🎲 D&D Companion

Earthbender

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Base (shared)base

cols C-G ยท levels 1-17 ยท 14 abilities
LvlCellAbilityCostRules
1E1Block Launch6 act6 actions. You stomp on the ground and summon 2 small blocks of earth in front of you (2 actions). You may launch these blocks at targets within 20 spaces to deal 1d6 damage each (4 more actions). Spirituality vs Reflex.
2C2Compress4+ act4+ actions. You compress a chunk of earth, reducing its size, but increasing its density and damage. Earth can only be compressed 1 size. (4 actions) Small -> Tiny, 1d6 -> 1d8 (6 actions) Medium -> Small, 1d8 -> 1d10 Lasts permanently. Must roll 15+ Spirituality.
Upgrades:
  1. Compress + (L3) โ€” (8 actions) Large -> Medium 1d10 -> 2d8 (10 actions) Huge -> Large 2d8 -> 5d4 Must roll 20+ Spirituality.
2D2Moon JumpXX actions. You jut out the earth from underneath you, launching you up to 30 spaces away. If you land next to a target, you may deal 1W damage to them. Weapon vs Reflex.
Upgrades:
  1. Moon Jump + (L3) โ€” Attacks all adjacent targets upon landing.
2E2PulverizeReactiveReaction. You can spend 2 actions to turn any rock adjacent to you to dust. If you are attacked with earth, you may flip a coin. On heads, the earth is pulverized and you take no damage. Light Attack vs Fortitude.
2F2Shelter6 act6 actions. You summon large slabs of earth around you or a target's space within 2 spaces. This shelter has 40 HP, but can be called off by you for 6 actions. While surrounded, the target cannot see or move outside their space. Lasts until destroyed or called off. Spirituality vs Fortitude.
2G2Wall9 act9 actions. You bring up a wall of earth from the ground that takes up a 1x10 area within 5 spaces. Each space has 30 HP. No one can see through the wall, and it absorbs all ranged attacks. Anyone who was on a space of the wall is shifted 1 space away. Lasts until destroyed or dismissed. Must roll +15 Spirituality.
5C5Carve2+ act2+ actions. You carve a 2D image onto an earthen surface within 2 spaces. Larger images take longer to carve. (2 actions) Tiny image (4 actions) Small image (6 actions) Medium image (8 actions) Large image (10 actions) Huge image Must roll 10(+3 per size-up) Finesse Attack.
Upgrades:
  1. Carve + (L6) โ€” You can now carve 3D sculptures.
5D5Earthquake12 act12 actions. You repeatedly strike the ground and cause it to shake, dealing 1d8 impact damage (bypassing armor) to everyone within 15 spaces and shifting them 3 spaces each turn. Everyone affected is limited to 2 Move actions and suffers -5 to all Attacks. Lasts until concentration ends. Must concentrate to keep effects each turn. Athletics vs Fortitude.
5E5Fissure9 act9 actions. You rip open the earth in a 1x5 space crevice within 15 spaces. Everyone in this area are trapped in the crevice, unable to move or make melee attacks. Lasts until called off (also taking 9 actions). Spirituality vs Reflex.
5F5Concrete4 act4 actions. You stick yourself to nearby stone. If used on a small slab, it attaches to your body and grants you +1 Armor (stacks up to 5 times). If done to a stone wall, your climbing speed is now equal to your running speed. Lasts 5 turns. Must roll 18+ Spirituality.
5G5Slab ShacklesReactiveReaction. Requires target to be prone. You instantly trap a target within 5 spaces by jutting out 3 slabs of earth around them. This trap takes an Athletics roll of 29 to break out of, and last until broken out of or dismissed. While trapped, the target cannot use Move or Attack actions. Will use up 6 actions on your next turn. Spirituality vs Reflex.
8D8Armor9 actRequires Concrete. 9 actions. You wrap a chunk of stone (must match your size) within 2 spaces around your body. The stone gives you 40 Temp HP, +1d10 damage to Unarmed attacks, and can glide across surfaces 2 spaces per Move action. Lasts for as long as you concentrate, not using any other Bending moves, or until the Temp HP is gone. Must roll 22+ Spirituality.
Requires: Concrete
Upgrades:
  1. Armor + (L9) โ€” Requires Compress. The stone armor gives you +40 Temp HP and +1d10 damage to Unarmed attacks.
  2. Armor ++ (L10) โ€” Requires Carve (Upgraded). You may carve any melee weapon to wield alongside the armor. The weapon still comes with skill requirements.
8F8Seismic Sense5 actYou must be barefoot when using this ability. 5 actions. You connect with the earth, allowing you to sense everything that touches the ground in the vicinity. Stealth and illusions have no effect on you, you gain +3 Reflex, and +10 Insight when detecting lies. Lasts for as long as you concentrate. You cannot move or make any attacks during this time. Must roll 25+ Spirituality.
17E17WillbendingPassiveRequires 20 Spirituality. Passive. Your Earthbending ablities cost -1 action and no longer require somatic movements.
Requires: 20+ Spirituality

