases by 15 feet for each move level above 2nd.
0GuidanceSpiritbendingDisciple, Sage1 actionSelfF, VInstantaneousYou ask for guidance from a familiar spirit. The more specific your request is, the more specific the response will be. The spirits work in mysterious ways, so the answer may come in the form of a sign or an intuitive sense, or the spirit may speak to you directly.
If you use this technique two or more times before completing your next long rest, there is an accumulating 25 percent chance for each use after the first that you get false guidance. The GM makes this roll in secret.
0Hurl BoulderEarthbending1 action120 feetP, M (earth: tiny)InstantaneousYou lift and hurl a chunk of earth at a target within range. Make a ranged bending attack against the target. On a hit, the target takes 1d10 earth damage.
This move’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
0Hydro BlastWaterbending1 attack5 feetP (two hands), M (water: tiny)InstantaneousYou send an intense blast of water toward a target within range. Make a melee bending attack against the target. On a hit, the target takes water damage equal to 1d12 + your bending ability modifier.
0JinxInvocationArtist, Mystic1 action90 feetV1 hourYou jinx a creature within range, casting misfortune upon it. Roll a d20 and record the result. Once before the technique ends, if the creature rolls the recorded number, it takes 1d4 mind damage, and has to reroll the d20 and take the lower number.
A creature can only be affected by one jinx at a time. Once the creature rolls the chosen number, the technique ends.
0Knuckle PunchChibendingChiblocking1 attackTouchP (one hand)InstantaneousYou target an enemy weak point with a quick jab using pointed knuckles. Make an unarmed bending attack against the creature. On a hit, the creature takes 1d4 chi damage and has a -1 penalty on saving throws against your bending techniques until the start of your next turn.
0LeechSpiritbendingMystic1 actionTouchF, PInstantaneousYou invoke the power a soul sucking spirit and cast it upon an enemy. Make a melee bending attack against a creature you can reach. On a hit, the creature takes 1d4 spirit damage and you regain hit points up to the amount of damage dealt.
0Lock OnManeuverFighter, Guardian, Prodigy1 action60 feetPConcentration, up to 1 roundYou home in on a target within range, watching for gaps in its defense. On your next turn, you gain advantage on attacks against the target, provided that this technique hasn’t ended.
0Mud BombEarthbending1 action60 feetP, M (earth: tiny)InstantaneousYou hurl a burst blob of mud at a point or creature within range. Creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 earth damage.
This move’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0MystifySpiritbendingArtist, Mystic1 action30 feetV, PConcentration, up to 1 minuteWith entrancing speech and a dazzling display, you attempt to mystify a creature within range. It must make a Wisdom saving throw which it makes with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed until the technique ends or until you or your companions do anything harmful to it. While charmed in this way, you have advantage on Charisma (Persuasion) checks directed at the creature, which keeps its attention on you, intrigued or entranced for the duration.
The creature can use an action on its turn to repeat the saving throw, ending the technique on a successful save.
0Palm StrikeChibendingChiblocking1 actionTouchP (one hand)InstantaneousYou attempt to strike a creature with an open palm, temporarily preventing them from benefiting from healing energy. Make an unarmed bending attack against the creature. On a hit, the target takes 1d8 chi damage, and it can’t regain hit points until the start of your next turn.
This technique’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0PebbleEarthbending1 attack60 feetP (one hand), M (earth: tiny)InstantaneousYou fire a tiny pebble at a target within range. Make a ranged bending attack against the target. On a hit, the target takes earth damage equal to 1d4 + your bending ability modifier.
0PrayerSpiritbendingDisciple1 actionSelfF, V8 hoursYou recite a prayer to a familiar spirit, asking it to watch over you for the next hour. Once before the technique ends, the spirit may intervene on your behalf (the GM decides when), allowing you to reroll a d20 after it is rolled but before the outcome is determined.
Once the spirit intervenes the technique ends.
0ProtectionInvocationDisciple, Empath, Mystic, Sage1 actionTouchF, P1 hourYou touch a friendly creature and offer it an assurance of protection. The creature gains 1d4 temporary hit points for the duration.
The hit points increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
0Reassuring WordChibendingArtist, Empath, Leader, Sage1 action40 feetVInstantaneousYou verbally tap into a friendly creature’s chi to help them overcome their fear. Feeling comforted and reassured, the frightened creature has advantage on the next saving throw they make against the effect.
0RebukeSpiritbendingDisciple, Mystic, Sage1 actionSelfF, V1 roundYou summon the strength of a familiar spirit and reprimand a creature that has attacked you within the last round. The creature must make a Wisdom saving throw. On a failed save, the creature takes 1d4 spirit damage, and the creature may not attack or use any harmful technique against you until the start of your next turn.
0ResilienceInvocationEmpath, Leader, Sage1 action40 feetVConcentration, up to 1 minuteYou assure a friendly creature within range that they have the strength to withstand a harmful effect. Once before the technique ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw.
0Rock PunchEarthbending1 attack20 feetP (one hand), M (earth: tiny)InstantaneousYou punch a rock at a target within range. Make a melee or ranged bending attack against the target. On a hit, the target takes earth damage equal to 1d6 + your bending ability modifier.
0Rock SmashEarthbending1 attack5 feetP (two hands), M (earth: tiny)InstantaneousYou smash a rock against a target within range. Make a melee bending attack against the target. On a hit, the target takes earth damage equal to 1d12 + your bending ability modifier.
0Seed of DoubtInvocationArtist, Drifter, Mystic1 action45 feetV1 minuteYou say something to make a creature within range doubt their ability. The creature must make a Charisma saving throw. On a failed save, the next time the target rolls a d20 before the technique ends, roll a d4 and subtract the number from their roll.
0Set-UpManeuverChiblocking1 action15 feetPConcentration, up to 1 roundYou set up a creature to fail on a future saving throw. The next time the creature makes a saving throw to avoid the effect of one of your bending techniques, the creature has a -1 penalty on their saving throw, provided that this technique hasn’t ended.
This technique’s penalty increases by 1 when you reach 5th level (-2), 11th level (-3), and 17th level (-4).
0SnowballWaterbending1 action120 feetP, M (water: tiny)InstantaneousYou make a snowball and send it hurtling toward a creature or object within range. Make a ranged bending attack against the target. On a hit, the target takes 1d10 ice damage.
The move’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
0Steel DefenseChibendingDrifter, Leader, Prodigy1 actionSelfP1 roundYou channel your energy into your defense and concentrate on guarding against weapons. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
0Stream of FireFirebending1 action45 feetPInstantaneousA stream of fire erupts from the end of your outstretched limb toward a target within range. Make a ranged bending attack against the target. On a hit, the target takes 1d4 fire damage, and is burned until the start of your next turn.
The move’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
0Sure ShotInvocationLeader, Sage1 action40 feetVConcentration, up to 1 minuteYou give a friendly creature within range the confidence to land an attack. Once before the technique ends, the target can roll a d4 and add the number rolled to one attack roll of its choice. It can roll the die before or after making the attack roll.
0TauntManeuverDrifter, Fighter, Guardian, Prodigy1 action30 feetV, PConcentration, up to 1 roundYou attempt to provoke a creature within range to focus its attention on you. The creature must make a Wisdom saving throw. On a failed save, on its next turn, the creature has disadvantage on attack rolls against creatures other than you, provided that this technique hasn’t ended.
The technique ends if a creature friendly to you damages the target or uses a harmful technique against it, or if you end your turn more than 30 feet away from the target.
0True StrikeManeuverFighter, Prodigy1 action60 feetPConcentration, up to 1 roundYou ready a precise attack and take aim at a target within range. On your next turn, you have a +10 bonus to your first attack roll against the creature, provided that this technique hasn’t ended.
0Vicious MockeryChibendingArtist1 action60 feetVInstantaneousYou unleash a string of cutting insults laced with malice at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 mind damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This technique’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
0Water GunWaterbending1 attack60 feetP (one hand), M (water: tiny)InstantaneousYou shoot a high speed squirt of water at a target within range. Make a ranged bending attack against the target. On a hit, the target takes water damage equal to 1d4 + your bending ability modifier.
0Water WhipWaterbending1 attack20 feetP (main hand), M (water: tiny)InstantaneousYou stream water into a whip, cracking it at a target within range. Make a melee or ranged bending attack against the target. On a hit, the target takes water damage equal to 1d8 + your bending ability modifier.
0Water/Ice PunchWaterbending1 attack20 feetP (one hand), M (water: tiny)InstantaneousCoating your hands in water, you fire off a spurt of water or a block of ice at a target within range. Make a melee or ranged bending attack against the target. On a hit, the target takes water/ice damage equal to 1d6 + your bending ability modifier.
1Aerial AceAirbending1 attack5 feetPInstantaneousAs you fly past a target while using airbending to enhance your movement (streamline, air scooter, gliding, etc.), you use your air displacement to batter a target within range. Make a melee bending attack against the target. On a hit, the target takes air damage equal to 1d10 + your bending ability modifier and cannot take a reaction until the end of your turn.
1Air DropAirbending1 attack30 feetP (two hands)InstantaneousWith an overhead swing, you bring the air over a target within range crashing down on top of them. Make a ranged bending attack against the target. On a hit, the target takes air damage equal to 3d4 + your bending ability modifier. If the target is behind low cover, vulnerable to attacks from above, their cover is ignored.
1Air MissileAirbending1 action120 feetPInstantaneousYou shoot three darts of compressed air. Each dart hits a creature that you can see within range. A dart deals 1d4 + 1 air damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you use this move at 2nd level or higher, you create one more dart for each move level above 1st.
1Air ShieldAirbending1 reaction, which you take when you are hit by an attack or targeted by a missile attackSelfP1 roundYou create a spinning shield of air in front of you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you can use the shield to absorb missile attacks.
1Air SlashAirbending1 attack30 feetP (main or two hands)InstantaneousYou send a cutting slash of air flying at a target within range. Make a melee or ranged bending attack against the target. When using one hand, the move deals air damage equal to 1d8 + your bending ability modifier. When using two hands, the move deals air damage equal to 1d10 + your bending ability modifier. This attack scores a critical hit on a roll of 19 or 20.
This move has cutting power similar to the slash of a sword, typically capable of cutting through objects of size Tiny and smaller at the GM’s discretion.
1Air SwatAirbending30 feet30 feetP (two hands)InstantaneousYou use the air near a target within range to deliver a forceful blow. Make a ranged bending attack against the target. On a hit, the target takes air damage equal to 1d8 + your bending ability modifier and is pushed 5 feet to the side (you decide the direction of the attack).
This move is also capable of moving objects or deflecting projectiles of size Tiny or smaller. Unsecured objects and projectiles can be swatted up to 10 feet from their original positions.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d8, the size of an object the move can affect increases by one size category, and the distance a creature or object can be moved doubles for every two move levels above 1st.
1AlertChibendingDrifter, Leader, Sage1 minute30 feetF8 hoursFor one minute, you focus on your surroundings, attuning your inner awareness to the sounds and sensations of the area. Until this technique ends, any time a creature Tiny or larger creature moves within range, your mind becomes alert and aware of the movement. You can choose to ignore the movements of certain creatures, so they do not trigger your alert. If your alert is triggered while you are sleeping, it automatically awakens you.
1Animal FriendshipChibendingArtist, Drifter, Leader, Prodigy, Sage1 action30 feetV, P, M (morsel of food)24 hoursThis technique lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the technique fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or one of your companions harms the target, the technique ends.
At Higher Levels. When you perform this technique at 2nd level or higher, you can affect one additional beast for each level above 1st.
1Aqua RingWaterbending1 actionSelfP, M (water: small)Concentration, up to 1 minuteYou draw a stream of water around your body to form a ring to help protect you. You gain temporary hit points equal to 1d4 + your bending ability modifier.
At Higher Levels. When you use this move at 2nd level or higher, you gain 5 additional temporary hit points for each move level above 1st. When you use this move at 3rd level or higher, the amount of water required increases by one size category for every two move levels above 1st.
1AttritionInvocationArtist, Disciple1 action30 feetF, VInstantaneousYou speak to your willingness to sacrifice your resources to drain an enemy’s. Choose a creature within range. That creature loses 1d4 hit points and one chi point.
At Higher Levels. When you perform this technique at 2nd level or higher, the creature loses hit points and chi points equal to the technique’s level.
1Beast SpeechSpiritbendingArtist, Drifter, Empath, Mystic, Sage1 actionSelfF, V10 minutesYou listen to the spirits of the natural beings around you. For the duration, you can speak and understand Mother Tongue. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.
1Blaze KickFirebending1 attack20 feetP (main foot)InstantaneousYou kick a blazing hot fire jet out of your foot, aimed at a target within range. Make a melee or ranged bending attack against the target. On a hit, the target takes fire damage equal to 1d10 + your bending ability modifier. This attack scores a critical hit on a roll of 19 or 20. On a critical hit, the target is also burned until the start of your next turn.
If you are forced to make a Dexterity save before completing this attack, you make it with disadvantage.
1BlessingInvocationDisciple, Sage1 actionTouchF, VConcentration, up to 1 minuteYou bless a friendly creature that you can see within range. Until the technique ends, that creature deals an additional 1d4 damage whenever they attack. Also, choose one ability when you perform this technique. The target has advantage on saving throws made with the chosen ability.
At Higher Levels. When you perform this technique at 2nd level, the duration of this technique is concentration, up to 10 minutes. When you perform this technique at 3rd level, the duration of this technique is 1 hour. When you perform this technique at 4th level or higher, the duration of this technique is 8 hours. When you perform this technique at 5th level or higher, the duration of this technique is 24 hours. Using the technique at 3rd level or higher grants a duration that doesn’t require concentration.
1Blood ChillWaterbendingBloodbending1 action45 feetP, M (full moon)Concentration, up to 1 minuteYou attempt to chill the blood of a creature that you can see within range. The target must succeed on a Constitution saving throw or become chilled for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success the effect ends on the target.
This move has no effect on plants, spirits, or constructs.
At Higher Levels. If you use this move at 2nd level or higher, you can target one additional creature for each move level above 1st. The creatures must be within 30 feet of each other for you to target them.
1BufferChibendingDisciple, Empath, Prodigy, Sage1 actionSelfP (deep breath)1 hourYou draw upon your energy to bolster your health. You gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you perform this technique at 2nd level or higher, you gain 5 additional hit points for each level above 1st.
1Burning HandsFirebending1 actionSelf (15-foot cone)PInstantaneousAs you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d6 for each move level above 1st.
1Charm of ProtectionSpiritbendingDisciple, Mystic, Sage1 actionSelfF, V1 minuteYou utter a prayer evoking the protection of your spirit. Choose one damage type. You gain resistance to that damage type for the duration.
At Higher Levels. When you perform this technique at 2nd level, the duration of this technique becomes 10 minutes. When you perform this technique at 3rd level, the duration becomes 1 hour. When you perform this technique at 4th level or higher, the duration becomes 8 hours. When you perform this technique at 5th level, the duration becomes 24 hours. When you perform this technique at 7th level, you become immune to that damage type for the duration. When you perform this technique at 9th level, the technique lasts until it is removed.
1Charm PersonChibendingArtist, Disciple, Empath, Prodigy, Sage1 action30 feetV1 hourYou attempt to charm a person you can see within range. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the technique ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the technique ends, the creature realizes it was charmed by you.
At Higher Levels. When you perform this technique at 2nd level or higher, you can affect one additional creature for each level above 1st. The creatures must be within 30 feet of each other when you target them.
1CommandChibendingDisciple, Leader, Prodigy, Sage1 action60 feetV1 roundYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. This technique has no effect if the target cannot understand you, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the technique ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Down. The target falls prone and then ends its turn.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fast available means.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you perform this technique at 2nd level or higher, you can affect one additional creature for each level above 1st.The creatures must be within 30 feet of each other when you target them.
1Commander's StrikeManeuverLeader, Sage1 attack60 feetV, PInstantaneousDirect one friendly creature within range who can see or hear you to strike. That creature can immediately use its reaction to make an attack, adding an additional 1d6 to the attack’s damage roll.
1Compelled DuelChibendingDrifter, Leader, Prodigy1 bonus action30 feetV, PConcentration, up to 1 minuteYou attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your powerful demand. For the duration, it has disadvantage on attack rolls against creatures other than you and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this technique doesn’t restrict the target’s movement for that turn.
The technique ends if you attack any other creature, if you use a move or technique that targets a hostile creature other than the target, if a creature friendly to you damages the target or uses a harmful move or technique on it, or if you end your turn more than 30 feet away from the target.
At Higher Levels. When you perform this technique at 2nd level or higher, you can affect one additional creature for each level above 1st.
1Compressed Air BallAirbending1 action90 feetPInstantaneousYou form an air ball and then compress it into a 4-inch diameter ball and fire it at a target that you can see within range. Make a ranged bending attack against the target. If the attack hits, the creature takes 3d8 air damage.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d8 for each move level above 1st.
1Cure WoundsWaterbending1 actionTouchF, P, M (water: tiny)InstantaneousYou coat your hands in water, and touch a willing creature, guiding healing energy to their wounds. The creature regains a number of hit points equal to 1d8 + your bending ability modifier. This move has no effect on spirits or constructs.
At Higher Levels. When you use this move at 2nd level or higher, the healing increases by 1d8 for each move level above 1st.
1DebaseInvocationArtist, Mystic, Prodigy, Sage1 action30 feetVConcentration, up to 1 minuteUp to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the technique ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you perform this technique at 2nd level or higher, you can affect one additional creature for each level above 1st.
1Demon's TouchSpiritbendingMystic1 actionTouchF, VInstantaneousMake a melee bending attack against a creature you can reach. On a hit, the creature takes 3d10 spirit damage.
At Higher Levels. When you perform this technique at 2nd level or higher, the damage increases by 1d10 for each level above 1st.
1Dirt ClodEarthbending1 action90 feetP, M (earth: tiny)InstantaneousYou compress a ball of earth into a 4-inch diameter sphere and fire it at a target that you can see within range. Make a ranged bending attack against the target. If the attack hits, the creature takes 3d8 earth damage.
At Higher Levels. When you use this move at 2nd-level or higher, the damage increases by 1d8 for each move level above 1st.
1Disarming AttackManeuverDrifter, Fighter, Guardian, Leader1 attackSelfPInstantaneousYou attempt to attack and disarm a creature, forcing it to drop one item of your choice that it’s holding. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage and the target must make a Strength saving throw. On a failed save, the target drops the object you chose. The object lands at its feet.
1Dissonant WhispersChibendingArtist, Mystic1 actionTouchF, VInstantaneousYou whisper a discordant melody to a creature of your choice within range, wracking it with psychosomatic pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 mind damage and can’t take reactions until the start of its next turn. On a successful save, the target takes half as much damage and is able to take reactions.
At Higher Levels. When you perform this technique at 2nd level or higher, the damage increases by 1d6 for each level above 1st.
1Distracting StrikeManeuverArtist, Drifter, Fighter, Guardian, Leader1 attackSelfPInstantaneousYou attempt to attack and distract a creature, giving your allies an opening. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage and the target must make a Wisdom saving throw. On a failed save, the next attack roll against the target by an attacker other than you has advantage if the attack is made before the end of your next turn.
1DiversionChibendingArtist, Mystic, Sage1 actionSelfV, PConcentration, up to 1 hourYou attempt to make a diversion. Each creature within a 10-foot-radius around you must make a Charisma saving throw. On a failed save, a creature is distracted by you. A distracted creature has disadvantage on Wisdom (Perception) checks to perceive any creature other than you. If the creature is hostile, it has disadvantage on attacks against any creature other than you.
Additionally, the next attack roll or ability check made against a distracted creature by a creature other than yourself is made with advantage. If a distracted creature takes damage from any creature other than you, that creature is no longer distracted.
A distracted creature can repeat its saving throw at the end of each of its turns to break out of its distraction.
At Higher Levels. When you perform this technique at 2nd level or higher, the radius of the diversion increases by 10 feet for each level above 1st.
1Dizzy PunchManeuverChiblocking1 attackSelfPInstantaneousYou hit a creature with a dizzying strike. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage and the target must make a Constitution saving throw. On a failed save, the creature is confused until the end of your next turn.
1Earth MissileEarthbending1 action120 feetP, M (earth: tiny)InstantaneousYou shoot three darts of rock or compressed earth. Each dart hits a creature that you can see within range. A dart deals 1d4 + 1 earth damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you use this move at 2nd level or higher, you create one more dart for each move level above 1st.
