Table of Contents
Prodigy
The son of a son of a sailor, born on a boat, rocked to sleep by the waves each night, blanket bathed by the pale moon light, grows up to be, as a child of the sea, a waterbending prodigy.
An orphaned girl grows up in the streets of a small city, quick and cunning as they come, she never backs down from a challenge, and stops at nothing to get her way. Persuasive by nature and intimidating to boot; when her threats are not received, she follows through without hesitation. By the time she’s in her teens, she’s taken over the underground, but to her that’s just the beginning, her intent is to rise to the top.
An Air Nation monk perched high atop a cliff overlooking a wide, open valley lets loose a burst of sound and listens as it echoes back. Each time it returns, they send it back into the valley again, creating a sustained loop, then adding another sound, and another. After a minute, they have the valley singing a symphony of sounds, showing off their new sub-bending style, soundbending.
Prodigies are a class of talented, powerful, and innovative benders. Their potential can be without limit, but their power has the potential to get away from them. Smart, strong, and charismatic, it’s easy to have high expectations for the prodigy, but the responsibility that comes with power can be a heavy burden to bear.
Level | Proficiency Bonus | Features | Basics Known | Techniques Known | Technique Level |
---|---|---|---|---|---|
1st | +2 | Bending, Prodigious Origin | 2 | 4 | 1st |
2nd | +2 | Natural Talent | 2 | 5 | 1st |
3rd | +2 | Metabending | 3 | 6 | 2nd |
4th | +2 | Ability Score Improvement | 3 | 7 | 2nd |
5th | +3 | 3 | 8 | 3rd | |
6th | +3 | Prodigious Origin feature | 4 | 9 | 3rd |
7th | +3 | 4 | 10 | 4th | |
8th | +3 | Ability Score Improvement | 4 | 11 | 4th |
9th | +4 | 4 | 12 | 5th | |
10th | +4 | Metabending | 5 | 13 | 5th |
11th | +4 | 5 | 14 | 6th | |
12th | +4 | Ability Score Improvement | 5 | 15 | 6th |
13th | +5 | 5 | 16 | 7th | |
14th | +5 | Prodigious Origin feature | 5 | 17 | 7th |
15th | +5 | 5 | 18 | 8th | |
16th | +5 | Ability Score Improvement | 5 | 18 | 8th |
17th | +6 | Metabending | 5 | 19 | 9th |
18th | +6 | Prodigious Origin feature | 5 | 19 | 9th |
19th | +6 | Ability Score Improvement | 5 | 20 | 9th |
20th | +6 | Prodigious Spirit | 5 | 20 | 9th |
As a prodigy, you gain the following class features.
Hit Points
Hit Dice: 1d6 per prodigy level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier each time you gain a level in this class
Chi Points
Chi Dice: 1d10 per prodigy level
Chi Points at 1st Level: 10 + your Charisma modifier
Chi Points at Higher Levels: 1d10 (or 6) + your Charisma modifier each time you gain a level in this class
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Choose one musical instrument or artisan’s tools of your choice
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Chi, Deception, Insight, Intimidation, Persuasion, and Spirit
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortbow and 20 arrows or (b) any simple weapon
- (a) an entertainer’s pack or (b) an explorer’s pack
- Two daggers
Bending
You have a gift for bending, which has always come naturally to you. You can feel how its power courses through you, even if you cannot always control it. See chapter 10 for the general rules of bending and chapter 11 for the prodigy technique list.
Basics
At 1st level, you know two basics of your choice from the prodigy technique list. Alternatively, if you are an elemental bender, you can choose basics from your elemental bending technique list. You learn additional prodigy basics of your choice at higher levels, as shown in the Basics Known column of the Prodigy table.
Techniques Known of 1st Level and Higher
As a prodigy, your understanding of bending comes from seeing others do it and attempting it for yourself. At 1st level, you know four 1st level techniques of your choice from the prodigy technique list. Alternatively, if you are an elemental bender, you can choose techniques from your elemental bending technique list.
