🎲 D&D Companion

Airbender

🟑 0.75 column 🚧 WIP View in Google Sheets
🚧 Work in progress β€” the parser can't yet resolve this class's tree structure. Shown raw; not final.
Parser confidence notes

(Path of Monsoon)

cols B-E Β· levels 1-11 Β· 11 abilities
LvlCellAbilityCostRules
1E1Air Punch3 act3 actions. You send compressed air to a target within 10 spaces. Roll 1d4. The result is both damage and spaces the target is knocked back. This attack is unavoidable.
Upgrades:
  1. Air Punch + (L2) β€” Roll 2d4. If at least 1 "4" is rolled, the target is also tripped.
2B2(Choose Basic Move)β€”(Choose one) Air Ball: You create a spinning ball of air on any space in the vicinity. This ball can be used to lift an object or enemy in the air and move them around at up to 3 Speed. If projectiles are fired into the space where the ball is, they are launched in a random direction. Lasts for as long as you concentrate. (WIS) Current Shield: Must spend 1 turn bending this move. You create air currents that converge in front of you. All ranged attacks aimed at you instead are deflected to the side, though they may still hit something else. Lasts for as long as you concentrate. (WIS) Suction: You create a vacuum between yourself and an object or person, bringing them adjacent to you. If it is a large object or unwilling enemy, this move takes 1 extra turn to bend. If both, it takes 2 extra turns. (WIS) Twinkletoes: You can now jump to a distance equal to twice your Dexterity. You also take half damage from falling and throwing impacts, and you may move at half your Speed when concentrating on attacks. (DEX)
3B3(Choose Basic Move)β€”(Choose one) Air Ball: You create a spinning ball of air on any space in the vicinity. This ball can be used to lift an object or enemy in the air and move them around at up to 3 Speed. If projectiles are fired into the space where the ball is, they are launched in a random direction. Lasts for as long as you concentrate. (WIS) Current Shield: Must spend 1 turn bending this move. You create air currents that converge in front of you. All ranged attacks aimed at you instead are deflected to the side, though they may still hit something else. Lasts for as long as you concentrate. (WIS) Suction: You create a vacuum between yourself and an object or person, bringing them adjacent to you. If it is a large object or unwilling enemy, this move takes 1 extra turn to bend. If both, it takes 2 extra turns. (WIS) Twinkletoes: You can now jump to a distance equal to twice your Dexterity. You also take half damage from falling and throwing impacts, and you may move at half your Speed when concentrating on attacks. (DEX)
4B4(Choose Basic Move)β€”(Choose one) Air Ball: You create a spinning ball of air on any space in the vicinity. This ball can be used to lift an object or enemy in the air and move them around at up to 3 Speed. If projectiles are fired into the space where the ball is, they are launched in a random direction. Lasts for as long as you concentrate. (WIS) Current Shield: Must spend 1 turn bending this move. You create air currents that converge in front of you. All ranged attacks aimed at you instead are deflected to the side, though they may still hit something else. Lasts for as long as you concentrate. (WIS) Suction: You create a vacuum between yourself and an object or person, bringing them adjacent to you. If it is a large object or unwilling enemy, this move takes 1 extra turn to bend. If both, it takes 2 extra turns. (WIS) Twinkletoes: You can now jump to a distance equal to twice your Dexterity. You also take half damage from falling and throwing impacts, and you may move at half your Speed when concentrating on attacks. (DEX)
5B5(Choose Basic Move)β€”(Choose one) Air Ball: You create a spinning ball of air on any space in the vicinity. This ball can be used to lift an object or enemy in the air and move them around at up to 3 Speed. If projectiles are fired into the space where the ball is, they are launched in a random direction. Lasts for as long as you concentrate. (WIS) Current Shield: Must spend 1 turn bending this move. You create air currents that converge in front of you. All ranged attacks aimed at you instead are deflected to the side, though they may still hit something else. Lasts for as long as you concentrate. (WIS) Suction: You create a vacuum between yourself and an object or person, bringing them adjacent to you. If it is a large object or unwilling enemy, this move takes 1 extra turn to bend. If both, it takes 2 extra turns. (WIS) Twinkletoes: You can now jump to a distance equal to twice your Dexterity. You also take half damage from falling and throwing impacts, and you may move at half your Speed when concentrating on attacks. (DEX)