1Earth RunEarthbending1 bonus actionSelfP, M (earthen ground)Concentration, up to 1 hourYou use the earth beneath your feet to propel you forward with each step. While earth running, your speed increases by 10 feet, and you are not hindered by difficult terrain caused by rocks or uneven ground.
At Higher Levels. When you use this move at 2nd level or higher, the bonus speed increases by 5 feet for each move level above 1st.
1Earth WaveEarthbending1 actionSelf (15-foot cube)P, M (earthen ground)InstantaneousYou lift and send a wave of earth outward from you in all directions. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 earth damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are within the area of effect are automatically pushed 10 feet away from you by the move’s effect.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d8 for each move level above 1st.
1EnergizeInvocationArtist, Empath, Leader, Prodigy< Sage1 action30 feetF, VConcentration, up to 1 minuteYou fire up a willing creature’s chi with words that get them excited. The creature must be able to hear you for this technique to have an effect. For the duration, the creature has advantage on Dexterity and Constitution saving throws and the chi cost of 1st-level techniques is halved for them.
At Higher Levels. When you perform this technique at 2nd level or higher, the chi cost of techniques of the same level as the technique used is halved.
1Energy ShieldSpiritbendingMystic, Sage1 reaction (which you take when you are hit by an attack or targeted by a missile attack)SelfF, P, M (spirit energy)1 roundYou channel spirit energy to create a shimmering shield in front of you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you cannot be hit by missile attacks.
1EruptionFirebending1 actionSelf (15-foot cube)PInstantaneousYou unleash your inner fire to erupt from you in all directions. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage and is burned until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t burned. In addition, the eruption ignites flammable objects in the area that aren’t being worn or carried, and emits an explosive boom audible out to 300 feet.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d8 for each move level above 1st.
1Evasive FootworkManeuverArtist, Drifter, Fighter, Prodigy1 bonus actionSelfPConcentration, up to 1 minuteUntil the end of the technique, you can add your bending ability modifier to your AC whenever you are moving. The technique ends if you do not move on a turn or take the attack action.
1Expeditious RetreatManeuverDrifter, Guardian, Leader, Prodigy1 bonus actionSelfPConcentration, up to 10 minutesThis technique allows you to move at an incredible pace. When you perform this technique, and then as a bonus action on each of your turns until the technique ends, you can take the Dash action.
1Eyes of UnderstandingInvocationMystic, Sage1 actionSelfF, VConcentration, up to 1 minuteYou call upon the spirits to grant you insight and understanding. For the duration, you can read any writing and have advantage on Wisdom (Insight) checks.
1Familiar SpiritSpiritbendingMystic, Sage1 hour10 feetF, VInstantaneousYou request the companionship of a familiar spirit that takes a form that you choose. It must be Small or smaller and has the statistics of a spirit or beast with CR 0. Appearing in an unoccupied space within range, your familiar is visible only to you and other creatures with spiritvision.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. While your familiar is within 100 feet of you, you can communicate with it telepathically.
Additionally, when you use a technique with a range of touch, your familiar can deliver the technique as if it had performed the technique itself. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the technique when you perform it. If the technique requires an attack roll, you use your attack modifier for the roll.
Your spirit familiar can phase to and from the spirit world as a bonus action on its turn, or at will outside of combat. When the familiar drops to 0 hit points, it disappears to the spirit world, returning with full hit points when you finish a short or long rest.
You can’t have more than one familiar at a time. If you encounter another spirit that isn’t hostile to you, you can have it become your familiar by performing this technique while bonding with it. If you choose to bond with a new spirit, your previous spirit familiar leaves, and returns to the spirit world.
1Feed FlameFirebending1 bonus action30 feetPConcentration, up to 1 minuteYou feed your inner fire, building energy to increase the power of your attacks. Until the move’s effect ends or you lose concentration, you deal an extra 1d4 damage whenever you hit a creature with a firebending attack.
Alternatively, you can offer your energy to feed another creature’s flame. When you do this, you target another creature within range, heating, enlarging, accelerating, or otherwise enhancing their flames. Each time they deal fire damage, you can roll an additional 1d4 and add it to the damage. You can use a bonus action on your turn to change the target of the move.
At Higher Levels. When you use this move at 2nd level or higher, you can target one additional creature for each move level above 1st.
1Feinting AttackManeuverDrifter, Fighter, Leader, Prodigy1 bonus actionSelfPInstantaneousYou fake an attack against one creature within 5 feet of you to distract it from your next strike. You have advantage on your next attack roll against that creature if the attack is made before the end of your next turn. If the attack hits, add an additional 1d6 to the attack’s damage roll.
1Fire missileFirebending1 action120 feetPInstantaneousYou shoot three fiery darts. Each dart hits a creature that you can see within range. A dart deals 1d4 + 1 fire damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you use this move at 2nd level or higher, you create one more dart for each move level above 1st.
1Fire RunFirebending1 bonus actionSelfPConcentration, up to 1 hourYou enhance your movement with small explosions or jets of fire under your feet or your palms. While fire running, your speed increases by 10 feet. You are also able to run vertically along walls during your turn, but must end your turn on the ground or you will fall to the nearest surface at the end of your turn.
At Higher Levels. When you use this move at 2nd level or higher, the bonus speed increases by 5 feet for each move level above 1st.
1Fire ShieldFirebending1 reaction, which you take when you are hit by an attack or targeted by a missile attackSelfP1 roundYou create a shield of fire in front of you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you can use the shield to absorb missile attacks.
1Fire SpinFirebending1 action60 feetPConcentration, up to 1 minuteYou send a streak of flame to entangle a creature within range. Make a ranged bending attack against the target. On a hit, it takes 2d6 fire damage, and must succeed on a Dexterity saving throw or be restrained by spinning fire.
A creature restrained by this move can use its action to repeat the Dexterity saving throw in order to escape. On a failed save, the target takes 1d6 fire damage.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d6 for each move level above 1st.
1Flame StrikeFirebending1 attack30 feetP (main hand)InstantaneousYou throw an overhand punch, bringing a bolt of fire raining down from above onto a target within range. Make a ranged bending attack against the target. On a hit, the target takes fire damage equal to 3d4 + your bending ability modifier. If the target is behind low cover, vulnerable to attacks from above, their cover is ignored.
1Flame Wheel KickFirebending1 attack20 feetP (main foot)InstantaneousYou unleash a spinning wheel kick, sending an arc of flame aimed at a target within range. Make a melee (within 10 feet) or ranged bending attack against the target. On a hit, the target takes fire damage equal to 1d8 + your bending ability modifier. Each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 1d8 fire damage.
If you are forced to make a Dexterity save before completing this attack, you make it with disadvantage.
1Flaming OrbFirebending1 action90 feetPInstantaneousYou hurl a 4-inch diameter sphere of fire at a target that you can see within range. Make a ranged bending attack against the target. If the attack hits, the creature takes 3d8 fire damage.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d8 for each move level above 1st.
1Flurry of BlowsManeuverChiblocking1 bonus action (which you take on a turn where you use your action to make at least one unarmed attack)SelfP (two hands)InstantaneousYou can make two additional unarmed attacks on this turn.
1Frost BreathWaterbending1 actionSelf (15-foot cone)PInstantaneousYou blow a fine mist of water vapor out of your mouth that freezes water and creatures on contact. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ice damage and it is chilled until the start of your next turn. On a successful save, a creature takes half as much damage and is not chilled. The vapor instantly freezes any water within its area of effect.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d6 for each move level above 1st.
1Full GuardManeuverFighter, Guardian, Leader1 bonus actionSelfPConcentration, up to 1 minuteUntil the end of the technique, you can add your bending ability modifier to your AC as long as you do not move or attack. The technique ends if you move or take the attack action.
1GlimpseSpiritbendingDisciple, Empath, Mystic, Sage1 action50 feetFInstantaneousYou take a glimpse into the essence of a creature within range, learning one of the following things about the creature:
• Level or challenge rating
• One ability score
• Maximum hit points
• Maximum chi points
• Spiritual affiliation
At Higher Levels. When you perform this technique at 2nd level or higher, you learn one additional thing about the creature.
1Goading AttackManeuverDrifter, Fighter, Guardian, Prodigy1 attackSelfPInstantaneousYou attempt to attack a creature and goad it into attacking you. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage and the target must make a Charisma saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
1Ground ShiftEarthbending1 action40 feetP, M (earthen ground)InstantaneousYou shift the earth underneath a target of size Medium or smaller within range, causing one of the following effects:
? You lift a stone under a creature’s foot, trying to throw them off balance and breaking their stance. The targeted creature must succeed on a Dexterity saving throw, or have their stance broken until the start of their next turn.
? You tilt the ground beneath a creature’s feet, trying to knock them prone. The targeted creature must succeed on a Dexterity saving throw, or be knocked prone.
? You move the ground underneath a creature’s feet, and the creature with it, up to half the move’s range in any direction, but not beyond the range of the move. The targeted creature must succeed on a Dexterity saving throw to avoid being moved.
At Higher Levels. When you use this move at 2nd level or higher, the range increases by 20 feet for each move level above 1st. When you use this move at 3rd-level or higher, the size of the creature you can target increases by one size category for every two move levels above 1st.
1GustAirbending1 actionSelf (15-foot cone)PInstantaneousYou create a strong gust of wind to both damage and push away creatures in the area. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 air damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and is not pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the gust of wind.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d6 and the size of the cone increases by 10 feet for each move level above 1st.
1Healing TouchChibendingArtist, Disciple, Drifter, Empath, Leader1 actionTouchPInstantaneousA creature you touch regains a number of hit points equal to 1d8 + your bending ability modifier. This technique has no effect on undead or constructs.
At Higher Levels. When you perform this technique at 2nd level or higher, the healing increases by 1d8 for each level above 1st.
1Healing WordChibendingArtist, Disciple, Empath1 bonus action60 feetVInstantaneousA creature of your choice within range that can hear you regains hit points equal to 1d4 + your bending ability modifier.
At Higher Levels. When you perform this technique at 2nd level or higher, the healing increases by 1d4 for each level above 1st.
1Heat WaveFirebending1 actionSelf (15-foot cube)PInstantaneousYou build and release a wave of intense heat in all directions. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 fire damage, is knocked prone, and drops any metal objects they are holding. On a successful save, the creature takes half as much damage, and suffers no other effects.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d8 for each move level above 1st.
1Helping HandManeuverArtist, Empath, Leader, Prodigy< Sage1 reactionTouchP (free hand)Concentration, up to 1 roundYou offer a helping hand to friendly creature. When a willing creature within range makes an ability check you are able to help them with, you can roll an additional 1d6 and add it to their roll.
1HeroismInvocationHeroism, Disciple, Leader, Sage1 actionTouchV, PConcentration, up to 1 minuteYour words and touch bestow bravery upon a willing creature. Until the technique ends, the creature is immune to being frightened and gains temporary hit points equal to your bending ability modifier at the start of each of its turns. When the technique ends, the target loses any remaining temporary hit points from this technique.
At Higher Levels. When you perform this technique at 2nd level or higher, you can target one additional creature for each level above 1st.
1HexInvocationMystic1 bonus action90 feetF, VConcentration, up to 1 hourYou hex a creature that you can see within range. Until the technique ends, you deal an extra 1d6 mind damage to the target whenever you hit it with an attack. Also, choose one ability when you perform this technique. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this technique ends, you can use a bonus action on a subsequent turn of yours to hex a new creature.
A cleanse energy technique performed on the target ends this technique early.
At Higher Levels. When you perform this technique at 3rd or 4th level, you can maintain your concentration on the technique for up to 8 hours. When you perform this technique at 5th level or higher, you can maintain your concentration on the technique for up to 24 hours.
1Hold BeastWaterbendingBloodbending1 action45 feetP, M (full moon)Concentration, up to 1 minuteChoose a beast that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the move effect ends on the target.
As a bonus action on your turn, you can move a held beast up to 30 feet in any direction within your bending range or the range of the move (whichever is higher).
At Higher Levels. When you use this move at 2nd level or higher, you can target one additional humanoid for each move level above 1st. The humanoids must be within 30 feet of each other when you target them.
1Hysterical LaughterChibendingArtist, Mystic1 action30 feetV, PConcentration, up to 1 minuteYou do or say something a creature of your choice within range that can see or hear you to send them into a fit of laughter. If the technique succeeds, they fall to the ground laughing. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the technique ends.
At Higher Levels. When you perform this technique at 2nd level or higher, you can affect one additional creature for each level above 1st.
1Ice BallWaterbending1 action90 feetP, M (water: tiny)InstantaneousYou freeze a 4-inch diameter ball of water into hard ice and fire it at a target that you can see within range. Make a ranged bending attack against the target. If the attack hits, the creature takes 3d8 ice damage.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d8 for each move above 1st.
1Ice BootsWaterbending1 action60 feetP, M (water or ice underfoot)1 minuteYou attempt to encase the feet, or another body part that is touching the ground, of up to three creatures within range in ice. The creatures must be within a 10-foot square area, and have either water or ice beneath or around their feet. Each creature must succeed on a Strength saving throw or be restrained.
You can use this move as a bonus action if you use the move ice floor on the same turn.
At Higher Levels. When you use this move at 2nd level or higher, the number of creatures you can trap increases by one and the area of the square increases by 10 feet for each level above 1st.
1Ice FloorWaterbending1 action60 feetP, M (water: small)1 minuteYou cover the ground in a 10-foot square sheet of ice centered on a point within range, turning it into difficult terrain for the duration.
When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
At Higher Levels. When you use this move at 2nd level or higher, the size of the square increases by 10 feet for each move level above 1st. When you use this move at 3rd level or higher, the amount of water required increases by one size category for every two move levels above 1st.
1Ice StreamWaterbending1 attack40 feetP (main hand), M (water: tiny)InstantaneousYou fire an icy stream of water at a target within range. Make a ranged bending attack against the target. On a hit, the target takes ice damage equal to 1d8 + your bending ability modifier. This attack scores a critical hit on a roll of 19 or 20. On a critical hit, the target is also frozen until the start of your next turn.
1IdentifyChibendingArtist, Sage1 minuteTouchF, PInstantaneousYou choose one object that you must touch throughout the performance of this technique. If it is empowered or enhanced in any way, you learn its properties and how to use them, whether it requires familiarity to use, and how many uses it has, if any. You learn if there are any energybending effects on the item and what they are.
If you instead touch a creature throughout the technique, you learn what energybending, if any, is currently affecting it.
1Intimidating AttackManeuverDrifter, Fighter, Guardian, Leader, Prodigy1 attackSelfPInstantaneousYou attempt to attack and frighten a creature. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage and the target must make a Wisdom saving throw. On a failed save, the target is frightened of you until the end of your next turn.
1JumpAirbending1 actionSelfP1 roundYou use airbending to enhance your jumps. Until the start of your next turn, your Dexterity determines how far you can jump, your jump distance is tripled, and you are able to jump full distance from standing.
1Lunging AttackManeuverDrifter, Fighter, Guardian, Prodigy1 attackSelfPInstantaneousYou attempt to attack a creature that is just outside of your reach. Your attack range is increased by 5 feet for all melee weapons and by 10 feet for melee bending attacks. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage.
1MaledictionInvocationMystic1 action90 feetF, VConcentration, up to 1 minuteYou declare harm to be unavoidable by a creature within range. Until the technique ends, that creature takes an additional 1d4 damage whenever they are hit with an attack, and they are vulnerable to spirit damage.
At Higher Levels. When you perform this technique at 2nd level, the duration of this technique becomes concentration, up to 10 minutes. When you perform this technique at 3rd level, the duration becomes concentration, up to 1 hour. When you perform this technique at 5th level, the duration becomes 8 hours. When you perform this technique at 7th level, the duration becomes 24 hours. When you perform this technique at 9th level, the technique lasts until it is removed. Using the technique at 5th level or higher grants a duration that doesn’t require concentration.
1Maneuvering AttackManeuverFighter, Guardian, Leader1 attack60 feetV, PInstantaneousYou attempt to attack a creature and maneuver one of your comrades into a more advantageous position. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage.
Choose a friendly creature within range that can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
1Mental MessageChibendingEmpath, Mystic, Sage1 actionTouchF, V1 roundYou touch a creature and pass a message to it with your mind. The target (and only the target) hears the message in their head and can mentally reply.
1Misty VisionsInvocationArtist, Mystic1 action30 feetF, VConcentration, up to 1 minuteYou call upon the spirits to cloud the vision of a creature within range. The creature must make a Wisdom saving throw. On a failed save, the creature is confused and has their vision clouded.
If the creature attempts to move before the technique ends, they must roll a d4. If the creature rolls an even number, they move in their intended direction, if they roll an odd number, they move in the opposite direction of their intended movement.
The creature can repeat its saving throw at the end of each of its turns. On a successful save, the technique ends.
At Higher Levels. When you perform this technique at 2nd level or higher, you can target one additional creature within range for each level above 1st.
1Mud SlapEarthbending1 bonus action5 feetP, M (earth: tiny)InstantaneousYou use a bit of loose dirt or mud to slap a creature within range. Make a melee bending attack against the target. On a hit, the target takes 1d4 earth damage and is blinded until the start of your next turn.
1Nature's GraspSpiritbendingEmpath, Mystic, Sage1 action90 feetF, V, M (nearby plant life)Concentration, up to 1 minuteYou request assistance from the natural spirits in a 20-foot square starting from a point within range. For the duration, the plants turn the ground in the area into difficult terrain.
A creature in the area when you perform this technique must succeed on a Strength saving throw or be restrained by the entangling plants until the technique ends. A creature restrained by the plants can use its action to make a Strength check against your technique save DC. On a success, it frees itself.
When the technique ends, the plants return to normal.
1ParryManeuverDrifter, Fighter, Guardian, Leader, Prodigy1 reactionSelfPInstantaneousWhen another creature damages you with a melee attack, you can use your reaction to reduce the damage by 1d6 + your Dexterity modifier.
1Pressure PointChibendingChiblocking1 actionTouchP (one hand)Concentration, up to 1 minuteYou clamp down on a pressure point in the target creature’s shoulder, attempting to paralyze it. The target must make a Constitution saving throw. On a failed save, the target is paralyzed for the duration. At the start of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.
You must maintain your hold for the effect to continue. If you are forced to let go of the creature, the effect ends.
1Puff of SmokeFirebending1 bonus action5 feetPInstantaneousYou release a puff of smoke into the eyes of a creature within range. Make a melee bending attack against the target. On a hit, the target takes 1d4 fire damage and is blinded until the start of your next turn.
1Pushing AttackManeuverDrifter, Fighter, Guardian, Leader1 attackSelfPInstantaneousYou attempt to attack and drive a target creature back. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage and the target must make a Strength saving throw if it is size Large or smaller. On a failed save, you push the target up to 15 feet away from you.
1RallyManeuverDrifter, Empath, Guardian, Leader1 bonus action60 feetPInstantaneousYou attempt to bolster the resolve of one of your companions. When you do so, choose a friendly creature within range who can see or hear you. That creature gains temporary hit points equal to 1d6 + your bending ability modifier.
1RiposteManeuverDrifter, Fighter, Guardian, Prodigy1 reaction, which you take when a creature misses you with a melee attack)SelfPInstantaneousYou attempt to counterattack a creature that misses you with a melee attack. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage.
1Rock BlastEarthbending1 attack20 feetP (two hands), M (earth: tiny)InstantaneousYou send a loose, crumbling rock flying toward a target within range. Make a ranged bending attack against the target. On a hit, the rock explodes into four pieces, 1d4 of which hit the target. Roll a d4 to determine how many pieces of rock hit. Roll 1d4 for each rock piece that hit and your bending ability modifier to determine the total damage dealt by this attack.
1Rock ShieldEarthbending1 reaction, which you take when you are hit by an attack or targeted by a missile attackSelfP, M (earth: tiny)1 roundYou lift up a chunk of earth to act as a shield. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you can use the shield to absorb missile attacks.
If you continue to use the shield on subsequent turns, it functions as a regular shield (+2 bonus to AC), and you have to use one hand and maintain concentration in order to hold it.
1Rock ShotEarthbending1 attack30 feetP (main hand), M (earth: tiny)InstantaneousYou send a rock flying at the head of a target within range. Make a melee or ranged bending attack against the target. On a hit, the target takes earth damage equal to 1d8 + your bending ability modifier. This attack scores a critical hit on a roll of 19 or 20. On a critical hit, the target is also dizzied until the start of your next turn.