Lavabending

cols A-C ยท levels 11-14 ยท 8 abilities
LvlCellAbilityCostRules
11B11Lava Shuriken5 act5 actions. Melts small stones into up to 2 lava shuriken. These shuriken fly at 3 spaces per action and deal 1d8 damage each to a target, also causing them to lose 1 Armor. These last until called off or after attacking 4 times. Spirituality vs Reflex. Choosing this ability will lock you into the Lavabending Talent Tree.
12B12Superheat6 act6 actions. You heat a medium-sized object you can touch to its melting point. If the object is being wielded or worn by someone, they take 1d8 heat damage each turn until they stop touching it. Superheating lasts 5 turns or until dismissed. Must roll 25+ Spirituality.
Upgrades:
  1. Superheat + (L13) โ€” You may heat larger objects, requiring +3 actions for each size class higher than medium.
13A13Lava Disc9 act9 actions. Melts a medium object into up to 2 lava discs. These discs fly at 3 spaces per action and deal 2d10 damage each to a target, also causing them to lose 2 Armor. These last until called off or after attacking 4 times. Spirituality vs Reflex.
13B13Lava Pool6 act6 actions. You melt the ground 1 space around you into lava. Anyone other than Lavabenders caught in the pool take 2d12 damage, stacking 1d12 each turn. Lasts 5 turns or until dismissed. Spirituality vs Reflex.
Upgrades:
  1. Lava Pool + (L14) โ€” 2 spaces around you.
  2. Lava Pool ++ (L15) โ€” 3 spaces around you.
13C13Lava Wave4+ act4+ actions. You throw a superheated medium object at a target within 10 spaces of it, dealing 1d12 damage to them. This costs +3 actions for every size class above medium. Ranged Attack vs Reflex.
Upgrades:
  1. Lava Wave + (L14) โ€” Now has a range of 20 spaces.
14A14Flowing HeatPassivePassive. Superheat and Lava Pool now have a range of 10.
Upgrades:
  1. Flowing Heat + (L15) โ€” Now have a range of 25.
14B14Volcano18 actRequires Fissure. 18 actions. You create, erupt, or quell an active volcano on a 3x3 area. Anyone caught within 3 spaces of it takes 1d12 damage and lose 1 Armor, while anyone caught directly in the middle falls in, taking 5d12 damage. If created or erupted, the volcano continues for 1 hour. Spirituality vs Reflex.
Requires: Fissure
Upgrades:
  1. Volcano + (L15) โ€” For 30 actions, volcano can be up to a 5x5 area.
  2. Volcano ++ (L16) โ€” For 42 actions, volcano can be up to a 7x7 area.
14C14Wall of Melt3 act3 actions. You create a superheating wall around yourself. Any projectiles launched at you melt in the wall and become useless. You must concentrate while bending, not bending any other moves. Lasts until dismissed. Must roll 28+ Spirituality.

Metalbending

cols E-G ยท levels 11-14 ยท 10 abilities
LvlCellAbilityCostRules
11F11Mold Metal12 act12 actions. You can permanently form metal objects next to you into numerous shapes up to Medium size, including shields and blunt weapons. Useless on Steel+ variants. Must roll 25+ Spirituality. Choosing this ability will lock you into the Metalbending Talent Tree.
12E12Magnetize4 act4 actions. You summon up to 3 metal objects within 5 spaces to you, or you repulse them up to 5 spaces away. Spirituality vs Fortitude.
Upgrades:
  1. Magnetize + (L13) โ€” Affects up to 6 metal objects within 10 spaces.
  2. Magnetize ++ (L14) โ€” Affects up to 10 metal objects within 30 spaces.
12F12Master BuilderPassivePassive. Your Mold Metal now affects objects up to Huge size.
12G12WeaponsmithPassivePassive. Your Mold Metal can now create Slashing and Piercing weapons.
Upgrades:
  1. Weaponsmith + (L13) โ€” Your Mold Metal can now create ductile cords and wires.
13E13ArmorsmithPassiveRequires Armor. Passive. Your Mold Metal can now create armor sets, providing 7-15 Armor. The standard requirements/penalties apply to wear this armor.
Requires: Armor
13F13MetalheadPassivePassive. Your Mold Metal now has a range of 2.
Upgrades:
  1. Metalhead + (L14) โ€” Range of 5.
  2. Metalhead ++ (L15) โ€” Range of 10.
13G13Steel ShieldReactiveReaction. If successfully attacked by a metal object, you may negate the attack, dropping the object to the ground instead. This effect then applies to all other metal attacks against you. Each object dropped costs 1 action on your next turn. Lasts until your next turn. Must roll 28+ Spirituality.
14E14Magnetic FieldPassivePassive. You can now use Magnetize to send metal objects within range to any other location within range. Spirituality vs Reflex.
14F14Metal MasterPassivePassive. Mold Metal now costs 8 actions. Must roll 30+ Spirituality.
Upgrades:
  1. Metal Master + (L15) โ€” Mold Metal now costs 2 actions. Must roll 35+ Spirituality.
14G14Steel SoldierPassivePassive. If used on Tiny objects, Magnetize only costs 2 actions.