6B6(Choose Advanced Move)β€”(Choose One) Air Bomb: You blast the ground with air, knocking everyone within 4 spaces back 2 spaces. If you are coming down from a higher point, the range of the bomb is +1 space and the knockback is +2 spaces for each space you have fallen. Roll 1d4. On a 4, trip all enemies affected. (DEX) Air Funnel: Must spend 1 turn bending this move. You create a funnel that launches projectiles at an enemy. Adjacent allies can drop objects into the funnel, and all allies can make a ranged attack in your direction which will be caught into the funnel. The funnel will fire them at your chosen enemy, who will be unable to dodge these attacks. The funnel lasts for as long as you concentrate, not making any other attacks. (WIS) Breath Of Wind: Must spend 1 turn bending this move. You let out a massive breath, either propelling yourself back 10 spaces, or any enemies in a cone shape back 5 spaces. Roll 1d4. On a 4, trip all enemies affected. (WIS) Current: Must spend 1 turn bending this move. You create a jetstream that pushes all objects in a line back 7 spaces each turn. If these are enemies, they cannot move or make any attacks. If a large enough object is thrown into the jetstream, it is pulverized and the jetstream is cancelled. Otherwise, this lasts for as long as you concentrate. (WIS) Frictionless: Triples your movement speed and grants you +3 Reflex. This lasts for as long as you concentrate, not making any other attacks. (DEX)
7B7(Choose Advanced Move)β€”(Choose One) Air Bomb: You blast the ground with air, knocking everyone within 4 spaces back 2 spaces. If you are coming down from a higher point, the range of the bomb is +1 space and the knockback is +2 spaces for each space you have fallen. Roll 1d4. On a 4, trip all enemies affected. (DEX) Air Funnel: Must spend 1 turn bending this move. You create a funnel that launches projectiles at an enemy. Adjacent allies can drop objects into the funnel, and all allies can make a ranged attack in your direction which will be caught into the funnel. The funnel will fire them at your chosen enemy, who will be unable to dodge these attacks. The funnel lasts for as long as you concentrate, not making any other attacks. (WIS) Breath Of Wind: Must spend 1 turn bending this move. You let out a massive breath, either propelling yourself back 10 spaces, or any enemies in a cone shape back 5 spaces. Roll 1d4. On a 4, trip all enemies affected. (WIS) Current: Must spend 1 turn bending this move. You create a jetstream that pushes all objects in a line back 7 spaces each turn. If these are enemies, they cannot move or make any attacks. If a large enough object is thrown into the jetstream, it is pulverized and the jetstream is cancelled. Otherwise, this lasts for as long as you concentrate. (WIS) Frictionless: Triples your movement speed and grants you +3 Reflex. This lasts for as long as you concentrate, not making any other attacks. (DEX)
8B8(Choose Advanced Move)β€”(Choose One) Air Bomb: You blast the ground with air, knocking everyone within 4 spaces back 2 spaces. If you are coming down from a higher point, the range of the bomb is +1 space and the knockback is +2 spaces for each space you have fallen. Roll 1d4. On a 4, trip all enemies affected. (DEX) Air Funnel: Must spend 1 turn bending this move. You create a funnel that launches projectiles at an enemy. Adjacent allies can drop objects into the funnel, and all allies can make a ranged attack in your direction which will be caught into the funnel. The funnel will fire them at your chosen enemy, who will be unable to dodge these attacks. The funnel lasts for as long as you concentrate, not making any other attacks. (WIS) Breath Of Wind: Must spend 1 turn bending this move. You let out a massive breath, either propelling yourself back 10 spaces, or any enemies in a cone shape back 5 spaces. Roll 1d4. On a 4, trip all enemies affected. (WIS) Current: Must spend 1 turn bending this move. You create a jetstream that pushes all objects in a line back 7 spaces each turn. If these are enemies, they cannot move or make any attacks. If a large enough object is thrown into the jetstream, it is pulverized and the jetstream is cancelled. Otherwise, this lasts for as long as you concentrate. (WIS) Frictionless: Triples your movement speed and grants you +3 Reflex. This lasts for as long as you concentrate, not making any other attacks. (DEX)