1Rock SlideEarthbending1 attack30 feetP (two hands), M (earth: tiny)InstantaneousYou raise up a cluster of rocks and send them flying in a high arc to crash land on top of a target within range. Make a ranged bending attack against the target. On a hit, the target takes earth damage equal to 3d4 + your bending ability modifier. If the target is behind low cover, vulnerable to attacks from above, their cover is ignored.
1SanctuarySpiritbendingDisciple, Empath, Mystic, Sage1 bonus action30 feetV1 minuteYou entreat a spirit (or spirits) to protect a creature of your choice within range. Until the technique ends, any creature who targets the creature with an attack or any harmful bending must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack. This technique doesn’t protect the creature from area effects, such as the explosion of a fireball.
If the creature under sanctuary makes an attack or uses a bending move or technique that affects an enemy creature, this technique ends.
1Sand AttackEarthbending1 actionSelf (15-foot cone)P, M (earth: tiny)InstantaneousYou send forth a fine spray of sand or earth, damaging and blinding creatures that do not react quickly enough. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 earth damage and is blinded until the start of your next turn. On a successful save, a creature takes half as much damage and is not blinded.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d6 for each move level above 1st.
1Self-DefenseChibendingDrifter, Leader, Prodigy, Sage1 minuteSelfP8 hoursWhile you are not wearing armor, you perform a series of exercises to coordinate and enhance your reflexes and reactions. Your AC becomes 13 + its Dexterity modifier for the duration. The technique ends if you put on armor or if you dismiss the technique (no action required).
1Sense EnergyChibendingArtist, Drifter, Empath, Prodigy, Sage1 actionselfFConcentration, up to 10 minutesFor the duration, you sense the presence and direction of strong energies within 30 feet of you. When you open your senses in this way, you can see a faint aura around any visible creature or object in the area whose energy is amplified, and you learn one aspect of it that has been empowered.
The technique can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1Sense Good and EvilChibendingDisciple, Empath, Leader, Mystic, Sage1 actionSelfFConcentration, up to 10 minutesFor the duration, you sense the presence and direction of good and bad energies within 30 feet of you. When you open your awareness in this way, you get a feeling of positivity and light in the presence of good energy and feel uneasy and on edge in the presence of bad energy. For the duration, you can follow these senses to their sources.
The technique can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1Sense SpiritsSpiritbendingDisciple, Drifter, Mystic, Sage1 actionSelfFConcentration, up to 10 minutesFor the duration, you sense the presence and direction of spiritual energy within 30 feet of you. Similarly, you know if there is a place or object within 30 feet of you that has been spiritually consecrated or desecrated.
The technique can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1Shield of ConfidenceInvocationArtist, Disciple, Empath, Leader, Sage1 bonus action60 feetVConcentration, up to 10 minutesYou assure a creature of your choice within range that it will avoid harm, granting it a +2 bonus to AC for the duration.
1Shield of FaithSpiritbendingDisciple1 reaction (which you take when you are forced to make a saving throw)SelfF, PInstantaneousThe power of your faithful spirit protects you. Until the start of your next turn, you have advantage on saving throws, including the triggering save.
1SleepChibendingEmpath, Mystic, Sage1 actionTouchF, P1 minuteYou slow the flow of a creature’s energy, causing them to fall asleep. Roll 5d8. If the creature’s current hit point total is lower than the number rolled, the creature falls unconscious until the technique ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Spirits and creatures immune to being charmed aren’t affected by this technique.
At Higher Levels. When you perform this technique at 2nd level or higher, roll an additional 2d8 for each level above 1st.
1Slow ControlWaterbendingBloodbending1 action45 feetP, M (full moon)Concentration, up to 1 minuteYou attempt to interfere with the movement of a creature that you can see within range. The target must succeed on a Constitution saving throw or become slowed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success the effect ends on the target.
This move has no effect on plants, spirits, or constructs.
At Higher Levels. If you use this move at 2nd level or higher, you can target one additional creature for each move level above 1st. The creatures must be within 30 feet of each other for you to target them.
1Slow FlowChibendingChiblocking1 actionTouchP (one hand)1 roundYou attempt to slow the flow of chi through a creature’s body, making it harder for them to use bending techniques. Make an unarmed bending attack against the creature. On a hit, the creature takes 2d4 chi damage and is slowed for the duration.
At Higher Levels. When you perform this technique at 2nd level or higher, the duration increases to 1 minute at 2nd level, 10 minutes at 3rd level, 1 hour at 4th level, and 8 hours at 5th level.
1Spirit WardInvocationDisciple, Mystic, Sage1 actionTouchP, M (warding herb)10 minutesYou smudge a willing creature, granting it protection from spirits until the technique ends.
The protection grants several benefits. Spirits have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by a spirit, the target has advantage on any new saving throw against the relevant effect.
1Spirited AttackSpiritbendingArtist, Disciple, Leader, Prodigy1 bonus actionSelfVConcentration, up to 1 minuteThe next time you hit with a melee attack during this technique’s duration, your attack deals an extra 1d6 mind damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the technique ends. As an action, the creature can make a Wisdom check against your technique save DC to steel its resolve and end the effect.
On a successful save, the target is not frightened, and cannot be frightened by this technique for the duration.
1Spiritual FavorSpiritbendingDisciple, Mystic, Sage1 bonus actionSelfF, VConcentration, up to 1 minuteYou request the favor of a mighty spirit. Until the technique ends, your attacks deal an extra 1d4 spirit damage on a hit.
1StreamlineAirbending1 bonus actionSelfPConcentration, up to 1 hourYou enhance your speed and agility by minimizing air resistance when you run. While using this move, your speed increases by 10 feet. You are also able to run across water or vertically along walls as long as you keep moving. As soon as you stop moving, you will fall into the water or down to the nearest surface below.
At Higher Levels. When you use this move at 2nd level or higher, the bonus speed increases by 5 feet for each move level above 1st.
1Stunning StrikeManeuverDrifter, Fighter, Prodigy1 attackSelfPInstantaneousYou attempt to hit and stun a creature. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage and the creature must make a Constitution saving throw if it is size Large or smaller. On a failed save, the creature is stunned until the start of its next turn.
1Supernatural SpeedSpiritbendingDrifter, Mystic1 actionTouchF, M (spirit energy)1 hourYou touch a willing creature. The target’s speed increases by 10 feet until the technique ends.
At Higher Levels. When you perform this technique at 2nd level or higher, you can target one additional creature for each level above 1st.
1Sweeping AttackManeuverDrifter, Fighter, Guardian, Leader, Prodigy1 attackSelfPInstantaneousYou attempt to hit two creatures with the same attack. Make a melee attack using your bending attack modifier against a creature within range. If the attack hits, it deals an additional 1d6 damage. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you rolled on the additional damage die. The damage is of the same type dealt by the original attack.
1Swift RescueManeuverDrifter, Empath, Guardian, Leader1 reaction (which you take when a friendly creature is forced to make a saving throw)TouchPInstantaneousYou move quickly to help save a friendly creature. When a friendly creature is forced to make a saving throw, you can move up to half your movement to help save them from the effect. Roll a d6 and add the number rolled to their saving throw. If you are also in the area of effect of the technique that you are attempting to save the creature from, you can also add the d6 to your saving throw.
1Thorn of CondemnationInvocationArtist, Disciple, Mystic, Sage1 action90 feetV1 minuteYou cast judgement upon creatures of your choice within range that can hear you, planting mental thorns within the targets that are triggered by their own failure. You plant three thorns that can target the same creature or several. The next time a targeted creature fails a d20 roll before the technique ends, they take 1d4 + 1 mind damage from each thorn inside them.
A cleanse energy technique performed on the target ends this technique early.
At Higher Levels. When you perform this technique at 2nd level or higher, the technique creates one more thorn for each level above 1st.
1ThunderwaveAirbending1 actionSelf (15-foot cube)PInstantaneousA thunderous wave sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 air damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the force of the wave, and the move emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d8 for each move level above 1st.
1Trip AttackManeuverArtist, Drifter, Fighter, Guradian, Leader, Prodigy1 attackSelfPInstantaneousYou attempt to attack and knock a creature down. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage and the target must make a Dexterity saving throw if it is size Large or smaller. On a failed save, you knock the target prone.
1Unseen MessengerSpiritbendingMystic, Sage1 action100 feetF, V1 roundYou beseech a familiar spirit to whisper a message to a creature within range. The target (and only the target) hears the message in their head and can mentally reply.
The spirit delivering your message can pass through solid objects if you are familiar with the target and know it is beyond the barrier.
1VenerateInvocationDisciple, Empath, Sage1 action30 feetVConcentration, up to 1 minuteYou sing the praises of up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the technique ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you perform this technique at 2nd level or higher, you can affect one additional creature for each level above 1st.
1Water PulseWaterbending1 actionSelf (15-foot cube)P, M (water: small)InstantaneousYou push a sheet of water outward from you in all directions. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 water damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are within the area of effect are automatically pushed 10 feet away from you by the move’s effect.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d8 for each move level above 1st. When you use this move at 3rd level or higher, the amount of water required increases by one size category for every two move levels above 1st.
1Water RunWaterbending1 bonus actionSelfP, M (water surface)Concentration, up to 1 hourBy freezing or lifting the water underfoot to counter your weight, you are able to move quickly across watery surfaces. You can water run across the top of a body of water, or over snowy or icy ground. While water running, your speed increases by 10 feet, and you are not hindered by difficult terrain caused by ice or snow.
At Higher Levels. When you use this move using a move of 2nd level or higher, the bonus speed increases by 5 feet for each move level above 1st.
1Water ShieldWaterbending1 reaction, which you take when you are hit by an attack or targeted by a missile attackSelfP, M (water: tiny)1 roundYou shape a bit of water into a shield to protect you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you can use the shield to absorb missile attacks
If you continue to use the shield on subsequent turns, it functions as a regular shield (+2 bonus to AC), and you have to use one hand and Concentration in order to maintain control.
1Water/Ice MissileWaterbending1 action120 feetP, M (water: tiny)InstantaneousYou shoot three darts of water or ice. Each dart hits a creature that you can see within range. A dart deals 1d4 + 1 water/ice damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you use this move at 2nd level or higher, you create one more dart for each move level above 1st.
1WaterfallWaterbending1 attack30 feetP (two hands), M (water: tiny)InstantaneousYou bring a stream of water arcing overhead to come crashing down on a target within range. Make a ranged bending attack against the target. On a hit, the target takes water damage equal to 3d4 + your bending ability modifier. If the target is behind low cover, vulnerable to attacks from above, their cover is ignored.
1WhirlpoolWaterbending1 action45 feetP, M (water equal in size to the target)Concentration, up to 1 minuteYou attempt to entangle a creature in range in a swirling, rushing water. Make a ranged bending attack against the target. On a hit, it takes 2d6 water damage, and must succeed on a Dexterity saving throw or be restrained by the swirling water.
A creature restrained by this move can use its action to repeat the Dexterity saving throw in order to escape. On a failed save, the target takes 1d6 water damage.
At Higher Levels. When you use this move at 2nd level or higher, the damage increases by 1d6 for each move level above 1st.
2Air BladeAirbending1 bonus actionSelfPConcentration, up to 10 minutesYou curl the fingers of each hand as if holding a hilt and channel air through the gaps, creating two high pressure blades of air that can be wielded separately (two-handed fighting) or together (two-handed weapon). Once they are used together, they cannot be separated on the same turn. The blades have a +1 bonus on attack rolls and a range of 5 feet. When you take the attack action on your turn, you can use the blade to make melee bending attacks against targets within range. When using one hand, the air blade deals air damage equal to 1d8 + your bending ability modifier. When using two hands, the air blade deals air damage equal to 1d10 + your bending ability modifier.
At Higher Levels. When you use this move at 4th level or higher, the damage increases by 1d8 and 1d10 respectively for every two move levels above 2nd.
2Air CocoonAirbending1 reaction, which you take when you are hit by an attackSelfP1 roundBy spinning in place or in the air, you cloak yourself in a cocoon of air, protecting yourself from incoming attacks. Until the start of your next turn, You also gain temporary hit points equal to 1d10 + your bending ability modifier, and have a +5 bonus to AC, including against the triggering attack. The cocoon also deflects any missile attacks targeted at you.
2Air CushionAirbending1 reaction, which you take when you or a creature within 60 eet of you falls60 feetP1 minuteChoose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the move ends. If the creature lands before the move ends it takes no falling damage and can land on its feet, and the move ends for that creature.
2Air FunnelAirbending1 bonus actionSelfPConcentration, up to 10 minutesYou use your arms to create and control a spinning funnel of air strong enough to lift and propel objects of size Tiny or smaller. The funnel originates from you and has a 5 foot reach. For as long as you are using this move, you can use an attack on your turn to use the funnel to suck up and fire an unsecured object of size Tiny or smaller within reach. To do so, make a ranged bending attack against a target within 60 feet. On a hit, the target takes 2d8 bludgeoning damage.
If you attempt to suck up an unwilling creature with the funnel, the creature must succeed on a Strength saving throw or be vacuumed into the funnel and shot up to 60 feet away.
At Higher Levels. When you use this move at 3rd level or higher, the damage increases by 1d8 for each move level above 2nd, and the size of the object the funnel can lift increases by one size category for every two move levels above 2nd.
2Air LiftAirbending1 action30 feetP (two hands)Concentration, up to 1 minuteYou lift a column of air up from a point within range. The column is 5 feet wide and up to 10 feet tall. If you target a creature or object, you can attempt to lift and hold the creature up in the air. The creature must succeed on a Dexterity saving throw, or be lifted and restrained atop the column of rising air. A creature that enters the column’s space or ends its turn there is subject to the same effect.
As a part of the same action or as a bonus action on a subsequent turn, you can bring a lifted creature crashing back to the ground, dealing 2d8 air damage, knocking them prone, and bringing the move to an end.
On its turn, a restrained creature can use its action to make a Dexterity check against your move save DC to escape from the column. On a success, the creature frees itself and falls from atop the column.
Alternatively, the column of air can be used to launch a creature into the air. Any creature standing in the space where the column is raised can be launched up to 40 feet into the air. An unwilling creature can make a Dexterity saving throw to avoid being launched.
At Higher Levels. When you use this move at 3rd level or higher, the width of the column increases by 5 feet, the maximum height of the column and the move’s range increase by 10 feet, the damage increases by 1d8, and the launch height increases by 20 feet for each move level above 2nd.
2Alleviating TouchChibendingArtist, Disciple, Empath, Sage1 actionTouchF, P, M (cleansing herb)InstantaneousYou feed a creature a cleansing herb and touch the creature to guide its healing energy, ending one disease or one condition afflicting it. The condition can be blinded, burned, chilled, confused, deafened, paralyzed, or poisoned.
2Aura of TruthChibendingDisciple, Empath, Sage1 actionSelf (30-foot radius)F, V10 minutesYou give off a powerful energy that dissuades creatures within 15 feet of you from lying. Until the technique ends, a creature that enters this technique’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
2Bait and SwitchManeuverDrifter, Fighter, Guardian, Leader1 reaction (which you take when you are targeted with an attack)TouchPInstantaneousYou attempt to reposition yourself when targeted with an attack and switch positions with a creature within range. If the target is a creature of size Large or smaller, it must succeed on a Strength or Dexterity saving throw. On a failed save, you swap places with the creature, and it becomes the target of the attack. On a successful save, you stay in the same position, and the attacker follows through with its attack on you.
2Beast SenseChibendingDrifter, Empath1 actionTouchF, PConcentration, up to 1 hourYou touch a willing beast. For the duration of the technique, you can use your action to see through the beast’s eyes and hear what it hears, and you can continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
2Beguiling InfluenceInvocationArtist, Disciple, Mystic1 actionSelfV1 minuteYou call upon the otherworldly influence of the spirits, granting you advantage on Charisma (Deception) and Charisma (Persuasion) rolls for the duration.
2Blast BurnFirebending1 attack20 feetP (two hands)InstantaneousYou unleash an aggressive, two-handed blast of fire at a target within range. Make a melee or ranged bending attack against the target. On a hit, the target takes fire damage equal to 2d10 + your bending ability modifier and is burned for 1d4 turns. After using this attack, you are unable to use firebending moves until the end of your next turn.
2BounceAirbending2 attacks30 feetPInstantaneousThis move happens over the duration of two attacks that can happen on the same turn or consecutive turns. On the first attack you jump into the air, taking aim at a target within range. On the second attack, you land on the target and use a burst of air beneath your feet to bounce off of them. Make a melee bending attack against the target. On a hit, the creature takes air damage equal to 2d8 + your bending ability modifier and is stunned until the beginning of their next turn. You land ten feet away from the creature in a direction of your choice and do not provoke an opportunity attack as you leave the creature’s attack range.
2Breathing BubbleWaterbending1 action30 feetP, M (water: small)Concentration, up to 1 hourYou create a bubble of water around the head of one creature of size Medium or smaller, allowing you to breathe underwater until the move ends.
At Higher Levels. When you use this move at 3rd level or higher, you can target one additional creature within range for each move level above 2nd. Alternatively, when you use this move at 3rd level or higher, the size of the creature you can target increases by one size category for each move level above 2nd.
2Calm EmotionsChibendingArtist, Disciple, Empath, Leader, Sage1 action60 feetVConcentration, up to 1 minuteYou attempt to assuage a group of people, pacifying strong emotions, calming them down. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this technique ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by bending or if it witnesses any of its friends being harmed. When the technique ends, the creature becomes hostile again, unless the GM rules otherwise.
2ChargeManeuverDrifter, Fighter, Guardian, Leader, Prodigy1 attackSelfP (10-foot charge)InstantaneousIf you move at least 10 feet directly toward a target, you can use this maneuver to make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 2d6 damage and the target must make a Strength saving throw if it is size Large or smaller. On a failed save, the creature is knocked prone.
2Column of FireFirebending1 action30 feetPConcentration, up to 1 minuteYou raise a column of roaring fire up from a point within range. The column is 5 feet wide and up to 10 feet tall. If the column is raised in the space of a creature, the creature must make a Dexterity saving throw. The creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes the same damage when it enters the column’s space, or ends its turn there.
At Higher Levels. When you use this move at 3rd level or higher, the width of the column increases by 5 feet, the maximum height of the column and the move’s range increase by 10 feet, and the damage increases by 1d8 for each move level above 2nd.
2CorruptionSpiritbendingMystic1 actionTouchF, PConcentration, up to 1 minuteYou impose a corruption upon a creature that you touch. Choose one of the creature’s ability scores when you perform this technique. The target creature must make a Wisdom saving throw. On a failed save, the creature takes 2d8 spirit damage, and has the chosen ability score is reduced by 1d4 until the technique ends.
2Counter StrikeManeuverChiblocking1 reaction (which you take when you are targeted by a melee attack)SelfPInstantaneousYou attempt to use the opening given by an attacking creature to strike it first. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d8 damage and the target must make a Strength saving throw. On a failed save, the creature is unable to follow through with its attack.
2Cross ChopManeuverChiblocking1 attackSelfP (one hand)1 minuteYou chop at the neck of a creature, hitting a chi point that could put it to sleep. Make an unarmed bending attack against the creature. If the attack hits, it deals an additional 3d6 damage and the target must make a Constitution saving throw. On a failed save, the creature falls unconscious for the duration. Every time the creature takes damage and at the start of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.
2Deliver MessageSpiritbendingMystic1 action30 feetV, P24 hoursBy means of this technique, you use a spirit to deliver a message. Choose a Tiny spirit you can see within range. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired fire nation woman wearing bright robes.” You also speak a message of up to twenty-five words. The target beast travels for the duration toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the technique ends, the message is lost, and the spirit makes its way back to where you used this technique.
At Higher Levels. When you perform this technique at 3rd level or higher, the duration increases by 48 hours for each level above 2nd.
2Dust CloudEarthbending1 action30 feetP, M (earth: tiny)Concentration, up to 1 hourYou kick up a fine dust into an obscuring cloud. You are able to maintain the cloud in an area equal to a 20-foot-radius sphere, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. The cloud persists for as long as you maintain concentration and control over it. If you lose concentration or stop controlling the dust, the cloud dissipates after 1 minute. Additionally, a wind of moderate or greater speed (at least 10 miles per hour) can disperse the cloud.
At Higher Levels. When you use this move at 3rd level or higher, the radius of the sphere increases by 10 feet and the range increases by 15 feet for each move level above 2nd.