Sandbending

cols I-K ยท levels 11-14 ยท 8 abilities
LvlCellAbilityCostRules
11J11Pebbles5 act5 actions. You take control of up to 10 pebble-sized stones within 5 spaces. For 1 action, you can launch any number of these pebbles at targets within 10 spaces, dealing 1 bludgeoning damage each (bypassing Armor). Spirituality vs Reflex. +Passive: All of your earthbending moves now affect stones from the size of pebbles to grains of sand. Choosing this ability will lock you into the Sandbending Talent Tree.
12I12Foothold3 actRequires sandy/dusty terrain. 3 actions. You twist the earth around your feet, locking you in place. You cannot make Move actions, but are immune to trips, grapples, knockbacks, and other moving attacks. Must roll 25+ Spirituality.
Upgrades:
  1. Foothold + (L13) โ€” You can now use on a target within 10 spaces. Spirituality vs Fortitude.
12J12Dust Cloud3 actRequires sandy/dusty terrain. 3 actions. You stomp the ground, sending a dust cloud up to a 4x4 area within 15 spaces. Everyone in the area suffers -5 to Reflex, Detection, Survival, and all attacks. For +3 actions, the penalty becomes -10. This attack is unavoidable.
12K12Sand Wave9 actRequires sandy/dusty terrain. 9 actions. You send a 1x5 wave of sand smashing into a target within 10 spaces, dealing 1d10 damage. Roll 1d6, and on a 5 or higher the target is blinded for 3 turns. The wave dissipates after hitting 1 target. Spirituality vs Reflex.
Upgrades:
  1. Sand Wave + (L13) โ€” 2d10 damage. Blinds target on 3 or higher. Wave dissipates after reaching 10 spaces.
13I13Dust Devil4 act4 actions. You launch a small bit of sand into the face of a target within 10 spaces. That target suffers irritation and clogging, adding +3 to their action costs for attacking and speaking (spellcasting included). Lasts 5 turns. Spirituality vs Reflex.
Upgrades:
  1. Dust Devil + (L14) โ€” Requires sandy/dusty terrain. Can now affect 3 targets within range.
  2. Dust Devil ++ (L15) โ€” Can now affect 6 targets within range.
13J13Sand Stream4 actRequires sandy/dusty terrain. 4 actions. You summon sand to continuously blow against a target within 15 spaces. You may choose which effect this has on the target: give them +5 Move actions, or Blind them and they reduced to 2 Move actions. Lasts for as long as you keep bending. Spirituality vs Reflex.
Upgrades:
  1. Sand Stream + (L14) โ€” You may use this on a Huge target, or all targets in a 3x3 area. You must apply the same effect to all of them.
13K13Shifting Sands6 actRequires sandy/dusty terrain. 6 actions. You shift the sands around you. All targets within 6 spaces can now only move 1 space per 2 actions. Lasts as long as you concentrate, not making any other actions. Must roll 28+ Spirituality.
Upgrades:
  1. Shifting Sands + (L14) โ€” All targets within 10 spaces can now only move 1 space per 3 actions.
14J14Sand Dweller3 actRequires sandy/dusty terrain. 3 actions. You sink into the sandy terrain, burying yourself whole. You become virtually untargetable, and gain +10 Move actions every turn, so long as you stay within sandy terrain. Recasting this will bring you back above ground. Must roll 30+ Spirituality.
Upgrades:
  1. Sand Dweller + (L15) โ€” Upon resurfacing, deal 2d8 impact damage (bypassing armor) to everyone within 1 space and trip them. Spirituality vs Fortitude.