The Techniques Known column of the Prodigy table shows when you learn more techniques of your choice. The Technique Level column of the Prodigy table shows what level techniques you are able to learn at each level. When you reach 6th level, for example, you can learn a technique of 1st, 2nd, or 3rd level.
The techniques that you learn as you level up in this class represent your natural growth and progression as a bender. Since they come to you naturally, you do not have to go through the process of mastering them. To learn additional bending techniques, they must be on the prodigy technique list and you have to either be taught by somebody who can perform the technique or find the technique on a bending scroll. Techniques learned in these ways have to be mastered as described in the Mastery Points section of chapter 10.
Using Techniques
To use a technique, you must expend an amount of chi equal to the technique’s level. If you do not have enough chi available to you, you cannot perform the technique, or the technique fails. If you try to use a technique you have not mastered yet and it fails, you expend chi equal to half the technique’s level (rounded down).
You are able to learn and perform techniques of a level equal to or lower than the level shown in the Prodigy table’s Technique Level column for your level. If a technique can be used at multiple levels, you can use it at any level at or below the level shown in the Prodigy table’s Technique Level column for your level.
Bending Ability
Intelligence is your bending ability for your prodigy techniques, since your bending is dependent on your ability to employ your knowledge of the power that courses through you. You use your Intelligence whenever a technique refers to your bending ability. You use your Intelligence modifier when setting the saving throw DC for a prodigy technique you use and when making an attack roll with one.
Technique save DC = 8 + your proficiency bonus + your Intelligence modifier
Technique attack modifier = your proficiency bonus + your Intelligence modifier
If you are an elemental bender, you are able to extrapolate what you learn through your class to your elemental bending as well. Thus, you can choose whether to use your elemental bending abilities or your prodigy bending ability for your elemental bending techniques.
Prodigious Origin
Starting at 1st level, your innate bending is fueled by one of the following powerful spiritual sources: Wild Energy, or Bending Master, both of which are detailed at the end of your class description. Your choice grants you features at 1st level and again at 6th, 14th, and 18th level.
Natural Talent
Starting at 2nd level, you are able to pick up bending techniques more quickly and perform them with more success than others before having taken the time to master them. Any time you make a Bending check to attempt to use a technique that you haven’t mastered you make it with advantage.
Metabending
At 3rd level, you gain the ability to adapt your bending to suit your needs. You gain two of the following adaptations of your choice. You gain another one at 10th and 17th level.
You can only use one adaptation on a technique when you use it, unless otherwise noted.
Careful Bending
When you use a technique that forces other creatures to make a saving throw, you can protect some of those creatures from the technique’s full force. To do so, you spend 1 chi point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the technique.
Distant Bending
When you use a technique that has a range of 5 feet or greater, you can spend 1 chi point to double the range of the technique.
When you use a technique that has a range of touch, you can spend 1 chi point to make the range of the technique 30 feet.
Empowered Bending
When you roll damage for a technique, you can spend 1 chi point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Bending even if you have already used a different adaptation while performing the technique.
Extended Bending
When you use a technique that has a duration of 1 minute or longer, you can spend 1 chi point to double its duration, to a maximum duration of 24 hours.
Heightened Bending
When you use a technique that forces a creature to make a saving throw to resist its effects, you can spend 2 chi points to give one target of the technique disadvantage on its first saving throw made against the technique.
Quickened Bending
When you use a technique that has a casting time of 1 action, you can spend 2 chi points to change the casting time to 1 bonus action for this use.
Subtle Bending
When you use a technique, you can spend 1 chi point to cast it without meeting the physical or verbal requirements.
Twinned Bending
When you use a technique that targets only one creature and doesn’t have a range of self, you can spend a number of chi points equal to the technique’s level to target a second creature in range with the same technique (1 chi point if the technique is a basic technique).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Prodigious Spirit
At 20th level, you regain 10 expended chi points whenever you finish a short rest.