2Earth ColumnEarthbending1 action30 feetP, M (earthen ground)Concentration, up to 1 minuteYou lift a column of earth or rock from a point on the ground within range. The column is 5 feet wide and up to 10 feet tall. If you target a creature or object, you can attempt to lift and trap the creature. The creature must succeed on a Dexterity saving throw, or be restrained and lifted atop the column.
As a part of the same action or as a bonus action on a subsequent turn, you can bring the creature crashing back to the ground, dealing 2d8 earth damage, knocking them prone, and bringing the move to an end.
On its turn, a restrained creature can use its action to make a Strength check against your move save DC to escape from the column. On a success, the creature frees itself and falls from the top of the column.
Alternatively, the column can be used to launch a creature into the air. Any creature standing in the space where the column is raised can be launched up to 40 feet into the air. An unwilling creature can make a Dexterity saving throw to avoid being launched.
At Higher Levels. When you use this move at 3rd level or higher, the width of the column increases by 5 feet, the maximum height of the column and the move’s range increase by 10 feet, the damage increases by 1d8, and the launch height increases by 20 feet for each move level above 2nd.
2Earth ImprisonEarthbending1 action60 feetP, M (earth equal in size to the target)Concentration, up to 1 minuteChoose a creature of size Medium or smaller that you can see within range. The target must succeed on a Dexterity saving throw or be encased in earth for the duration. An imprisoned creature is restrained and incapacitated, and has a +5 bonus to AC. At the end of each of its turns, an imprisoned creature can make a Strength saving throw. On a success, the target breaks free.
At Higher Levels. When you use this move at 3rd level or higher, the size of the creature you can imprison increases by one size category for each move level above 2nd. Alternatively, when you use this move at 3rd level or higher, you can target one additional creature of size Medium or smaller for each move level above 2nd. Each targeted creature must be within 15 feet of another targeted creature and within range.
2Earthen GauntletEarthbending1 bonus actionSelfP (one hand), M (earth: tiny)Concentration, up to 10 minutesYou cover your arm in heavy earth or rocks, creating a large, earthen fist. The gauntlet is considered a melee weapon. On a hit, a creature takes bludgeoning damage equal to 1d8 + your bending ability modifier. The gauntlet is also large enough to be used defensively as a small shield, giving you a +1 bonus to AC.
2Embody SpiritSpiritbendingDisciple, Empath, Mystic, Sage1 actionSelfF, M (a piece of the animal or spirit you will embody)Concentration, up to 1 hourYou take on one aspect of a beast or spirit with a challenge rating of 1 or less with which you are familiar. When you perform this technique, choose one of the following aspects to take on for the duration of the technique. While the technique lasts, you can use a bonus action to end your assumption of one aspect and gain a different one. If an ability or weapon would require elemental bending to perform, you must be able to bend the necessary element in order to use the ability or attack.
Ability Score. Replace one of your ability scores with the ability score of the creature you embody.
Natural Instinct. You gain one of the creature’s senses.
Natural Ability. You can use one of the creature’s abilities.
Natural Weapons. Your unarmed strikes take on the attack and damage properties of one of the creature’s melee weapon attacks.
At Higher Levels. When you perform this technique at 4th level or higher, you can embody a creature with a challenge rating of 2 or less. When you use this at 6th level or higher, you can embody a creature with a challenge rating of 3 or less.
2EmboldenInvocationArtist, Disciple, Empath, Leader, Sage1 action30 feetV8 hoursYour offer your allies words to bolster their toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels. When you perform this technique at 3rd level or higher, a target’s hit points increase by an additional 5 for each level above 2nd.
2Energy MaskInvocationArtist, Drifter, Sage1 actionTouchF, P24 hoursYou mask the energy of a creature or an object that you touch so that those who investigate receive false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.
When you perform the technique, choose one or both of the following effects. The effect lasts for the duration. If you use this technique on the same creature or object every day for 30 days, placing the same effect on it each time, the effect lasts until it is dissipated.
False Aura. You change the way the target appears to those who can see their energy. You can make a normal object appear empowered, an empowered object appear normal, or change the object’s empowered aura so that it appears to be something that it’s not. When you use this effect on an object, you can make the false aura apparent to any creature that handles the item.
Mask. You change the way the target appears to those who can see what type of creature it is, such as someone with spirit vision. You choose a creature type and other effects treat the target as if it were a creature of that type or of that alignment.
2Enhance AbilityInvocationArtist, Empath, Prodigy, Sage1 actionTouchF, PConcentration, up to 1 hourYou touch a creature and empower one aspect of its energy. Choose one of the following effects; the target gains that effect until the technique ends.
Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the technique ends.
Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has advantage on Charisma checks.
Fox’s Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you perform this technique at 3rd level or higher, you can target one additional creature for each level above 2nd.
2EnthrallChibendingArtist, Leader1 action60 feetV1 mniuteYou weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the technique ends or until the target can no longer hear you. This technique ends if you are incapacitated or can no longer speak.
2Find Animals or PlantsChibendingDrifter, Empath1 actionSelfF, M (a piece of the target plant or animal)InstantaneousTapping into a piece of a specific kind of beast or plant you are drawn to similar energies in your natural surroundings. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
2Find ObjectChibendingLeader, Sage1 actionTouchFInstantaneousFocus on an object that is familiar to you, meaning you have spent at least an hour with it, examined it closely, and know its physicality. You sense the direction of the object’s location, as long as the object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
Alternatively, the technique can locate an object familiar to a creature that you touch, in which case the creature whom you touch receives a sense of the object’s location.
2Fire DaggersFirebending1 bonus actionSelfPConcentration, up to 10 minutesYou curl your fingers as if holding a dagger and send your energy out either side to extrude two jets of flame resembling daggers. Fire daggers have a +1 bonus on attack rolls and are considered melee weapons with a thrown range of 30 feet. On a hit, a creature takes fire damage equal to 1d4 + your bending ability modifier. Once thrown, a fire dagger dissipates. You can recreate a thrown dagger as a bonus action on your turn.
At Higher Levels. When you use this move at 4th level or higher, the thrown range increases to 60 feet, and the damage increases to 2d4. When you use this move at 6th level or higher, the thrown range increases to 90 feet, and the damage increases to 3d4.
2Fire DanceFirebending1 actionSelfPConcentration, up to 1 minuteYou perform a fire dance, boosting the damage dealt by nearby firebenders. Until the move ends, all firebending attacks used by creatures within 30 feet of you, including yourself, deal an extra 1d6 fire damage on a hit.
2Fire WhipsFirebending1 bonus actionSelfPConcentration, up to 10 minutesYou allow fire to pour out of your hands, hanging like whips that can be wielded separately (two-handed fighting) or together (two-handed weapon). Once they are used together, they cannot be separated on the same turn. The whips have a +1 bonus on attack rolls and a range of 20 feet. When you take the attack action on your turn, you can use the whips to make ranged bending attacks against targets within range. When using one hand, a fire whip deals fire damage equal to 1d8 + your bending ability modifier. When using two hands, the fire whips deal fire damage equal to 1d10 + your bending ability modifier.
At Higher Levels. When you use this move at 4th level or higher, the range increases by 20 feet, and the damage increases by 1d8 and 1d10 respectively for every two move levels above 2nd.
2Flaming SphereFirebending1 action60 feetPConcentration, up to 1 minuteYou form a 5-foot diameter sphere of fire in an unoccupied space of your choice within range and sustain it for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you use this move at 3rd level or higher, the damage increases by 1d6 for each move level above 2nd.
2Flaming WeaponFirebending1 bonus actionSelfM (weapon)Concentration, up to 10 minutesYou channel your firebending through one melee weapon you are wielding, coating it in flames. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 fire damage when it hits.
At Higher Levels. When you use this move at 4th level or higher, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use this move at 6th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
2Fog CloudWaterbending1 action30 feetP, M (water: tiny)Concentration, up to 1 hourYou release into its gaseous state, but maintain control over it, bending it into a fog cloud. In its gaseous state, you are able to maintain control over the water in an area equal to a 20-foot-radius sphere, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. The cloud persists for as long as you maintain concentration and control over it. If you lose concentration or stop controlling the water, the cloud dissipates after 1 minute. Additionally, a wind of moderate or greater speed (at least 10 miles per hour) can disperse the cloud.
At Higher Levels. When you use this move at 3rd level or higher, the radius of the sphere increases by 10 feet and the range increases by 15 feet for each move level above 2nd.
2Heat MetalFirebending1 actionTouchPConcentration, up to 1 minuteWhen you touch a metal object, you can make it glow-red hot. Any other creature in physical contact with the object takes 2d8 fire damage. As long as you maintain your concentration, you can use your bonus action on your turn to cause this damage again. If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it fails the saving throw or doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you use this move at 3rd level or higher, the damage increases by 1d8 for each move level above 2nd.
2Hold PersonWaterbendingBloodbending1 action60 feetP, M (full moon)Concentration, up to 1 minuteChoose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the move effect ends on the target.
As a bonus action on your turn, you can move a held person up to 30 feet in any direction within your bending range or the range of the move (whichever is higher).
At Higher Levels. When you use this move at 3rd level or higher, you can target one additional humanoid for each move level above 2nd. The humanoids must be within 30 feet of each other when you target them.
2Ice ClawsWaterbending1 bonus actionSelfP, M (water: tiny)Concentration, up to 10 minutesYou tip the ends of your fingers in water and freeze them into icy claws. Ice claws have a +1 bonus on attack rolls and are considered melee weapons. On a hit, a creature takes slashing damage equal to 1d4 + your bending ability modifier. You can also make a ranged bending attack to launch the claws at a target within 30 feet. One hand of claws deals 5 points of piercing damage and you can fire one or both hands at a time. Once thrown, claws revert to their natural state. For the duration, you can recreate the claws of one hand as a bonus action on your turn.
At Higher Levels. When you use this move at 4th level or higher, the thrown range increases to 60 feet, and the damage increases to 2d4. When you use this move at 6th level or higher, the thrown range increases to 90 feet, and the damage increases to 3d4.
2Ice DaggersWaterbending1 bonus actionSelfP, M (water: tiny)Concentration, up to 10 minutesYou freeze water into the shape of an ice dagger, one in each free hand. Ice daggers have a +1 bonus to attack rolls and are considered melee weapons with a thrown range of 30 feet. On a hit, a creature takes piercing damage equal to 1d4 + your bending ability modifier. Once thrown, an ice dagger returns to its natural state. For the duration, you can recreate a thrown dagger as a bonus action on your turn.
At Higher Levels. When you use this move at 4th level or higher, the thrown range increases to 60 feet, and the damage increases to 2d4. When you use this move at 6th level or higher, the thrown range increases to 90 feet, and the damage increases to 3d4.
2Ice ImprisonWaterbending1 action60 feetP, M (water equal in size to the target)Concentration, up to 1 minuteChoose a creature of size Medium or smaller that you can see within range. The target must succeed on a Dexterity saving throw or be encased in ice for the duration. A creature that is imprisoned in ice is frozen, and has a +5 bonus to AC. At the end of each of its turns, an imprisoned creature can make a Strength saving throw. On a success, the target breaks free.
If an imprisoned creature is exposed to open flame for a full round, the ice melts and the condition ends.
At Higher Levels. When you use this move at 3rd level or higher, the size of the creature you can imprison increases by one size category for each move level above 2nd. Alternatively, when you use this move at 3rd level or higher, you can target one additional creature of size Medium or smaller for each move level above 2nd. Each targeted creature must be within 15 feet of another targeted creature and within range.
2Icicle SpearWaterbending1 action120 feetP, M (water: small)InstantaneousYou create three spears of ice and hurl them at targets within range. You can hurl them at one target or several. Make a ranged bending attack for each spear. On a hit, the target takes 2d6 ice damage.
At Higher Levels. When you use this move at 3rd level or higher, you create one additional spear for each move level above 2nd.
2Ill OmenSpiritbendingArtist, Disciple, Mystic1 action60 feetV1 minuteYou cast a bad omen into the consciousness of a creature within range. Roll a d10 and record the result. Once before the technique ends, if the creature rolls a multiple of the recorded number on an attack roll, saving throw, or ability check, you can replace the number rolled with the recorded number.
Once the creature rolls the chosen number, the technique ends. A creature can only be affected by one bad omen at a time.
2In PassingManeuverDrifter, Fighter, Prodigy1 attackSelfPInstantaneousYou attempt to move through a creature’s space and hit it with an attack. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage.
Additionally, you can move through the target creature’s space if it is of a size equal to or larger than yours, adding your bending ability modifier to your AC until you are out of the creature’s reach or the end of your turn, whichever comes first.
2Inner FreezeWaterbendingBloodbending1 action60 feetP, M (full moon)InstantaneousYou freeze the blood of a weakened creature within range, causing it to die instantly. The creature must make a Constitution saving throw. If the creature you choose has 20 hit points or less (or half as much on a successful save), it dies. Otherwise, the move has no effect.
This move has no effect on plants, spirits, or constructs.
At Higher Levels. When you use this move at 3rd level or higher, the number of hit points a creature must be at or below in order for the move to take effect increases by 10 for each move level above 2nd.
2Limp LimbChibendingChiblocking1 actionTouchP1 roundYou attempt to stop the flow of chi to a creature’s limb. Make an unarmed bending attack against the creature. On a hit, the creature takes 2d6 chi damage and cannot use the target limb for the duration.
At Higher Levels. When you perform this technique at 3rd level or higher, the duration increases to 1 minute at 3rd level, 10 minutes at 4th level, and 1 hour at 5th level.
2MadnessInvocationArtist, Mystic1 action120 feetF, VConcentration, up to 1 minuteYou put together a deranged string words to confuse, disturb and infuriate an enemy. One creature of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted look appears on its face, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the technique ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the technique ends.
2Mana DrainChibendingEmpath, Mystic, sage1 actionTouchF, P1 minuteYou open the drain on another creature’s pool of chi. The creature loses one chi point. At the beginning of each of its turn, the creature must make a Constitution saving throw. On a failed save, the creature loses one chi point. On a successful save, the technique ends.
2Mind LinkChibendingEmpath, Sage1 actionTouchFConcentration, up to 1 minuteYou touch a creature and find your way to its mind. If the target is a willing creature, you forge a telepathic link, allowing you and the target to communicate with one another without speaking. The connection breaks if either you or the target fall unconscious, you are separated by more than 60 feet, the technique ends, or either of you break the link (no action required). If the target attempts to break the link while you wish to stay connected, they become an unwilling creature.
If the target is an unwilling creature, they must make a Wisdom saving throw. If it fails, you gain access to its thoughts. You may gain insight into its reasoning, its emotional state, and something that looms large in its mind (such as something it worries over, loves, or gates). If it succeeds, the technique ends. Either way, the target knows that you are probing into its mind. On its turn, the target can make an Intelligence check contested by your Intelligence check; if it succeeds, the technique ends.
Questions verbally directed at an unwilling creature naturally shape the course of its thoughts, so this technique is particularly effective as part of an interrogation.
2Octopus ArmsWaterbending1 bonus actionSelfP, M (water: medium)Concentration, up to 1 minuteYou encircle yourself with a ring of water low to the ground and draw eight octopus arms up out of the ring. When you take the Attack action, the arms can be used to make melee bending attacks against targets within 10 feet of you. On a hit, an arm deals water damage equal to 1d8 + your bending ability modifier.
Alternatively, you can use an arm attack to attempt to grapple a creature within range. Make a melee bending attack, contested by the target’s Dexterity saving throw. If you succeed, you subject the target to the grappled condition. A grappled creature can use an action on its turn to make a Strength check contested by your move save DC in order to escape.
Additionally, when a creature within 10 feet hits you with a melee attack, you can use your reaction to make a melee bending attack against the creature one of the arms.
You must have at least one octopus arm free in order to attack or grapple a creature.
At Higher Levels. When you use this move at 3rd level or higher, the attack range of the arms increases by 5 feet for each move level above 2nd. When you use this move at 4th level or higher, the damage increases by 1d8 for every two move levels above 2nd.
2OfferingSpiritbendingDisciple, Mystic, Sage10 minutes30 feetF, V, M (healing herb)InstantaneousUp to six creatures of your choice that you can see within range regain hit points equal to 2d8 + your bending ability modifier. This technique has no effect on constructs.
At Higher Levels. When you perform this technique at 3rd level or higher, the healing increases by 1d8 for each level above 2nd.
2One with ShadowsManeuverArtist, Drifter, Mystic1 bonus actionSelfP, M (shadow)Concentration, up to 10 minutesYou quickly take cover in the nearby shadows. When you perform this technique, and then as a bonus action on each of your turns until the technique ends, you can take the Hide action.
If you use this technique to hide in a shadow while your surroundings are dimly light or dark, you gain a +10 bonus to your Dexterity (Stealth) check until you move, or take an action or a reaction.
2OverheatFirebending1 attack5 feetP (two hands)InstantaneousYou unleash your inner fire, engulfing the target in flames. Make a melee bending attack against the target. On a hit, the target takes fire damage equal to 2d10 + your bending ability modifier. Each creature other than you within 5 feet of the target must make a Dexterity saving throw, or take 1d10 fire damage. After using this attack, you are unable to use firebending moves until the end of your next turn.
2Paralyzing StrikeManeuverChiblocking1 attackSelfPInstantaneousYou aim a strike at a vital chi point on a creature’s body, attempting to paralyze it. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 2d6 damage and the target must make a Constitution saving throw. On a failed save, the creature is paralyzed until the end of your next turn.
2Pass without TraceManeuverArtist, Drifter, Guardian, Leader1 actionSelfPConcentration, up to 1 hourYou soften your footsteps and dampen your energy, hiding you from detection. For the duration, you have a +10 bonus to Dexterity (Stealth) checks and can’t be tracked. A creature that tries to see, find, or track your energy must succeed on an Intelligence saving throw to locate you energetically. You leave behind no tracks or other traces of your passage while performing this technique.
2Precision AttackManeuverFighter, Prodigy1 attackSelfPInstantaneousYou attempt to attack a creature with precision aim. Your proficiency bonus is doubled for this attack. Make a melee attack using your bending attack modifier, doubling your proficiency bonus. If the attack hits, it deals an additional 1d6 damage.
2PremonitionSpiritbendingDisciple, Drifter, Mystic, Sage1 minuteSelfFInstantaneousBy looking within, you are able to receive a premonition from the spirits about the result of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible outcomes:
? Good
? Bad
? Both good and bad
? Neither good nor bad
The outcome doesn’t take into account any unforeseen circumstances that might change the outcome, such as the intervention of spirits or the loss or gain of a companion.
If you use this technique two or more times before completing your next long rest, there is a cumulative 25 percent chance for each use after the first that you get a random result. The GM makes this roll in secret.
2Preserve LifeChibendingDisciple, Empath, Mystic, Sage1 actionTouchF, P10 daysYou touch a dead body or other remains. For the duration, the target is protected from decay and can’t be possessed by spirits.
The technique also effectively extends the time limit on returning the target’s spirit to its body, since days spent under the influence of this technique don’t count against the time limit of techniques such as revive.
2Press the AttackManeuverFighter, Leader, Prodigy1 attack60 feetV, PInstantaneousYou attempt to attack a creature, giving your ally an opening to strike as well. Make a melee attack using your bending attack modifier.
Additionally, you may direct one friendly creature within range who can see or hear you to strike. That creature can immediately use its reaction to make an attack against the same creature you attacked, adding an additional 1d6 to the attack’s damage roll.
2Protective PartnershipInvocationDisciple, Empath, Leader, Sage1 actionTouchF, V, P1 hourYou give words of affirmation and bond yourself to a willing creature that you touch, creating a spiritual connection between you and the target until the technique ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of psychic damage.
The technique ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the technique is performed again on either of the connected creatures. You can also dismiss the technique as an action.
2Quick AttackManeuverDrifter, Fighter, Guardian, Prodigy1 bonus actionSelfPInstantaneousYou attempt to make a quick strike. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d8 damage.
2QuicksandEarthbending1 action60 feetP, M (earthen ground)1 minuteYou loosen the ground in an area of rock, dirt or sand in a 10-foot radius circle centered around a point within range, turning it into quicksand. For the duration, the area quicksand turns the ground into difficult terrain. A creature in the area when you use the move must succeed on a Dexterity saving throw or be restrained by the quicksand. A creature must make the same saving throw when it enters the quicksand for the first time on a turn or ends its turn there. A creature restrained by the quicksand can use its action to make a Strength check against your move save DC. On a success, it frees itself.