9B9(Choose Advanced Move)β€”(Choose One) Air Bomb: You blast the ground with air, knocking everyone within 4 spaces back 2 spaces. If you are coming down from a higher point, the range of the bomb is +1 space and the knockback is +2 spaces for each space you have fallen. Roll 1d4. On a 4, trip all enemies affected. (DEX) Air Funnel: Must spend 1 turn bending this move. You create a funnel that launches projectiles at an enemy. Adjacent allies can drop objects into the funnel, and all allies can make a ranged attack in your direction which will be caught into the funnel. The funnel will fire them at your chosen enemy, who will be unable to dodge these attacks. The funnel lasts for as long as you concentrate, not making any other attacks. (WIS) Breath Of Wind: Must spend 1 turn bending this move. You let out a massive breath, either propelling yourself back 10 spaces, or any enemies in a cone shape back 5 spaces. Roll 1d4. On a 4, trip all enemies affected. (WIS) Current: Must spend 1 turn bending this move. You create a jetstream that pushes all objects in a line back 7 spaces each turn. If these are enemies, they cannot move or make any attacks. If a large enough object is thrown into the jetstream, it is pulverized and the jetstream is cancelled. Otherwise, this lasts for as long as you concentrate. (WIS) Frictionless: Triples your movement speed and grants you +3 Reflex. This lasts for as long as you concentrate, not making any other attacks. (DEX)
10B10(Choose Advanced Move)β€”(Choose One) Air Bomb: You blast the ground with air, knocking everyone within 4 spaces back 2 spaces. If you are coming down from a higher point, the range of the bomb is +1 space and the knockback is +2 spaces for each space you have fallen. Roll 1d4. On a 4, trip all enemies affected. (DEX) Air Funnel: Must spend 1 turn bending this move. You create a funnel that launches projectiles at an enemy. Adjacent allies can drop objects into the funnel, and all allies can make a ranged attack in your direction which will be caught into the funnel. The funnel will fire them at your chosen enemy, who will be unable to dodge these attacks. The funnel lasts for as long as you concentrate, not making any other attacks. (WIS) Breath Of Wind: Must spend 1 turn bending this move. You let out a massive breath, either propelling yourself back 10 spaces, or any enemies in a cone shape back 5 spaces. Roll 1d4. On a 4, trip all enemies affected. (WIS) Current: Must spend 1 turn bending this move. You create a jetstream that pushes all objects in a line back 7 spaces each turn. If these are enemies, they cannot move or make any attacks. If a large enough object is thrown into the jetstream, it is pulverized and the jetstream is cancelled. Otherwise, this lasts for as long as you concentrate. (WIS) Frictionless: Triples your movement speed and grants you +3 Reflex. This lasts for as long as you concentrate, not making any other attacks. (DEX)
11B11(Choose Talent Move)β€”(Choose Talent) Improved Current: Your Current ability now affects all objects in a 3-space-wide line from you. Choosing this ability will lock you into the Path Of The Monsoon. (WIS) Levitate: You may now fly at 1 Speed without the help of any outside force. Choosing this ability will lock you into the Path Of The Red Lotus. (WIS) Pinch: You compress the air in an unoccupied space, creating a small unbreakable β€˜pinch’ that lasts until called off. Treat this space as if there is an unbreakable rock floating a few feet in the air above it. Nobody can pass through this space, and projectiles that enter it must roll 1d10. On a 3 or lower, the projectile immediately drops to the ground. Choosing this ability will lock you into the Path Of Pinches. (WIS)