Wild Energy
Your innate power is the result of your contact with a powerful source of raw energy. Whether you accidentally stumbled upon an old wellspring of spirit energy, you just happened to get the luckiest draw at birth, or you born with a connection to a powerful spirit, your power is wild, raw, and untamed. Because of this your potential appears limitless, but without care and attention, you are liable to lose control.
Energy Surge
Starting when you chose this origin at 1st level, your bending can unleash surges of untamed energy. Immediately after you make a bending attack using a bending technique of 1st level or higher, the GM can have you roll a d20. If you roll a 1 or 20, you can roll one of the attack’s damage dice one additional time when you roll damage.
If you roll a 20, your attack hits even if your attack roll is below the target’s AC. If you roll a 1, your attack is goes in a random direction and hits the closest creature in that direction within range. To determine the direction of the attack, roll on the Energy Surge table below.
If you are using a hex grid map, roll a d12. If you imagine a clock around you, with 12 being the direction you are facing, your attack goes in the direction rolled.
Energy Surge | |
d8 | Direction |
1 | Forward and Right |
2 | Right |
3 | Behind and Right |
4 | Behind |
5 | Behind and Left |
6 | Left |
7 | Forward and Left |
8 | Forward |
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, when the GM makes you roll an energy surge, you regain the use of this feature.
Bend Luck
Starting at 6th level, you have the ability to twist fate using your powerful chi. When another creature you can see makes an attack, an ability check, or a saving throw, you can use your reaction and expend 1 chi points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of wild energy. Whenever you roll on the Wild Energy Surge table, you can roll twice and use either number.
Bending Bombardment
Beginning at 18th level, the harmful energy of your bending intensifies. When you roll damage for a technique and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature only once per turn.
Bending Lineage
Your innate power comes from a spiritual link to an original bending master that was intertwined with your spirit or the spirit of your ancestors. Oftentimes, prodigies with this origin can trace their descent back to a mighty bender who learned to bend from one of the original bending masters. Some of these ancestral links are well established in the world, but most are obscure. Any prodigy could have one of these spiritual connections, as history is long and most is forgotten.
Bending Ancestor
At 1st level, you realize your spiritual connection to an ancestral bending master. The damage type associated with each ancestor is used by features you gain later.
Bending Ancestry | |
Ancestor | Damage Type |
Moon | Water |
Badger Mole | Earth |
Dragon | Fire |
Flying Bison | Air |
Ancient Spirit | Spirit |
Enlightened Human | Chi |
You can understand and speak to your spiritual ancestor, in the material world and the spirit world. Additionally, whenever you make a Charisma check to interact with your ancestor, your proficiency bonus is doubled if it applies to the check.
Ancestral Resilience
The spirit of your ancestor enhances your physicality. It causes some physical traits of your ancestor to appear in your physique, such that you a resemblance to your ancestor. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. In addition, you have resistance to the damage type associated with your bending ancestor.
Ancestral Affinity
Starting at 6th level, when you use a bending technique that deals damage of the type associated with your bending ancestor, add your Intelligence modifier to that damage.
Ancestral Gift
At 14th level, you unlock your ancestral gift and are given one of the following abilities depending on your spiritual ancestor.
Water. You gain resistance to certain status conditions. If you are affected by any of the following conditions, they end at the start of your next turn: Grappled, Paralyzed, Petrified, Poisoned, Restrained.
Earth. You gain blindsight to a range of 120 feet, as described in chapter 8, using seismic vibrations to see anything in contact with the ground. Additionally, you can use the dig technique at will.
Fire. You learn the technique Dragon’s Breath, if you do not already know it. Additionally, your Dragon’s Breath range is doubled and you can control the width of the cone, up to 120 feet.
Air. You gain flying speed equal to your walking speed.
Spirit. When you spend at least 1 minute in meditation you can project your spirit into the spirit world.
Chi. You learn two chibending techniques of your choice from any class’s technique list. The techniques must be of a level you are able to perform.
Master’s Presence
Beginning at 18th level, you can channel the presence of your spiritual ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 chi points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose concentration (as if you were using a bending technique), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.