At Higher Levels. When you use this move at 3rd level or higher, the radius increases by 10 feet and the range increases by 15 feet for each move level above 2nd.
2Rain DanceWaterbending1 actionSelfPConcentration, up to 1 minuteYou perform a rain dance, boosting the damage dealt by nearby waterbenders. Until the move ends, all waterbending attacks used by creatures within 30 feet of you, including yourself, deal an extra 1d6 water damage on a hit.
2RedirectManeuverGuardian, Leader1 reaction (which you take when you are targeted with a melee attack)TouchPInstantaneousYou attempt to dodge and redirect an attack aimed at you. If the attacking creature is size Large or smaller, it must succeed on a Strength or Dexterity saving throw. On a failed save, you successfully redirect the creature’s attack to a target of your choice within range. If there is no other target within range, the attack misses. On a successful save, the creature follows through with its attack against you.
You can also move up to 5 feet in any direction as part of this maneuver without provoking an attack of opportunity from the attacker.
2Rock CuffEarthbending1 action45 feetP, M (earth: tiny)InstantaneousYou attempt to immobilize the arms or legs of a creature of size Medium or smaller within range. Make a ranged bending attack against the target. On a hit, the cuffs attach to the creature’s limbs, either pinning them to the ground, or binding them together.
On its turn, a creature can use its action to make a Strength check against your move save DC to break the cuffs. The cuffs are considered an object that can be damaged and broken. An individual cuff has 10 hit points, while linked cuffs have 15 hit points. Rock cuffs have resistance to slashing damage.
At Higher Levels. When you use this move at 3rd level or higher, the range increases by 15 feet and the cuff hit points increase by 5 for each move level above 2nd.
2Rock SpearsEarthbending1 action120 feetP, M (earth: small)InstantaneousYou create three rock spears and hurl them at targets within range. You can hurl them at one target or several. Make a ranged bending attack for each spear. On a hit, the target takes 2d6 earth damage.
At Higher Levels. When you use this move at 3rd level or higher, you create one additional spear for each move level above 2nd.
2Rock WeaponEarthbending1 bonus actionSelfM (earth: tiny)Concentration, up to 10 minutesYou enhance one melee weapon you are wielding with dangerous rock features. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 earth damage when it hits.
At Higher Levels. When you use this move at 4th level or higher, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use this move at 6th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
2RushManeuverDrifter, Fighter, Guardian, Prodigy1 bonus actionSelfPConcentration, up to 10 minutesThis technique allows you to move at an incredible pace. When you perform this technique, and then as a bonus action on each of your turns until the technique ends, you can take the Dash action.
For the duration, if you move through a creature’s reach without stopping, you do not provoke an attack of opportunity, and if the creature is in its bending stance, it must succeed on a Strength saving throw or be knocked out of its stance.
2Scorching RayFirebending1 action120 feetPInstantaneousYou create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged bending attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you use this move at 3rd level or higher, you create one additional ray for each move level above 2nd.
2See ThroughSpiritbendingMystic1 actionTouchF, PConcentration, up to 1 hourYou touch a willing spirit. For the duration of the technique, you can use your action to see through the spirit's eyes and hear what it hears, and you can continue to do so until you use your action to return to your normal senses. While perceiving through the spirit's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
2Seismic StompEarthbending1 bonus actionSelfP, M (earthen ground)InstantaneousYou read the vibrations created by a heavy stomp to see your surroundings through the earth. Until the end of your turn, you have blindsight to a range of 300 feet to see anything in contact with the ground.
2Sense SentienceChibendingArtist, Mystic, Prodigy, Sage1 actionSelfFConcentration, up to 10 minutesYou open your mind for the duration to listen for other creatures’ thoughts. When you perform this technique, and on each turn until it ends, you hear the thoughts of any creature within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, you hear nothing from them.
At first, you only hear that there are creatures thinking around you, mental noise. If there are multiple creatures within range, you hear all of their thoughts simultaneously and unintelligibly. After concentrating for 1 round, you can attempt to parse out the thoughts you are hearing. You must succeed on a DC 15 Intelligence saving throw to focus on a stream of consciousness. If you succeed, you are able to hear the creature’s thoughts clearly for the duration of the technique. You can make another saving throw without using an action on each of your turns to focus on a different creature’s thoughts.
You can use this technique to detect the presence of thinking creatures that you can’t see. This technique can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts as described above, even if you can’t see it, but it must still be within range.
2Sense TrapsChibendingArtist, Drifter, Leader, Sage1 action120 feetFInstantaneousYou sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this technique, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the technique would sense an area affected by the alert technique, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This technique merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
2SmokescreenFirebending1 actionSelfP10 minutesYou release a thick, heavily obscuring cloud of smoke into the air. The smoke roughly fills an area equal to a 30-foot cube, originating from you. The cube spreads around corners and its area is heavily obscured. The cloud persists for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the smokescreen appears, creatures in the area must succeed on a Constitution saving throw or expend their reaction coughing and protecting their inhalations. A creature must repeat this saving throw when it enters the area for the first time on a turn or ends its turn there. If a creature fails this saving throw three times or more, it takes 1d6 poison damage for each failure after the second.
At Higher Levels. When you use this move at 3rd level or higher, the size of the cube increases by 15 feet for each move level above 2nd.
2Spinning AttackManeuverDrifter, Fighter, Guardian, Prodigy1 attackSelfPInstantaneousYou attempt to attack any creature within striking distance in a single spinning attack. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d8 damage. If the original attack roll would hit any other creatures within reach, they take damage equal to the number you rolled on the additional damage die. The damage is of the same type dealt by the original attack.
2Spirit FogSpiritbendingMystic1 action120 feetF, M (spirit energy)Concentration, up to 1 hourYou vaporize the spirit energy of a naturally spiritual piece of material, which pours out of the item, creating a 20-foot-radius sphere of spirit fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you perform this technique at 2nd level or higher, the radius of the fog increases by 20 feet for each level above 1st.
2Spirit SightSpiritbendingDisciple, Mystic, Sage1 actionSelfF1 hourYou tap into your spiritual energy, allowing you to see into the spirit realm. You have spiritvision to a distance of 120 feet for the duration.
2Spirit WeaponSpiritbendingDisciple, Mystic1 bonus actionTouchF, P, M (spirit energy)Concentration, up to 1 hourYou channel spirit energy through a normal weapon that you are holding. Until the technique ends, that weapon becomes an empowered weapon with a +1 bonus to attack and damage rolls.
At Higher Levels. When you perform this technique at 4th level or higher, the bonus increases to +2. When you use this at 6th level or higher, the bonus increases to +3.
2Stone DaggersEarthbending1 bonus actionSelfP, M (earth: tiny)Concentration, up to 10 minutesYou shape two stones or compact earth into sharp daggers, one for each free hand. The stone daggers have a +1 bonus on attack rolls and are considered melee weapons with a thrown range of 30 feet. On a hit, a creature takes piercing damage equal to 1d4 + your bending ability modifier. Once thrown, a stone dagger falls to the ground. For the duration, you can recreate a thrown dagger as a bonus action on your turn.
At Higher Levels. When you use this move at 4th level or higher, the thrown range increases to 60 feet, and the damage increases to 2d4. When you use this move at 6th level or higher, the thrown range increases to 90 feet, and the damage increases to 3d4.
2SuctionAirbending1 action30 feetPInstantaneousBy drawing the air in a targeted location toward you, you are able to pull a creature or object that you can see within range of size Medium or smaller to you. There must be a clear path for the air and target to travel along in order for it to be affected. If the target is an unwilling creature, it must succeed on a Strength saving throw in order to resist the effect. On a failed save, you pull the creature up to the full distance between you.
At Higher Levels. When you use this move at 3rd level or higher, the range increases by 15 feet for each move level above 2nd. When you use this move at 4th level or higher, the size of the object or creature you are able to pull increases by one size category for every two move levels above 2nd.
2SuggestionChibendingArtist, Disciple, Leader, Prodigy, Sage1 action30 feetVConcentration, up to 8 hoursYou suggest a course of activity (limited to a sentence or two) and influence the energy of a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the technique.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the technique ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a soldier give her warhorse to the first beggar she meets. If the condition isn’t met before the technique expires, the activity isn’t performed.
If you or any of your companions damage the target, the technique ends.
2Surprise AttackManeuverDrifter, Fighter, Guardian, Prodigy1 attackSelfPInstantaneousYou attempt to hit a creature with an attack that they don’t see coming. The target must make an Intelligence saving throw. On a failed save, the creature cannot take reactions until the end of its next turn and your attack is made with advantage. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage.
2Tactical AttackManeuverGuardian, Leader1 attackSelfPInstantaneousYou attempt to set up an attack against a creature, maneuvering one of your comrades into an advantageous position, and waiting for the right moment to strike. Choose a friendly creature within range that can see or hear you. You hold your attack until that creature’s turn, and the creature can use its reaction to move up to half its speed.
As a reaction on the chosen creature’s turn, you can make your attack. If both you and the chosen creature attack the same target, your attack is made with advantage. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 1d6 damage.
2Water KnifeWaterbending1 bonus action60 feetP, M (water: tiny)Concentration, up to 10 minutesYou create a stream of water with a razor thin edge. For the duration of this move, you can use an attack on your turn to use the knife to make a ranged bending attack against a creature within range. On a hit, the target takes slashing damage equal to 1d8 + your bending ability modifier.
The blade of the water knife is sharp enough to cut through wood, and metal with some persistence.
At Higher Levels. When you use this move at 3rd level or higher, the damage increases by 1d8 for every two move levels above 2nd.
2Water/Ice ColumnWaterbending1 action30 feetP, M (body of water or icy ground)Concentration, up to 1 minuteYou forcefully lift water from a point on the ground or atop a body of water within range, raising a column that is 5 feet wide and up to 10 feet tall. If you target a creature or object, you can attempt to lift and trap the creature. The creature must succeed on a Dexterity saving throw, or be restrained and lifted atop the column. If the column is made of water, a creature that enters the column’s space or ends its turn there is subject to the same effect.
As a part of the same action or as a bonus action on a subsequent turn, you can bring the creature crashing back to the ground, dealing 2d8 water/ice damage, knocking them prone, and bringing the move to an end.
On its turn, a restrained creature can use its action to make a Strength check against your move save DC to escape from the column. On a success, the creature frees itself and falls from atop of the column.
Alternatively, the column can be used to launch a creature into the air. Any creature standing in the space where the column is raised can be launched up to 40 feet into the air. An unwilling creature can make a Dexterity saving throw to avoid being launched.
At Higher Levels. When you use this move at 3rd level or higher, the width of the column increases by 5 feet, the maximum height of the column and the move’s range increase by 10 feet, the damage increases by 1d8, and the launch height increases by 20 feet for each move level above 2nd.
2Water/Ice WeaponWaterbending1 bonus actionSelfM (water: tiny)Concentration, up to 10 minutesYou coat one melee weapon you are holding in water or ice, using your bending to enhance the weapon’s power. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 water/ice damage when it hits.
At Higher Levels. When you use this move at 4th level or higher, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use this move at 6th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
2Wind TunnelAirbending1 actionSelf (60-foot line)PConcentration, up to 1 minuteYou create a strong line of wind 60 feet long and 10 feet wide that blasts from you in a direction you choose for the move’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the area is slowed if it is facing or moving toward you. The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the move ends, you can change the direction in which the line blasts from you.
2Wind WeaponAirbending1 bonus actionSelfM (weapon)Concentration, up to 10 minutesYou enhance your use of a weapon with airbending, reducing air resistance to speed up your strikes or adding a blast of wind. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 air damage when it hits.
At Higher Levels. When you use this move at 4th level or higher, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use this move at 6th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
3Air BombAirbending1 actionSelfPInstantaneousYou generate power by using an airbending enhanced jump to fly into the air, and then slam down with concussive force. For this jump, the distance you are able to cover is equal to two times your Dexterity score, and you are able to jump the full distance from standing. Each creature within a 20-foot-radius sphere of your landing point must make a Strength saving throw. On a failed save, a target takes 8d6 air damage and is pushed 20 feet away from you. On a successful save, a target takes half as much damage and isn’t pushed.
At Higher Levels. When you use this move at 4th level or higher, the damage increases by 1d6 for each move level above 3rd.
3Air ScooterAirbending1 actionSelfP, M (air ball)Concentration, up to 10 minutesYou spin up an air ball and hop on, using it to propel you forward. The air ball fills space equal to a 2 ½-foot cube beneath you. Using this technique, you can travel up to 60 feet per turn along the ground or over water. Because of your momentum, you are not able to change the direction of your movement by more than 45 degrees for every 5 feet you travel. You are also able to travel along vertical walls, but each foot you move along a vertical surface costs one extra foot of movement.
If you travel more than 20 feet in the direction of a target, you may use the scooter to make a melee airbending attack against the creature. You jump off the ball and land in an unoccupied space within 5 feet of the target, allowing the scooter to continue forward, and slam into the target. Make a melee bending attack against the target. On a hit, the target takes 3d12 air damage, and must succeed on a Strength saving throw or be knocked prone. When you make this attack, the move ends.
At Higher Levels. When you use this move at 4th level or higher, the distance you are able to travel increases by 15 feet, and the damage increases by 1d12 for every move level above 3rd.
3Air SpoutAirbending1 actionSelfPConcentration, up to 10 minutesYou spin up a swirling column of air strong enough to lift you up into the air, allowing you to more easily dodge attacks and effects coming from below. When you use this move, any creature within 5 feet of you must succeed on a Dexterity saving throw, or take 3d8 air damage. For the duration of the move, any creature that comes within 5 feet of the base of the spout takes the same damage.
The base of the spout must be a point on the ground or a body of water, and is fixed to the location where you used the move. You can move the base up to 10 feet as a bonus action on your turn.
Using this move, you are able to lift yourself vertically up to 30 feet, and move yourself horizontally within a radius equal to half the current height of the spout. While lifted by the spout, you are granted half cover against attacks and effects originating from any point below you within a radius equal to the current height of the spout.
At Higher Levels. When you use this move at 4th level or higher, the distance you can move the base of the spout increases by 5 feet, the maximum height of the spout increases by 15 feet, and the damage increases by 1d8 for each move level above 3rd.
3Air WakeAirbending1 actionSelf (60-foot line)PInstantaneousBy running in a quick circle, you send a concussive aerial impression careening down a line up to 60 feet away from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 4d10 air damage and is knocked prone and pushed 20 feet away from you. On a successful save, a creature takes half as much damage and maintains their position.
At Higher Levels. When you use this move at 4th level or higher, the damage increases by 1d10 for each move level above 3rd.
3AssuranceInvocationArtist, Leader, Sage1 action30 feetF, VConcentration, up to 1 minuteYou invoke the spirits’ favor to ensure your allies’ survival. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom and death saving throws and regains the maximum number of hit points possible from any healing.
3Bending CoutnerChibendingChiblocking1 reaction (which you take when a creature within range uses a bending technique)TouchPInstantaneousYou attempt to strike a vital chi point before a creature can complete a bending technique. Make an unarmed bending attack. If the attack hits, it deals 2d8 chi damage and you interrupt the creature’s bending technique. If it is using a technique of 3rd level or lower, it fails and has no effect. If it is using a technique of 4th level or higher, make an ability check using your bending ability. The DC equals 10 + the technique’s level. On a success, the creature’s technique fails and has no effect.
3Chi-StopperChibendingChiblocking1 actionTouchP (one hand)1 roundYou attempt an attack on a creature to momentarily stop the flow of chi through its body. Make an unarmed bending attack against the creature. On a hit, the creature takes 2d10 chi damage and cannot use chi points for the duration.
At Higher Levels. When you perform this technique at 5th level or higher, the duration increases to 1 minute at 5th level, 1 hour at 7th level, and 8 hours at 9th level.
3Cleanse EnergyChibendingDisciple, Empath, Prodigy, Sage1 action120 feetF, V, PInstantaneousChoose one creature, object, or effect within range. Any effect from a technique of 3rd level or lower on the target ends. For each effect from a technique of 4th level or higher on the target, make an ability check using your bending ability. The DC equals 10 + the technique’s level. On a successful check, the technique’s effect ends.
At Higher Levels. When you use this technique at 4th level or higher, you automatically end the effects of a technique on the target if the technique’s level is equal to or less than the level of the level you used.
3Commune with PlantsSpiritbendingEmpath, Mystic1 actionSelf (30-foot radius)F, V10 minutesYou touch in with the spirits of the plants within 30 feet of you, connecting to their sentience and animation, giving them the ability to communicate with you and follow your simple requests. You can question plants about events in the area, gaining information about creatures that have passed, weather, and other circumstances.
You can request difficult terrain caused by plant growth (such as thickets and undergrowth) be turned into ordinary terrain that lasts for the duration. Or you can request ordinary terrain where plants are present be turned into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The technique doesn’t enable plants to uproot themselves and move about, but they can willingly move branches, tendrils, and stalks within their normal range of motion.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no special ability to influence it.
This technique can cause the plants created by the nature’s grasp technique to release a restrained creature.
3ConcealChibendingDrifter, Empath, Sage1 actionTouchF, P8 hoursYou hide a target that you touch from detection. The target can be a willing creature, a place, or an object no larger than 10 feet in any dimension. For the duration, the target can’t be targeted by any techniques that would reveal their presence or location.
3CurseInvocationArtist, Mystic1 actionTouchF, VConcentration, up to 1 minuteYou touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the technique. When you use this technique, choose the nature of the curse from the following options:
? Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
? While cursed, the target has disadvantage on attack rolls against you.
? While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
? While the target is cursed, your attacks deal an extra 1d8 psychic damage to the target.
At Higher Levels. If you use this technique at 4th level or higher, the duration is concentration, up to 10 minutes. If you use this technique at 5th level or higher, the duration is 8 hours. If you use this technique at 7th level or higher, the duration is 24 hours. If you use this technique at 9th level, it lasts until it is dissipated. Using the technique at 5th level or higher grants a duration that doesn’t require concentration.
3Dearly DepartedSpiritbendingDisciple, Mystic1 action10 feetF, V, M (incense)10 minutesYou summon the recently departed spirit of a corpse of your choice within range, calling upon it to answer your questions. The technique fails if the corpse is possessed, or if it was the target of this technique within the last 10 days.
Until the technique ends, you can ask the spirit up to five questions. The spirit knows only what it knew in life and what it has encountered in the spirit world since death. Answers are usually brief, cryptic, or repetitive, and the spirit is under no compulsion to offer a truthful answer if you are hostile toward it, or it recognizes you as an enemy.
3DigEarthbending2 attacksSelfP, M (earthen ground)Concentration, up to 1 minuteYou burrow into the ground or another earthen surface big enough to burrow through. Using earthbending, you move the earth out of the way and propel yourself forward. For the duration of the move, you have a burrowing speed of 30 feet per turn.
This move occurs over the duration of two attacks. On the first attack, you burrow underground. On the second attack, you surface. If you surface within 5 feet of a creature, you can make a melee bending attack against that creature. On a hit, the creature takes earth damage equal to 2d8 + your bending ability modifier. The two attacks can happen on the same turn or different turns. If you lose concentration while underground, the move ends and your burrowing speed returns to normal.
3DiminishInvocationArtist, Disciple, Mystic, Prodigy1 action45 feetVConcentration, up to 1 minuteYou call upon mighty spirits to make a creature within range feel small in comparison. The creature must make a Charisma saving throw. On a failed save, the creature must expend one additional chi point any time they use a bending technique, and they roll one die less than normal any time one of their techniques would do damage or heal.
For example, if one of their techniques normally dealt 6d8 damage, it would instead deal 5d8 damage. If the technique uses more than one type of die, they choose which one they lose.
3DiveWaterbending2 attacksSelfP, M (body of water or icy ground)Concentration, up to 1 minuteYou dive into an area of water, snow, or ice. This could be snow and ice-covered ground, an ice wall, a body of water, a frozen lake, or any other amount of water large enough to swim through. Using waterbending, you move the water out of the way and propel yourself forward. For the duration of the move, you have a swimming speed of 50 feet per turn.
This move occurs over the duration of two attacks. On the first attack, you dive underwater. On the second attack, you surface. If you surface within 5 feet of a creature, you can make a melee bending attack against that creature. On a hit, the creature takes water or ice damage equal to 2d8 + your bending ability modifier. The two attacks can happen on the same turn or different turns. If you lose concentration while underwater, the move ends and your swimming speed returns to normal.
3Dive BombAirbending1 attack5 feetPInstantaneousIf you move at least 15 ft. straight toward a target either coming from the air, or jumping into the air at the last moment, you can use airbending to turn your body into a projectile. Make a melee bending attack against the target. If the attack hits, the creature takes air damage equal to 3d10 + your bending ability modifier. You also take damage equal to ? of the damage dealt to the target (rounded down).
At Higher Levels. When you use this move at 4th level or higher, the damage increases by 1d10 for each move level above 2nd.
3Dust-StepEarthbending1 bonus actionSelfP1 roundBy lifting just enough earth under your feet to counter your weight while running or stepping, you are able to run through the air without falling. For as long as you stay in motion, you are able to move three dimensionally. When you stop moving, the move ends. As long as you keep moving, you can use bonus action on subsequent turns to continue dust-stepping without expending additional chi. If you do not start your turn on solid ground, and do not continue dust-stepping, you will begin to fall at the beginning of that turn.
3Earth BombEarthbending1 actionSelfP (two hands)InstantaneousYou slam a huge rock into the ground beneath you, causing it and the ground to rupture and explode. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a target takes 8d6 earth damage and is knocked prone. On a successful save, a target takes half as much damage and isn’t knocked prone. The area fills with dust and remains heavily obscured until the start of your next turn. A wind of moderate or greater speed (at least 10 miles per hour) can disperse the dust.
At Higher Levels. When you use this move at 4th level or higher, the damage increases by 1d6 for each move level above 3rd.
3Earth MannequinEarthbending1 action60 feetP, M (earthen ground)1 hourYou raise up to three humanoid mannequins from the earth at points within range. As a part of this action, or as a bonus action on your turn, you can move any number of mannequins up to 30 feet in a direction you choose or in the direction of a point that you choose. The mannequins move in straight lines, and all move in the same direction or toward the same point.
If a mannequin travels at least 10 feet before passing through a creature’s space, that creature must succeed on a Dexterity saving throw or take 3d6 earth damage. The mannequins are considered objects that can be damaged and destroyed. They have AC 15 and 15 hit points.
As a bonus action on your turn, you can raise one additional mannequin, or repair one that has been destroyed. You cannot move more than three mannequins at a time.
At Higher Levels. When you use this move at 4th level or higher, the maximum number of mannequins you are able to move increases by 1, and the mannequin hit points increase by 5 for each move level above 3rd.
3Earth spoutEarthbending1 actionSelfP, M (earthen ground)Concentration, up to 10 minutesWhile standing on earthen ground, you make a swirling motion with your arms to form a spinning column of earth that lifts you up into the air, allowing you to more easily dodge attacks and effects coming from below. When you use this move, any creature within 5 feet of you must succeed on a Dexterity saving throw, or take 3d8 earth damage. For the duration of the move, any creature that comes within 5 feet of the base of the spout takes the same damage.
The base of the spout must be a point on the ground or a body of water, and is fixed to the location where you used the move. You can move the base up to 10 feet as a bonus action on your turn.
Using this move, you are able to lift yourself vertically up to 30 feet, and move yourself horizontally within a radius equal to half the current height of the spout. While lifted by the spout, you are granted half cover against attacks and effects originating from any point below you within a radius equal to the current height of the spout.
This move can only be performed on earthen or rocky ground. The maximum height of the spout may also be limited by the amount of earth available.
At Higher Levels. When you use this move at 4th level or higher, the distance you can move the base of the spout increases by 5 feet, the maximum height of the spout increases by 15 feet, and the damage increases by 1d8 for each move level above 3rd.
3Earth SurfEarthbending1 actionSelfP, M (earthen ground)Concentration, up to 10 minutesYou raise a rolling wave of earth beneath your feet, propelling you forward. The wave fills space equal to a 5-foot cube beneath you. Using this technique, you can travel up to 60 feet per turn along the ground. Because of your momentum, you are not able to change the direction of your movement by more than 45 degrees for every 5 feet you travel.
If you travel more than 20 feet in the direction of a target, you may use the tumbling earth to make a melee earthbending attack against the creature. You ride the wave into the target and land behind them, allowing the wave to crash into them as you go. Make a melee bending attack against the target. On a hit, the target takes 3d12 earth damage, and must succeed on a Strength saving throw or be knocked prone. When you make this attack, the move ends.
At Higher Levels. When you use this move at 4th level or higher, the distance you are able to travel per turn increases by 15 feet, the size of the wave increases by 5 feet, and the damage increases by 1d12 for every move level above 3rd.
3EnfeebleChibendingChiblocking1 actionTouchP1 minuteYou attempt hit a creature in a vital chi point, weakening their bending attacks. Make an unarmed bending attack against the creature. On a hit, the creature takes 5d4 chi damage and the damage dealt by their bending techniques is halved for the duration.
At Higher Levels. When you perform this technique at 4th level or higher, the duration increases to 10 minutes at 4th level, 1 hour at 5th level, 24 hours at 7th level, and 1 week at 9th level.
3ExcruciateWaterbendingBloodbending1 bonus action90 feetP, M (full moon)InstantaneousChoose a creature that is under the effect of one of your bloodbending moves Hold Beast, Hold Monster, or Hold Person. You twist and turn that creature's blood, causing it excruciating pain. The creature takes 4d8 chi damage.
At Higher Levels. When you use this move at 4th level or higher,you can target one additional creature for each move level above 3rd.
3False DeathChibendingArtist, Sage1 actionTouchF, P1 hourYou touch a willing creature and slow its energy, putting it into a cataleptic state that is indistinguishable from death.
For the technique’s duration, or until you use an action to touch the target and dismiss the effect, the target appears dead to all outward inspection and to techniques used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. If the target is diseased or poisoned when you use this technique or becomes diseased or poisoned while under the technique’s effect, the disease and poison have no effect until the technique ends.
3Fighting SpiritInvocationArtist, Disciple, Empath, Leader1 action50 feetVConcentration, up to 10 minutesYou recite an incantation of courage, empowering up to three creatures of your choice within range to attack twice on their turn instead of once, whenever they take the Attack action.
3FireballFirebending1 action150 feetPInstantaneousA fiery streak flashes from your pointing fingers to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you use this move at 4th level or higher, the damage increases by 1d6 for each move level above 3rd.
3FissureEarthbending1 actionSelf (40-foot line)P, M (earthen ground)InstantaneousYou create a fissure up to 5 feet wide and 5 feet deep in the ground that opens along a line up to 40 feet long originating from you in a direction you choose. Any creatures standing along the line must make a Dexterity saving throw. On a failed save, the creature takes 4d10 earth damage and falls into the fissure. On a success, the creature takes no damage and ends up on the side of the fissure closest to their original position. If the creature starts equidistant from either side, they choose which side they escape to. The fissured area turns into difficult terrain.
At Higher Levels. When you use this move at 4th level or higher, the maximum length increases by 20 feet, the maximum width and depth increase by 5 feet, and the damage increases by 1d10 for each move level above 3rd.
3FlamethrowerFirebending1 actionSelf (100-foot line)PInstantaneousYou shoot flames along a 5-foot wide, 100-foot long line. Each creature within that line must succeed on a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, and half as much on a successful one.
At Higher Levels. When you use this move at 4th level or higher, the damage increases by 1d8 for each move level above 3rd.
3Giant SnowballWaterbending1 action100 feetP, M (water: small)1 minuteYou create a large ball of densely packed snow at a point within range that lasts for the duration. When you use this move and as an action on your turn, you can roll the snowball up to 40 feet. If the snowball moves at least 20 feet directly toward a target within range before passing through their space, you can make a melee bending attack against that creature. On a hit, the target takes ice damage equal to 1d10 + your bending ability modifier. The snowball lands in an unoccupied square within 5 feet of the targeted creature.
As a bonus action on your turn, you can move the snowball up to 15 feet and add more water to it, increasing its size and damage, but also making it more difficult to control. Each time you do so, the damage dealt by the snowball increases by 1d10, and attack rolls made with the snowball receive a penalty of -1. These effects are cumulative, meaning if you increase the size of the snowball three times, the damage will increase by 3d10, and you will have a -3 penalty to attack rolls made with it. If you increase the snowball’s size more than 5 times, you lose control, and the move ends.
3HastenChibendingProdigy, Sage1 actionTouchFConcentration, up to 1 minuteYou hasten the energy of a willing creature. Until the technique ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. The action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the technique ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
3Healing EnergyChibendingDisciple, Empath1 actionSelf (30-foot radius)VConcentration, up to 1 minuteHealing energy radiates from you in an aura with a 30-foot radius. Until the technique ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
3HypnotizeChibendingArtist, Mystic, Prodigy, Sage1 actionSelf (30-foot radius)V, P, M (light source)Concentration, up to 1 minuteYou create a repetitive pattern of sounds and motions, hypnotizing creatures within 30 feet of you. Each creature within range who sees and hears the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this technique, the creature is incapacitated and has a speed of 0.
The technique ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
3Ice FissureWaterbending1 actionSelf (40-foot line)P, M (icy ground)InstantaneousWhile standing on icy ground, you create a fissure up to 5 feet wide and 5 feet deep in the ground that opens along a line up to 40 feet long originating from you in a direction you choose. Any creatures standing along the line must make a Dexterity saving throw. On a failed save, the creature takes 4d10 ice damage and falls into the fissure, landing. On a success, the creature takes no damage and ends up on the side of the fissure closest to their original position. If the creature starts equidistant from either side, they choose which side they escape to. The fissured area turns into difficult terrain.
At Higher Levels. When you use this move at 4th level or higher, the maximum length increases by 20 feet, the maximum width and depth increase by 5 feet, and the damage increases by 1d10 for each move level above 3rd.
3Ice RidgeWaterbending1 actionSelf (30-foot line)P, M (icy ground)InstantaneousYou pick a point within range and raise a ridge of ice that extends from you to the target. The ridge can be up to 5 feet wide, 5 feet tall, and 30 feet long, and can follow a non-linear path to the point, as long as its total length is not longer than 30 feet. If the target is a creature, you can use the protruding ice to make a ranged bending attack against that creature. On a hit, the creature takes 5d6 ice damage.
The terrain along the ridge between you and the target becomes difficult terrain. If the ridge cuts through a creature’s space when it is raised, the creature must make a Dexterity saving throw. On a failed save, the creature takes 4d6 ice damage and is knocked prone. On a success, the creature takes half as much damage and is not knocked prone.
At Higher Levels. When you use this move at 4th level or higher, the range and ridge length maximum increase by 15 feet, and the damage increases by 1d6 for each move level above 3rd.
3Jet PropulsionFirebending1 actionSelfPConcentration, up to 1 minuteYou use outstretched arms to shoot two jets of fire behind you, propelling you forward. Using this technique, you can travel up to 60 feet per turn along the ground or over water. Because of your momentum, you are not able to change the direction of your movement by more than 45 degrees for every 5 feet you travel.
You are also able to propel yourself off the ground, but each foot you gain in elevation costs one extra foot of movement. Once you are in the air, you must spend 2 feet of movement for every 1 foot you move in order to maintain altitude. Holding yourself in place costs half of your movement per turn and requires both hands to do so.
If you travel more than 20 feet in the direction of a target, you may use the flames you’ve generated to make a melee firebending attack against the creature. Once you are within 5 feet of the creature, you land on the ground and allow the flames to continue forward, slamming them into the target. Make a melee bending attack against the target. On a hit, the target takes 3d12 fire damage, and must succeed on a Strength saving throw or be knocked prone. When you make this attack, the move ends.
At Higher Levels. When you use this move at 4th level or higher, the distance you are able to travel per turn increases by 15 feet, and the damage increases by 1d12 for every move level above 3rd.
3Jet-StepFirebending1 bonus actionSelfP1 roundUsing small bursts of flame underneath your feet while running or stepping, you are able to run through the air without falling. For as long as you stay in motion, you are able to move three dimensionally. When you stop moving, the move ends. As long as you keep moving, you can use bonus action on subsequent turns to continue jet-stepping without expending additional chi. If you do not start your turn on solid ground, and do not continue jet-stepping, you will begin to fall at the beginning of that turn.
3Life SiphonChibendingEmpath, Mystic1 actionTouchPConcentration, up to 1 minuteTapping into another creature’s life force, you siphon the life force away from another in order to heal your wounds. Make a melee bending attack against a creature within your reach. On a hit, the target takes 3d6 chi damage, and you regain hit points equal to half the amount of chi damage dealt. Until the technique ends or you break contact with the target, you can make the attack again on each of your turns as an action.
At Higher levels. When you use this technique at 4th level or higher, the damage increases by 1d6 for each level above 3rd.
3Mana LeechChibendingEmpath, Mystic, Sage1 actionTouchF, PConcentration, up to 1 minuteYou tap into another creature’s chi and draw its lifeforce from it. The creature must make a Constitution saving throw. On a failed save, the creature loses 1 chi point and you gain 1 chi point.
You must stay within range for the duration of the technique. The target repeats the saving throw at the beginning of each of its turns, ending the effect on a successful save, and losing one chi point on a failure.
At Higher Levels. When you use this technique at 4th level or higher, the range increases by 15 feet for each level above 3rd.
3Mass Healing WordChibendingArtist, Disciple, Empath1 bonus action60 feetF, VInstantaneousAs you call out words of restoration, up to six creatures of your choice that can hear you within range regain hit points equal to 1d4 + your bending ability modifier.
At Higher Levels. When you use this technique at 4th level or higher, the healing increases by 1d4 for each level above 3rd.
3Mist-StepWaterbending1 bonus actionSelfP1 roundBy condensing tiny droplets of water under your feet while running or stepping, for just long enough to support your weight, you are able to run through the air without falling. For as long as you stay in motion, you are able to move three dimensionally. When you stop moving, the move ends. As long as you keep moving, you can use bonus action on subsequent turns to continue mist-stepping without expending additional chi. If you do not start your turn on solid ground, and do not continue mist-stepping, you will begin to fall at the beginning of that turn.
3Nature's CallSpiritbendingDrifter, Empath, Mystic1 action60 feetF, VConcentration, up to 1 hourYou call to the animals of your surroundings to come to your aid. If there are animals in the area, one of the following options (as determined by the GM) appears at the start of your next turn:
? One beast of challenge rating 2 or lower
? Two beasts of challenge rating 1 or lower
? Four beasts of challenge rating ½ or lower
? Eight beasts of challenge rating ¼ or lower
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turn. They obey any verbal commands that you issue them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics. Sample creatures can be found in Appendix D.
At HIgher Levels. When you use this technique at certain levels, you choose one of the summoning options above, and more creatures appear: twice as many at 5th level, three times as many at 7th level, and four times as many at 9th level.
3Protect EnergyInvocationDisciple, Empath, Leader, Prodigy, Sage1 actionTouchF, PConcentration, up to 1 hourFor the duration, the willing creature you touch has resistance to chi damage and advantage on saving throws against chibending techniques.
3Protect SpiritInvocationDisciple, Drifter, Mystic, Sage1 actionTouchF, PConcentration, up to 1 hourFor the duration, the willing creature you touch has resistance to spirit damage and advantage on saving throws against spiritbending techniques.
3Radiant EnergySpiritbendingDisciple, Leader1 actionSelfF, VConcentration, up to 1 minuteSpiritual energy radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the technique ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 spirit damage when it hits with a weapon attack.
3Razor RingsWaterbending1 attack60 feetP (two hands), M (body of water)Concentration, up to 1 minuteWhile standing in a body of water, you begin to swing your arms in circles, each time drawing water up into a razor thin ring, to fire off in the direction of a target within range. Make a ranged bending attack against the target. On a hit, the target takes water damage equal to 3d4 + your bending ability modifier. For the duration, you can repeat this attack on your turn without expending additional chi. If you move, or use an action or bonus action to do anything besides attack with razor rings, the move ends.
3Razor WindAirbending1 actionSelf (100-foot line)PInstantaneousYou whip up cutting blades of wind that slice along a line 100 feet long and 5 feet wide originating from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 air damage on a failed save and half as much on a successful one.
At Higher Levels. When you use this move at 4th level or higher, the damage increases by 1d6 for each move level above 3rd.
3RevitalizeChibendingDisciple, Empath1 actionTouchF, PInstantaneousYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This technique can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
3Rock RidgeEarthbending1 actionSelf (30-foot line)P, M (earthen ground)InstantaneousYou pick a point within range and raise a rocky ridge that extends from you to the target. The ridge can be up to 5 feet wide, 5 feet tall, and 30 feet long, and can follow a non-linear path to the point, as long as its total length is not longer than 30 feet. If the target is a creature, you can use the protruding earth to make a ranged bending attack against that creature. On a hit, the creature takes 5d6 earth damage.
The terrain along the ridge between you and the target becomes difficult terrain. If the ridge cuts through a creature’s space when it is raised, the creature must make a Dexterity saving throw. On a failed save, the creature takes 4d6 earth damage and is knocked prone. On a success, the creature takes half as much damage and is not knocked prone.
At Higher Levels. When you use this move at 4th level or higher, the range and ridge length maximum increase by 15 feet, and the damage increases by 1d6 for each move level above 3rd.
3RolloutEarthbending1 action100 feetP, M (earth: small)1 minuteYou form a ball of packed earth and rock at a point within range that lasts for the duration. When you use this move and as an action on your turn, you can roll the ball up to 40 feet. If the ball moves at least 20 feet directly toward a target within range before passing through their space, you can make a melee bending attack against that creature. On a hit, the target takes earth damage equal to 1d10 + your bending ability modifier. The snowball lands in an unoccupied square within 5 feet of the targeted creature.
As a bonus action on your turn, you can move the ball up to 15 feet and add more earth to it, increasing its size and damage, but also making it more difficult to control. Each time you do so, the damage dealt by the ball increases by 1d10, and attack rolls made with the snowball receive a penalty of -1. These effects are cumulative, meaning if you increase the size of the ball three times, the damage will increase by 3d10, and you will have a -3 penalty to attack rolls made with it. If you increase the snowball’s size more than 5 times, you lose control, and the move ends.
3Send SenseChibendingArtist, Drifter, Prodigy, Sage1 minute1 mileFConcentration, up to 10 minutesYou perform a meditation that sends your mind’s eye to a location within range familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).
When you use this technique, you choose seeing or hearing. For the duration, you can use that sense in the chosen location as if you were there. While your focus is on your sent sense, you are unaware of your surroundings. As a bonus action on your turn, you can shift your awareness from the sent sense to your current surroundings or vice versa.
A creature that can see spirits sees your presence in the location.
3SendingChibendingArtist, Leader, Sage1 actionUnlimitedF, V1 roundYou send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner. The technique enables creatures with an Intelligence of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to the spirit world, but if the target is in the spirit world, there is a 5 percent chance that the message doesn’t arrive.
3Sleet StormWaterbending1 action60 feetP, M (water: large)Concentration, up to 1 minuteYou whip up a flurry of freezing rain and sleet in a 30-foot radius sphere, centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the move’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
A creature who ends their turn in the move's area must make a successful Constitution saving throw against your move save DC or be chilled until the end of their next turn.
At Higher Levels. When you use this move at 4th level or higher, the radius of the sphere increases by 15 feet and the range increases by 30 feet for each move level above 3rd.
3Slow MotionChibendingChiblockingProdigy1 actionTouchPConcentration, up to 1 minuteYou slow the energy and hinder the mobility of a creature. The target must succeed on a Wisdom saving throw or be affected by this technique for the duration.
An affected target is slowed, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. Regardless of the creature’s abilities or empowered items, it can’t make more than one attack during its turn.
If the creature attempts to use a bending move or technique with an execution time of 1 action, roll a d20. On an 11 or higher, the bending doesn’t occur until the creature’s next turn, and the creature must use its action on that turn to complete it. If it can't, their bending fails.
A creature affected by this technique makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends.
3Solar BeamFirebending2 attacks120 feetP (main hand), M (sunny day)InstantaneousThis move occurs over the duration of two attacks. On the first attack, you hold your hand to the sun, absorbing its energy and charging the attack. On the second attack, you unleash a fiery beam of solar energy at a target within range. Make a ranged bending attack against the target. On a hit, the target takes fire damage equal to 3d8 + your bending ability modifier. The two attacks can happen on the same turn or consecutive turns.
3Spirit GuardiansSpiritbendingDisciple, Mystic1 actionSelf (15-foot radius)F, VConcentration, up to 10 minutesYou call upon spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their form appears light and winged. If you are evil, they appear as dark amoeba.
When you use this technique, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 spirit damage. On a successful save, the creature takes half as much damage.
At Higher Levels. When you use this technique at 4th level or higher, the damage increases by 18d for each level above 3rd.
3Spirit-StepSpiritbendingMystic1 bonus actionSelfP, M (spirit energy)1 roundBy releasing tiny modicums of spirit energy beneath your feet while running or stepping, you are able to support your weight for just long enough to run through the air without falling. For as long as you stay in motion, you are able to move three dimensionally. When you stop moving, the technique ends. As long as you keep moving, you can use your bonus action at the beginning of subsequent turns to continue your spirit-step without expending additional chi. If you do not start your turn on solid ground, and do not continue your spirit-step, you begin to fall at the beginning of your turn.
3SurfWaterbending1 actionSelfP, M (water)Concentration, up to 10 minutesYou raise a rolling wave of water beneath your feet, propelling you forward. The wave requires enough water to fill a space equal to a 5-foot cube beneath you. Using this technique, you can travel up to 60 feet per turn along the ground or over water. Because of your momentum, you are not able to change the direction of your movement by more than 45 degrees for every 5 feet you travel.
If you travel more than 20 feet in the direction of a target, you may use the crashing wave to make a melee waterbending attack against the creature. You ride the wave over the target, landing behind them, allowing the wave to crash into them as you go. Make a melee bending attack against the target. On a hit, the target takes 3d12 water damage, and must succeed on a Strength saving throw or be knocked prone. When you make this attack, the move ends.
At Higher Levels. When you use this move at 4th level or higher, the distance you are able to travel per turn increases by 15 feet, the size of the wave increases by 5 feet, and the damage increases by 1d12 for each move level above 3rd.
3TerrorizeInvocationMystic, Prodigy1 actionSelf (30-foot cone)F, VConcentration, up to 1 minuteYour words summon visions of a creature’s worst fears into their mind. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this technique, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the technique ends for that creature.
3TonguesChibendingArtist, Empath, Prodigy, Sage1 actionSelfF, P1 hourThis technique grants you the ability to understand any spoken language you hear. Moreover, when you speak, any creature that knows at least one language and can hear you can understand what you’re saying.
3Warding CircleSpiritbendingDisciple, Mystic1 minute10 feetF, P1 hourYou draw a 10-foot-radius circle with spiritual symbols all around. Once complete, the circle glows with shimmering spirit energy for the duration. The circle has the following effects:
? Spirits can’t willingly enter the circle. If they try to bypass the circle by phasing in from the spirit world, they must first succeed on a Charisma saving throw.
? Spirits have disadvantage on attack rolls against targets within the circle.
? Targets within the circle can’t be charmed, frightened, or possessed by spirits.
When you perform this technique, you can elect to cause it to operate in the reverse direction, preventing spirits from leaving the circle and protecting targets outside of it.
At Higher Levels. When you use this technique at 4th level or higher, the duration increases by 1 hour for each level above 1st.
3Water CloakWaterbending1 actionSelfP, M (water: small)Concentration, up to 10 minutesYou cloak your torso and arms in water, giving you protection, and turning your arms into water whips. While cloaked in water, you gain 2d4 + your bending ability modifier temporary hit points at the start of each of your turns. When the move ends, you lose any remaining temporary hit points from the move.
While cloaked, your arms turn into water whips with a range of 20 feet that you can use to attack on your turn. On a hit, the whips deal water damage equal to 2d4 + your bending ability modifier.
At Higher Levels. When you use this move at 4th level or higher, the temporary hit points you gain increases by 1d6, and the water whip damage increases by 1d4 for each move level above 3rd.
When you use this move at 5th level or higher, the material water requirement increases by one size category, the range of the whips increases by 20 feet, and you gain the ability to use your water whips for mobility. The whips can reach up to 40 feet away from you and freeze, wrap around, hook, or stick to surfaces, allowing you to climb and swing. You are able to move more quickly than normal using this movement style. For every two feet you travel using this method, you expend only one foot of movement.
3Water SpoutWaterbending1 actionSelfP, M (body of water)Concentration, up to 10 minutesWhile surrounded by water, you make a swirling motion with your arms to form a spinning column of water that lifts you up into the air, allowing you to more easily dodge attacks and effects coming from below. When you use this move, any creature within 5 feet of you must succeed on a Dexterity saving throw, or take 3d8 water damage. For the duration of the move, any creature that comes within 5 feet of the base of the spout takes the same damage.
The base of the spout must be a point on the ground or a body of water, and is fixed to the location where you used the move. You can move the base up to 10 feet as a bonus action on your turn.
Using this move, you are able to lift yourself vertically up to 30 feet, and move yourself horizontally within a radius equal to half the current height of the spout. While lifted by the spout, you are granted half cover against attacks and effects originating from any point below you within a radius equal to the current height of the spout.
This move can also be performed on snowy or icy ground. The maximum height of the spout may also be limited by the amount of water available.
At Higher Levels. When you use this move at 4th level or higher, the distance you can move the base of the spout increases by 5 feet, the maximum height of the spout increases by 15 feet, and the damage increases by 1d8 for each move level above 3rd.
3Whipping WindsAirbending1 action60 feetPConcentration, up to 1 minuteYou whip up a flurry of wind that constantly buffets creatures in the area. The winds fill a 30-foot radius sphere, centered on a point you choose within range. Exposed flames in the area are blown out.
When a creature enters the move’s area for the first time on a turn or starts its turn there, it takes 1d4 air damage and must make a Constitution saving throw. On a failed save, it is blinded and slowed until the start of its next turn or it leaves the area of effect.
At Higher Levels. When you use this move at 4th level or higher, the radius of the sphere increases by 15 feet and the range increases by 30 feet for each move level above 3rd.
If you are hit and lose concentration while inside the tornado, you are thrown 2d6 x 10 feet in a random direction.
3WhirlwindAirbending1 action100 feetPConcentration, up to 1 minuteYou use your body to create a vertical funnel of air strong enough to lift an object. The funnel is 5 feet wide and 10 feet tall, and appears at a point you designate within range. As a bonus action on your turn, you can move the whirlwind up to 10 feet in any direction. Any unsecured objects of size Medium or smaller in the area occupied by the whirlwind are sucked in and lifted up by the whirlwind.
A creature of size Medium or smaller must make a Strength or Dexterity saving throw the first time on a turn that it enters the space of the whirlwind, including when the whirlwind first appears. On a failed save, a creature takes 3d10 bludgeoning damage and is restrained in the whirlwind. On a successful save, the creature takes half as much damage and is not restrained.
The whirlwind can only restrain one creature at a time, and a restrained creature moves with the whirlwind as it moves and falls when the move ends. On your turn, you are able to release (throw) a creature from the whirlwind in a direction you choose. When you do so, the creature is hurled 1d6 x 10 feet in a random direction.
A restrained creature can use an action to make a Strength or Dexterity check against your move save DC. If successful, the creature is no longer restrained, is hurled 10 feet away in a random direction, and is dizzied until the end of their turn.
At Higher Levels. When you use this move at 4th level or higher, the whirlwind grows in height by 5 feet, and the damage increases by 1d10 for each move level above 3rd. When you use this move at 5th level or higher, the whirlwind grows in width by 5 feet, the size of the creature the whirlwind is able to restrain increases by one size category and the number of Medium creatures that can be restrained at a time increase by 1, the range grows by 100 feet, the distance you are able to move it increases by 10 feet, and the distance that it hurls a creature on release increases by 1d6 for every two move levels above 3rd.
4Air WheelAirbending1 actionSelfP (two arms)Concentration, up to 1 minuteYou create and ride inside of a vertical wheel of air strong enough to divert obstacles and projectiles. While riding in the wheel your AC cannot be less than 18, your speed is 50, and you are able to ride through the space of objects or creatures of size Medium or smaller, pushing them out of the way as you go. If you ride through the space of a creature, the creature must succeed on a Dexterity saving throw or take 4d8 air damage.
4Animal ConnectionChibendingArtist, Drifter, Empath, Sage1 action60 feetF, V, P, M (morsel of food)Concentration, up to 1 minuteYou attempt to create an energetic link with a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are in the same world. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the technique. If the saving throw succeeds, the technique ends.
At Higher Levels. When you use this technique at 5th level, the duration is concentration, up to 10 minutes. When you use this at 6th level, the duration is concentration, up to 1 hour. When you use this technique at 7th level or higher, the duration is concentration, up to 8 hours.
4Aura of ClarityChibendingEmpath, Leader, Sage1 actionSelf (30-foot radius)VConcentration, up to 10 minutesYour presence encourages calm, clear thought in creatures within a 30-foot radius of you. If you move, the aura moves with you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to psychic damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
4Aura of LifeChibendingDisciple, Empath, Sage1 actionSelf (30-foot radius)VConcentration, up to 10 minutesYour presence stokes the flames of life in creatures within a 30-foot radius of you. If you move, the aura moves with you. Each nonhostile creature in the aura (including you) has resistance to chi damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
4BanishSpiritbendingDisciple, Mystic1 action60 feetF, V, P, M (spirit energy)Concentration, up to 1 minuteYou attempt to send one spirit that you can see to the spirit world. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the world that you’re in, you banish the target to a harmless plane in the spirit world. While there, the target is incapacitated. The target remains there until the technique ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to the spirit world, the target is banished to its home. If the technique ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At Higher Levels. When you use this technique at 5th level or higher, you can target one additional creature for each level above 4th.
4BlizzardWaterbending1 action150 feetP, M (water: large)Concentration, up to 1 minuteYou whip up a raging blizzard in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. The area is heavily obscured.
Each creature in the area must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage and 2d10 ice damage on a failed save, or half as much damage on a successful one. The ice and snow turn the storm’s area of effect into difficult terrain until the move ends.
When a creature enters the blizzard’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your move save DC. On a failed save, it takes 1d10 ice damage and is slowed until the start of its next turn. Creatures that are able to waterbend make this saving throw with advantage.
At Higher Levels. When you use this move at 5th level or higher, the bludgeoning damage increases by 1d10 for each move level above 4th.
4Chi-PiercerChibendingChiblocking1 actionTouchP1 roundYou strike through a creature’s defenses, temporarily weakening its defensive capabilities. Make an unarmed bending attack against the creature. If the attack hits, it deals 3d8 chi damage and the target receives a -1 penalty to AC and saving throws made against your bending techniques for the duration.
At Higher Levels. When you perform this technique at 5th level or higher, the damage and duration increase to 4d8 and 1 minute at 5th level, 6d8 and 1 hour at 7th level, and 8d8 and 8 hours at 9th level.
4CompulsionChibendingArtist, Leader, Prodigy, Sage1 action30 feetVConcentration, up to 1 minuteCreatures of your choice that you can see within range and that hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this technique. Until the technique ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.
A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
4ConfusionChibendingArtist, Prodigy, Sage1 action90 feetVConcentration, up to 1 minuteThis technique causes misconceptions in creatures’ minds, causing chaos and commotion, provoking unwarranted action and reactions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw or become confused.
If a creature under the effect of this technique takes damage from another creature under the effect of this technique, it uses its reaction to make a melee attack against a randomly determined creature within its reach.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you use this technique at 5th level or higher, the radius of the sphere increases by 5 feet for each level above 4th.
4Crippling StrikeManeuverChiblocking1 attackSelfP1 roundYou hit a weak point on one of the target creature’s limbs, attempting to cripple it and set up future attacks. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 2d6 damage and the target must make a Constitution saving throw. On a failed save, the target limb goes limp and you have advantage on attacks against that creature until the start of your next turn.
4DeviatlizeChibendingDisciple, Empath, Mystic, Prodigy, Sage1 actionTouchPInstantaneousYou drain the energy of a creature of your choice that you can see within range, sapping away its vitality. The target must make a Constitution saving throw. The target takes 8d8 chi damage on a failed save, or half as much on a successful one. This technique has no effect on spirits or constructs.
If you target a plant creature, it makes the saving throw with disadvantage, and the technique deals maximum damage to it.
If you target a normal plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
At Higher Levels. When you use this technique at 5th level or higher, the damage increases by 1d8 for each level above 4th.
4Earth ArmorEarthbending1 actionSelfP, M (earth: small)Concentration, up to 10 minutesYou encase your body in earth and rocks, protecting yourself from attacks. While encased in earth, your base AC becomes 18, your base speed is reduced by 10, and you have resistance to fire damage.
Both of your arms become earthen gauntlets that can be used as melee weapons. On a hit, a gauntlet deals earth damage equal to 2d4 + your bending ability modifier.
For the duration, you are able to bend the earth that encases you to move yourself up to 60 feet along the ground in a straight line in any direction as a bonus action on your turn. Any creature along the path must succeed on a Dexterity saving throw or take 4d6 earth damage.
4Faithful SpiritSpiritbendingDisciple, Sage1 action30 feetF, V8 hoursYou summon a spirit that performs the duty of a watchdog, appearing in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
The spirit is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the key word that you teach the spirit when you use the technique, the spirit immediately alerts you of its presence. The spirit sees other spirits, invisible spirits, and can see into the Spirit World. It ignores illusions.
At the start of each of your turns, the spirit attempts to attack one creature within 5 feet of it that is hostile to you. The spirit’s attack bonus is equal to your bending ability modifier + your proficiency bonus. On a hit, it deals 4d8 spirit damage.
4ForesightSpiritbendingDisciple, Sage1 actionSelfF, VInstantaneousYou ask a spirit for its view on a course of action you intend to take. You ask a single question concerning a specific goal, event, or activity to occur within 7 days, to which the GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The outcome doesn’t take into account any unforeseen circumstances that might change the outcome, such as the intervention of spirits or the loss or gain of a companion.
If you use this technique two or more times before completing your next long rest, there is a cumulative 25 percent chance for each use after the first that you get a random result. The GM makes this roll in secret.
4Freedom of MovementInvocationArtist, Drifter, Empath, Leader1 actionTouchF, V, P1 hourYou touch a willing creature and call upon the spirit of freedom. For the duration, the target’s movement is unaffected by difficult terrain, techniques, and other effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
4Hold MonsterWaterbendingBloodbending1 action90 feetP, M (full moon)Concentration, up to 1 minuteChoose a monstrosity that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the move effect ends on the target.
As a bonus action on your turn, you can move a held monster up to 30 feet in any direction within your bending range or the range of the move (whichever is higher).
At Higher Levels. When you use this move at 6th level or higher, you can target one additional humanoid for each move level above 5th. The humanoids must be within 30 feet of each other when you target them.
4Imposing SpiritInvocationArtist, Mystic1 action60 FeetF, V, PConcentration, up to 1 minuteYou call upon a spirit to temporarily overtake with the spirit of a creature that you can see within range. An unwilling creature must make a Wisdom saving throw to avoid the effect.
The imposing spirit lingers for the duration, or until the target drops to 0 hit points or dies. The new form can be that of any beast or spirit whose challenge rating is equal to or less than the target’s (or the target’s level if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The creature’s actions, speech, techniques, and abilities are limited to those that the beast whose spirit takes over is able to perform.
4LevitateAirbending1 action90 feetPConcentration, up to 1 minuteBy creating a high pressure disc of air beneath you to stand or sit on, you are able to levitate yourself or another object or creature through the air. If you levitate another creature, you are able to move them up to 60 feet in any direction and their speed is 0 while riding on the disc. You can repeat this movement as a bonus action on your turn. If you attempt to levitate an unwilling creature, they can make a Dexterity saving throw against your move save DC to avoid being lifted.
While levitating yourself, you are able to use gusts of air from your hands to propel yourself through the air to move up to 60 feet per turn along the ground, or horizontally. Climbing and descending takes more focus. Each foot you ascend or descend costs one extra foot of movement.
4Locate CreatureChibendingDrifter, Empath, Sage1 actionSelfFConcentration, up to 1 hourYou focus on a creature’s name or description that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
This technique can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a bear rabbit), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you are trying to find is in a different form, this technique doesn’t locate the creature.
This technique can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
4SafeguardInvocationArtist, Disciple, Empath, Leader, Sage1 actionTouchF, V, P8 hoursYou touch a creature and ask the spirits to ensure its survival.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the technique ends.
If the technique is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the technique ends.
4SandstormEarthbending1 action60 feetP, M (earthen ground)Concentration, up to 1 minuteYou send sand or dust flying in all directions, creating a sandstorm that buffets creatures in the area. The sand fills a 20-foot-radius, 40-foot-high cylinder centered on a point within range. The area is heavily obscured.
Each creature in the area must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage and 2d10 earth damage on a failed save, or half as much damage on a successful one.
When a creature enters the sandstorm’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your move save DC. On a failed save, it takes 1d10 earth damage and is slowed until the start of its next turn. Creatures that are able to earthbend make this saving throw with advantage.
At Higher Levels. When you use this move at 5th level or higher, the bludgeoning damage increases by 1d10 for each move level above 4th.
4Sheer ColdWaterbending1 actionTouchPInstantaneousYou touch a creature and drastically reduce the temperature of the water inside their body. The target must make a Constitution saving throw, taking 6d10 ice damage on a failed save, or half as much on a successful one. On a failed save the creature is also chilled. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.
At Higher Levels. When you use this move at 5th level or higher, the damage increases by 1d10 for each move level above 4th.
4Shroud of FlameFirebending1 actionSelfPConcentration, up to 10 minutesYou exude a thin layer of flame from your entire body, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The flames help to protect you from icy cold and extreme heat, granting you resistance to both fire and ice damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shroud burns the attacker. The attacker takes 2d8 fire damage.
4Spirit ProtectorSpiritbendingArtist, Disciple, Mystic, Sage1 actionSelfF, V8 hoursYou call upon a Large spirit guardian to protect you. It hovers over you for the duration occupying the space around you. The guardian is only visible to creatures with spiritvision until it attacks.
Any creature hostile to you that moves to a space within 10 feet of you for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 spirit damage on a failed save, or half as much on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
4Staggering StrikeManeuverProdigy1 attackSelfP1 roundYour attack pierces both body and mind. Make a melee attack using your bending attack modifier. If the attack hits, it deals an additional 4d6 psychic damage and the target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions until the end of its next turn.
4Summon Native SpiritsSpiritbendingDrifter, Mystic, Sage1 action30 feetF, VConcentration, up to 1 minuteYou call to the spirits of your surroundings which appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
? One spirit creature of challenge rating 2 or lower
? Two spirit creatures of challenge rating 1 or lower
? Four spirit creatures of challenge rating 1/2 or lower
? Eight spirit creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the technique ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher Levels. When you use this technique at certain levels, you choose one of the summoning options above, and more creatures appear: twice as many at 6th level, three times as many at 8th level, and four times as many at 9th level.
4TendrilsSpiritbendingMystic1 action90 feetF, P, M (spirit energy)Concentration, up to 1 minuteYou create extensions of your spirit that take the form of squirming spirit tendrils that fill a 20-foot square on the ground that you can see within range. For the duration, these tendrils turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tendrils until the technique ends. A creature that starts its turn in the area is already restrained by the tendrils takes 3d6 bludgeoning damage.
A creature restrained by the tendrils can use its action to make a Strength or Dexterity check (its choice) against your technique save DC. On a success, it frees itself.
4Third EyeChibendingProdigy, Sage1 action30 feetFConcentration, up to 1 hourYou close your eyes and allow your mind’s eye to leave your body. It travels to a point within range, and hovers there for the duration. The eye can only be seen by creatures with spirit vision, appearing as a small, glowing sphere.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another world. A solid barrier blocks the eye’s movement, but it can pass through an opening as small as 1 inch in diameter.
4TormentSpiritbendingArtist, Mystic, Sage1 action120 feetF, VConcentration, up to 1 minuteYou read into the spirit of a creature you can see within range drawing upon its deepest fears. Your spirit takes the shape of an Illusory manifestation visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target’s turns before the technique ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the technique ends.
At Higher Levels. When you use this technique at 5th level or higher, the damage increases by 1d10 for each level above 4th.
4True SightSpiritbendingDisciple, Sage1 actionSelfF1 hourYou align your spirit and your energy and focus on seeing the truth. For the duration, you can see the true nature of any creature, place, or object, even if it is concealed by spirits or altered energies and you have advantage on Wisdom (Insight) checks.
4Wall of FireFirebending1 action120 feetPConcentration, up to 1 minuteYou raise up a wall of fire from a solid surface within range. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall can have a maximum volume of 1250 square feet, meaning the wall if the wall is 1 foot thick, its side could be 120 feet by 10 feet, 60 feet by 20 feet, 30 feet by 40 feet, or a circle that is 20 feet tall and 20 feet in diameter. The wall is opaque and lasts for the duration.
If the wall cuts through a creature’s space when it appears, the creature must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much on a successful one. The creature takes the same damage if it enters the wall for the first time on a turn or ends its turn there.
If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can use its reaction to move up to half its speed so that it is no longer enclosed by the wall.
At Higher Levels. When you use this move at 5th level or higher, the maximum surface area of the wall increases by 250 feet, and the damage increases by 1d8 for each move level above 4th.
4Wall of StoneEarthbending1 action120 feetP, M (earthen ground)Concentration, up to 10 minutesYou lift a wall of earth or stone at a point within range. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall can have a maximum volume of 1250 cubic feet, meaning the wall if the wall is 1 foot thick, its side could be 120 feet by 10 feet, 60 feet by 20 feet, 30 feet by 40 feet, or a circle that is 20 feet tall and 20 feet in diameter.
If the wall cuts through a creature’s space when it appears, the creature must make a Dexterity saving throw. On a failed save, a creature takes 5d8 earth damage and is pushed to one side of the wall (your choice). On a successful save, the creature takes half as much damage and is pushed to one side of the wall (their choice).
If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can use its reaction to move up to half its speed so that it is no longer enclosed by the wall.
The wall is an object made of earth/stone that can be damaged and thus breached. Each 10-foot-by-10-foot square of the wall has AC 15 and 30 hit points per inch of thickness. Reducing an area to 0 hit points destroys it and might cause the surrounding area to collapse at the GM’s discretion. If you maintain concentration on this move the duration, the wall can become permanent. Otherwise, the wall crumbles when the move ends.
At Higher Levels. When you use this move at 5th level or higher, the maximum volume of the wall increases by 250 cubic feet, and the damage increases by 1d8 for each move level above 4th.
4Wall of Water/IceWaterbending1 action120 feetP, M (water equal in size to the wall)Concentration, up to 1 minuteYou raise a wall of rushing water or solid ice atop a solid surface or body of water within range. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall can have a maximum volume of 1250 square feet, meaning the wall if the wall is 1 foot thick, its side could be 120 feet by 10 feet, 60 feet by 20 feet, 30 feet by 40 feet, or a circle that is 20 feet tall and 20 feet in diameter. The wall is opaque and lasts for the duration.
If the wall cuts through a creature’s space as it arises, the creature must make a Dexterity saving throw. On a failed save, a creature takes 5d8 water/ice damage and is pushed to one side of the wall (your choice). On a successful save, the creature takes half as much damage and is pushed to one side of the wall (their choice).
If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can use its reaction to move up to half its speed so that it is no longer enclosed by the wall.
If the wall is made of water, a creature can attempt to pass through it by making a Strength check contested by your move save DC. On a failed save, the creature takes 5d8 water damage and does not pass through the wall. On a successful save, the creature takes half as much damage and successfully passes through.
If the wall is made of ice, the wall is considered an object that can be damaged and thus breached. It has AC 12 and 30 hit points for each 10-foot by 10-foot section, and it is vulnerable to fire damage. If a section of wall is reduced to 0 hit points, it is destroyed. If you maintain concentration on this move for the duration, the wall of ice can become permanent. Otherwise, the wall crumbles when the move ends.
At Higher Levels. When you use this move at 5th level or higher, the maximum surface area of the wall increases by 250 feet, and the damage increases by 1d8 for each move level above 4th.
4Whispers from BeyondSpiritbendingMystic1 action60 feetF, V1 roundYou call upon a spirit to haunt up to three creatures of your choice within range. The creatures begin to hear disturbing whispers as the spirit invades their consciousness. Each of the creatures must make a Wisdom saving throw. On a failed save, a creature takes 4d4 mind damage and is frightened until the end of its next turn. On a successful save, the target takes half as much damage and is not frightened.
4Wind WallAirbending1 action120 feetPConcentration, up to 1 minuteYou raise a wall of strong wind from the ground at a point you choose within range. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall can have a maximum volume of 1250 square feet, meaning the wall if the wall is 1 foot thick, its side could be 120 feet by 10 feet, 60 feet by 20 feet, 30 feet by 40 feet, or a circle that is 20 feet tall and 20 feet in diameter.
If the wall cuts through a creature’s space when it appears, the creature must make a Strength saving throw. A creature takes 5d8 fire damage on a failed save, or half as much on a successful one. The creature takes the same damage if it enters the wall for the first time on a turn or ends its turn there.
If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can use its reaction to move up to half its speed so that it is no longer enclosed by the wall.
The strong wind keeps fog, smoke, and other gasses at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. Boulders and other large projectiles are unaffected at the GM’s discretion.
At Higher Levels. When you use this move at 5th level or higher, the maximum volume of the wall increases by 250 cubic feet, and the damage increases by 1d8 for each move level above 4th.
5AsphyxiateAirbending1 action100 feetPConcentration, up to 1 minuteYou draw the air from the lungs of a creature within range and then form a sphere around their head, not allowing them to breathe. The target must make a Dexterity saving throw. It takes 8d6 air damage on a failed save, or half as much on a successful one. Also on a failed save, the target continues to asphyxiate and is restrained for the duration. At the end of each of its turns, it repeats the saving throw. It takes 4d6 air damage on a failed save, and the effect ends on a successful one. The effect also ends if you lose concentration.
5Aura of ProtectionChibendingDrifter, Empath, Leader1 actionSelf (30-foot radius)F, VConcentration, up to 10 minutesProtective energy radiates from you, distorting and diffusing harmful energy within 30 feet of you. Until this technique ends, the area moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against effects from moves and techniques.
Additionally, when an affected creature succeeds on a saving throw made against a move or technique effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
5AwakenInvocationArtist, Empath, Sage8 hoursTouchF, V, PInstantaneousAfter spending the execution time communing with the target, learning about its spiritual nature, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to communicate with you telepathically. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
5Blood PuppetWaterbendingBloodbending1 action90 feetP, M (full moon)1 minuteChoose a creature that is under the effect of one of your bloodbending moves Hold Beast, Hold Monster, or Hold Person. You exert full control over their body, taking control of their actions.
For as long as the creature remains under your influence, you can use your reaction to control its action, bonus action, and movement on its turn. You cannot force the creature to use bending moves or expend chi.
At Higher Levels. When you use this move at 6th level or higher, you can target one additional creature for each move level above 5th. The humanoids must be within 45 feet of each other when you target them.
5CometFirebending2 attacks5 feetPInstantaneousThis move occurs over the duration of two successive attacks. These attacks can happen on the same turn or consecutive turns. During the first attack, you open your hand to build the energy of an intense, flaming comet in the palm of your hand. On the second attack, make a melee bending attack against a target within range. On a hit, the target takes fire damage equal to 6d10 + your bending ability modifier.
5Commune with NatureSpiritbendingDrifter, Mystic, Sage1 minuteSelfF, V, M (incense)InstantaneousYou briefly contact the spirit of your surroundings to gain knowledge of the surrounding territory. When outdoors, this technique gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The technique doesn’t function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
? terrain and bodies of water
? plants, minerals, animals, or peoples
? powerful spirits
? influence from the spirit world
? buildings and structures
5Dragon's BreathFirebending1 actionSelf (60-foot cone)PInstantaneousA blast of fire erupts from your mouth in a cone up to 60 feet wide and 60 feet long. You are able to control the reach and width of the cone. Each creature in the area of the cone must make a Dexterity saving throw. On a failed save, a creature takes 8d8 fire damage and is burned for 1d4 turns. On a successful save, a creature takes half as much damage and is not burned. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you use this move at 6th level or higher, the damage increases by 1d8 for each move level above 5th.
5DreamChibendingArtist, Empath, Mystic, Sage1 minuteSpecialF, V, M (dream herb)8 hoursThis technique shapes a creature’s dreams. Choose a creature known to you as the target of this technique. The target must be in the same world as you. Creatures that don’t sleep can’t be contacted by this technique. You or a willing creature consumes the dream herb, enters a trance state, and acts as the dream messenger. While in the trance, the messenger is aware of their surroundings, but can’t take actions or move.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the technique. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the technique early. The target recalls the dream perfectly upon waking. If the target is awake when you perform the technique, the messenger knows it, and can either end the trance (and the technique) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
5EarthquakeEarthbending1 actionSelf (60-foot cone, or 30-foot radius)P, M (earthen ground)InstantaneousYou shake and shatter the ground in front or around you, causing a damaging earthquake. Each creature in a 60-foot cone, or a 30-foot radius must make a Dexterity saving throw. On a failed save, a creature takes 8d8 earth damage and is knocked prone. On a successful save, a creature takes half as much damage and stays on their feet.
At Higher Levels. When you use this move at 6th level or higher, the damage increases by 1d8 for each move level above 5th.
5GaleAirbending1 actionSelf (60-foot cone)PInstantaneousYou take a deep inhale, and unleash a gale force wind in a cone up to 60 feet wide and 60 feet long. You are able to control the reach and width of the cone. Each creature in the area of the cone must make a Strength saving throw. On a failed save, a creature takes 8d8 air damage and is knocked prone and pushed 30 feet away from you. On a successful save, a creature takes half as much damage and is not pushed.
At Higher Levels. When you use this move at 6th level or higher, the damage increases by 1d8 for each move level above 5th.
5GeasChibendingArtist, Disciple, Empath, Leader, Prodigy, Sage1 minute60 feetF, V30 daysYou impose a command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by this technique.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the technique ends.
You can use an action to dismiss the technique early. The cleanse energy, restorative touch, or wish techniques can also end it.
At Higher Level. When you use this technique at 7th or 8th level, the duration is 1 year. When you use this technique at 9th level, the technique lasts until it is ended by one of the techniques mentioned above.
5HallowInvocationDisciple, Mystic, Sage24 hoursTouchF, V, P, M (incense)Until dissipatedYou touch a point and infuse an area around it with spiritual power. The area can have a radius up to 60 feet, and the technique fails if the radius includes an area already under the effect of a hallow technique. The affected area is subject to the following effects.
Spirits can’t enter the hallowed area, nor can they charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by a spirit is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more spirits from this effect.
Additionally, you can bind an effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures with a connection to a specific spirit, or creatures of a specific type, such as beasts or dragons. When a creature that would be affected enters the technique’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Courage. Affected creatures can’t be frightened while in the area.
Darkness. Spiritual darkness fills the area. Normal light, as well as light created by techniques of a lower level than the level at which you used this technique can’t illuminate the area.
Daylight. Bright light fills the area. Spiritual darkness created by techniques of a lower level than the level at which you used this technique can’t extinguish the light.
Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest. Dead bodies interred in the area can’t be possessed by spirits.
Spiritual Interference. Affected creatures can’t reach or contact the spirit world while in the area.
Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.
5Icy BarrageWaterbending1 action150 feetP, M (water: large)InstantaneousYou create 1000 tiny needles made of ice and send them into the air, aimed at a point within range. The needles rain down on the target. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 ice damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you use this move at 6th level or higher, the damage increases by 1d8 for each move level above 5th.
5Icy WindWaterbending1 actionSelf (60-foot cone)P, M (water: medium)InstantaneousYou summon a gale of freezing water vapor. Each creature in a 60-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 8d8 ice damage and is chilled for 1d4 turns. On a successful save, a creature takes half as much damage and is not chilled. The vapor instantly freezes any water within its area of effect.
At Higher Levels. When you use this move at 6th level or higher, the damage increases by 1d8 for each move level above 5th.
5ImmobilizeChibendingChiblocking1 actionTouchP1 minuteYou hit a creature’s vital chi points, completely immobilizing it. The target must make a Constitution saving throw. On a failed save, the target is paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.
5LoreInvocationArtist, Disciple, Empath, Sage1 minuteTouchF, V, PInstantaneousWhile touching a person, place, or object you reach into its inner self, calling to its history, past lives, and spiritual connections, bringing to your mind a flashback of the target’s lore. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you already have about the target, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you find a mysterious empowered warhammer, the technique might yield this information: “Destroyer of all that restricts the flow of life, those who are inflexible will feel their hands freeze to the hilt. Only a true follower of Yue’s way can release the power within this hammer by speaking to her, fluidly.”
5Mass Cure WoundsWaterbending1 action60 feetF, P, M (body of water)InstantaneousYou channel healing energy through an area in a body of water within range centered around a point. Choose up to six creatures in a 30-foot radius sphere who are touching the body of water Each target regains hit points equal to 3d8 + your bending ability modifier. This move has no effect on spirits.
At Higher Level. When you use this move at 6th level or higher, the healing increases by 1d8 for each move level above 5th.
5Mind ControlChibendingArtist, Leader, Prodigy, Sage1 action60 feetF, VConcentration, up to 1 minuteYou attempt to overtake the consciousness of a human that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you or the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are in the same world. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the technique. If the saving throw succeeds, the technique ends.
At Higher Levels. When you use this technique at 6th-level, the duration is concentration, up to 10 minutes. When you use this technique at 7th-level the duration is concentration, up to 1 hour. When you use this technique at 8th level or higher, the duration is concentration, up to 8 hours.
5Modify MemoryChibendingArtist, Empath, Prodigy, Sage1 action30 feetF, VConcentration, up to 1 minuteYou attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another move or technique, this technique ends, and none of the target’s memories are modified. While this technique lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the technique ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the technique ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect the creature in a significant manner.
The cleanse energy and restorative touch techniques performed on the target restores the creature’s true memory.
At Higher Levels. If you use this technique at 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).
5Protection from SpiritsInvocationDisciple, Drifter, Mystic1 actionselfV, P, M (spirit energy)Concentration, up to 1 minuteYou request the protection of your bonded spirit and a shimmering field spirit energy surrounds you, protecting you from spirits that would do you harm. For the duration, spirits have disadvantage on attack rolls against you.
You can end the technique early by using either of the following special functions.
Purge. As your action, you touch a creature within your reach that is charmed, frightened, or possessed by a spirit. The creature you touch is no longer charmed, frightened, or possessed by the spirit.
Return. As your action, make a melee bending attack against a spirit. On a hit, you attempt to drive the creature back to the spirit world. The creature must succeed on a Charisma saving throw or be sent back to the spirit world (if it isn’t there already).
5Rain of FireFirebending1 action150 feetPInstantaneousYou hurl a ball of 1000 tiny flames into the air and choose a point within range. The ball splits in the air to rain down fire on the target. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you use this move at 6th level or higher, the damage increases by 1d8 for each move level above 5th
5Restorative TouchChibendingArtist, Disciple, Empath, Mystic1 actionTouchF, P, M (cleansing herb)InstantaneousYou relieve a target creature of one debilitating effect. After feeding the creature a cleansing herb, you touch the creature to guide the healing energy to its destination. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
? One effect that charmed or petrified the target
? One curse, including the target’s familiarity with a cursed item
? Any reduction to one of the target’s ability scores
? One effect reducing the target’s hit point maximum
? The effect of a technique that can be ended by Restore
5ReviveChibendingDisciple, Empath, Sage1 hourTouchF, V, P, M (incense)InstantaneousYou return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s spirit is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This technique also neutralizes any poisons and cures diseases that affected the creature at the time it died. This technique doesn’t, however, remove curses, or similar effects; if these aren’t first removed prior to performing the technique, they take effect when the creature returns to life. The technique has no effect on spirits.
This technique closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the technique automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
5Rock BarrageEarthbending1 action150 feetP, M (earth: large)InstantaneousYou lift a ball of earth, break it up into 1000 tiny rocks, and send it flying up into the air, aimed at a point within range. The rocks spread out and come hurtling down around the target. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 earth damage on a failed save, or half as much on a successful one.
At Higher Levels. When you use this move at 6th level or higher, the damage increases by 1d8 for each move level above 5th.
5ScryChibendingArtist, Disciple, Empath, Mystic, Sage10 minutesSelfF, V, PConcentration, up to 10 minutesYou can see and hear a particular creature you choose that is in the same world as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re performing this technique, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn’t affected, and you can’t use this technique to target it again for 24 hours.
On a failed save, the technique allows your consciousness to visit the target’s location. You can see and hear as if you were there. You can move with the target, remaining within 10 feet of it for the duration. A creature that has spiritvision can see your presence, which appears as a small glowing orb of spirit energy
about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this technique. When you do so you appear at that location and cannot move.
5Spiritual BondSpiritbendingArtist, Disciple, Mystic, Sage1 hour60 feetF, V, P, M (incense)24 hoursWith this technique, you attempt to bind a spirit to yourself. The spirit must be within range for the entire execution of the technique. Upon completion of the technique, the target must make a Charisma saving throw. On a failed save, it is bound to you for the duration. If the spirit was called or summoned by another technique, that technique’s duration is extended to match the duration of this technique.
A bound spirit follows your instructions to the best of its ability. You might command the spirit to accompany you on an adventure, to guard a location, or to deliver a message. The spirit obeys the letter of your instructions, but if the spirit is hostile to you, it strives to twist your words to achieve its own objectives. If the spirit carries out your instructions completely before the technique ends, it travels to you to report this fact if you are in the same world. If you are in a different world, it returns to the place where it was bound to you and remains there until the technique ends.
At Higher Levels. When you use this technique at higher level, the duration increases to 10 days at 6th level, to 30 days at 7th level, to 180 days at 8th level, and to a year and a day at 9th level.
5Summon ElementalSpiritbendingMystic, Sage1 minute90 feetF, V, MConcentration, up to 1 hourYou call forth an elemental spirit to which you have some relation, either being a bender of that element, being from the nation of that element, or being familiar with spirit relate to the element.
Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you choose appears in an unoccupied space within 10 feet of it. The spirit disappears when it drops to 0 hit points or when the technique ends.
The spirit is friendly to you and your companions for the duration. Roll initiative for the spirit, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental spirit, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental spirit doesn’t disappear. Instead, you lose control of the elemental spirit, it is no long friendly toward you and your companions, and it might attack. An uncontrolled elemental spirit can’t be dismissed by you, and it disappears 1 hour after you call it.
The GM has the elemental spirit’s statistics.
At Higher Levels. When you use this technique at 6th level or higher, the challenge rating increases by 1 for each level above 5th.
5Telepathic BondChibendingEmpath, Sage1 action30 feetF, V, M (mind root)1 hourYou help forge a mental link between up to eight willing creatures of your choice within range, each of which must consume a pinch of mind root. The creatures are psychically linked to each other for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this technique.
Until the technique ends, the targets can communicate telepathically through the bond whether or not they have a common language. The telepathic communication is possible over any distance, though it does not extend to the spirit world.
5TornadoAirbending1 actionSelfPConcentration, up to 1 minuteYou draw the air around you in a circular motion, encircling yourself in a large tornado 5 feet wide and 20 feet high. While in the tornado, your speed is reduced to 0, and your AC cannot be less than 20.
As part of this move, or as a bonus action on your turn, you can use the tornado to transport you up to 120 feet.
Alternatively, as part of this move, or as an action on a subsequent turn, you can launch the tornado up to 120 feet in a direction of your choice, ending the move. When you launch the tornado, each creature in its path must make a Dexterity saving throw, taking 6d10 air damage on a failed save, or half as much on a successful one.
5Visions of Distant RealmsSpiritbendingDisciple, Mystic, Sage1 minute30 feetFConcentration, up to 1 hourYou close your eyes and focus on a spirit or a place in the Spirit World. After focusing on the place for at least a minute, a vision begins to materialize in your mind of object of your focus.
The vision forms around you, depicting the Spirit World in that location in real time, as if you were there yourself. You cannot interact with the vision in any way, though a keen spirit may sense your presence.
You can look freely in any direction, and as an action, you can move up to 30 feet in any direction. There is no limit to how far you can move, but there may be bounds to the area that you are seeing that you are unable to traverse or circumnavigate.
9Remove BendingChibendingChiblocking1 actionTouchPConcentration, up to 1 roundYou place your thumb on the target creature’s forehead and sever its connection to bending. You must maintain contact and concentration for the duration of the technique for it to take effect. If you do, at the start of your next turn, the target creature will permanently lose its ability to bend.
This effect of this technique can only be reversed by a Grant Bending technique.
9Sever PathwayWaterbendingBloodbending1 actionTouchP, M (full moon)InstantaneousChoose a target within your reach, whose third eye (forehead) is exposed. Make a melee bending attack, placing your thumb on the bender’s forehead and twisting to sever their connection to their element. If the attack hits, you permanently disrupt the chi pathway that allows them to perform their bending.
A target that is hit by this move can no longer use any of their elemental bending moves. The pathway can only be restored by a 9th-level energybending technique.