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[Let's Read] Spheres of Power & Might for 5e
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<blockquote data-quote="Libertad" data-source="post: 8366878" data-attributes="member: 6750502"><p><img src="https://i.imgur.com/HXnQkI6.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Aang</strong></p><p>Medium Human (Variant)</p><p>Elementalist 12; Path of the Geomancer</p><p></p><p></p><p><strong>Armor Class</strong> 18</p><p><strong>Hit Points</strong> 63 (12d8)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p></p><p>STR 10 DEX 16 CON 11 INT 10 WIS 20 CHA 10 (27 point buy, +1 DEX/WIS Variant Human, +2 WIS feats, +2 WIS ASI)</p><p></p><p><strong>Saving Throws</strong> Dexterity +7, Charisma +4</p><p><strong>Skills</strong> Acrobatics +7, Athletics +4, Medicine +9, Religion +4, Stealth +7 (Variant Human)</p><p><strong>Tools</strong> Painter’s Supplies</p><p><strong>Senses</strong> passive Perception 15</p><p><strong>Languages</strong> Common +1 extra language</p><p></p><p></p><p><strong>Background:</strong> Hermit</p><p></p><p><strong>Feats:</strong> Magical Expertise, Extra Magic Talent x2</p><p></p><p><strong>Casting Tradition: Bending</strong></p><p><strong>Key Ability Modifier:</strong> Wisdom</p><p><strong>Bonus Magic Talents:</strong> Nature (air geomancy package), Air Mastery</p><p><strong>Boons:</strong> Metasphere Specialist; <strong>Drawbacks:</strong> Somatic Casting 2; <strong>Variants:</strong> Nature Bound (Destruction)</p><p><strong>Sphere DC</strong>; 16 <strong>Spell Points</strong> 17</p><p><strong>Destruction</strong> - Blade (blast shape), Explosive Orb (blast shape), Extra Blast Type (Bludgeoning, Fire, Ice), Gale (blast type), Razor Wind (blast type), Ray (blast shape), Sculpt (blast shape) (+3 bonus talents from variant, feat, Nature Sphere)</p><p><strong>Divination</strong> - Blindfolded Oracle (sense), Divination: Detect Density (divine), Detect Magic (divine), Dowsing (divine), Detect Dragons (divine), Detect Nature (divine) (+4 bonus talents from Destruction, Nature, Telekinesis, Universal spheres)</p><p><strong>Nature</strong> - Nature: Air Mastery (geomancy, air), Expanded Geomancy (Earth, Fire, Water), Fog Mastery (geomancy, water), Forge Earth (geomancy, earth), Manipulate Nature (geomancy), Resist Elements (spirit), Water Mastery (geomancy, water) (+4 bonus talents from feats, subclass)</p><p><strong>Telekinesis</strong> - Pushed Movement</p><p><strong>Universal</strong> - Metasphere Package: Reaching 2 (metasphere)</p><p></p><p><strong>Martial Tradition: Ascetic</strong></p><p><strong>Bonus Martial Talents:</strong> Athletics, Dual Wielding, Equipment (Unarmed Training, Unarmored Training)</p><p><strong>Sphere DC</strong> 16</p><p><strong>Athletics</strong> - Tumbling Recovery (drop prone at any time even out of turn. When knocked/dropped can spend bonus/reaction to move 10 feet in any direction, advantage on DEX save/disadvantage on oncoming attack if used to avoid)</p><p><strong>Dual-Wielding</strong></p><p><strong>Equipment</strong> - Unarmed Training, Unarmored Training (unarmed are finesse weapons, deal 1d4 or 1d6 with versatile property; AC is 10 + DEX + WIS modifiers when unarmored and not using shield)</p><p></p><p></p><p></p><p><strong>Special Abilities</strong></p><p><strong></strong></p><p><strong>Ambidexterity (Dual-Wielding):</strong> Expend martial focus to make off-hand attack without expending bonus action.</p><p></p><p><strong>Divine:</strong> 10 minute casting time, 120 foot area, range self or target up to 30 feet, Concentration up to 10 minutes. Choose divine talent possessed, able to detect location of appropriate creatures or objects. Augment 1 SP to cast as an action, Augment 2 SP to remove Concentration.</p><p></p><p><strong>Elemental Aid:</strong> Add +1d8 to AC, STR/DEX/CON ability check or saving throw once per short rest.</p><p></p><p><strong>Elemental Defense:</strong> Resistance to thunder damage.</p><p></p><p><strong>Evasion:</strong> When rolling DEX saves, success does no damage instead of half, half damage if fail.</p><p></p><p><strong>Favored Element:</strong> +1d8 damage when using thunder damage types w/ Destructive Blast or damage rolls with Nature or Weather sphere effects.</p><p></p><p><strong>Natural Movement:</strong> Gain climb speed equal to walking speed, can move up and down vertical surfaces and upside down along ceilings.</p><p></p><p></p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong>Unarmed Strike:</strong> +9 to hit, range touch, 1 creature or object. Hit: 5 or 6 (1d4+3 or 1d6+3 bludgeoning damage). Special: If using Blade blast shape damage type is same as blast type infused, deals +3d6 damage of that type on a critical hit.</p><p></p><p><strong>Quarterstaff:</strong> +4 to hit, range touch, 1 creature or object. Hit: 3 or 4 (1d6 or 1d8 bludgeoning damage). Special: If using Blade blast shape damage type is same as blast type infused, deals +3d6 damage of that type on a critical hit.</p><p></p><p><strong>Cantrips:</strong> Can cast druidcraft, prestidigitation, or thaumaturgy.</p><p></p><p><strong>Catch:</strong> +9 to hit, range 120 feet, 1 Medium projectile or thrown object seen. Attack negated if win on ranged spell attack contested by attack roll. Augment 1 SP to use as a reaction or target Huge size.</p><p></p><p><strong>Destructive Blast:</strong> +9 to hit, range 120 feet, 1 creature or object, either a 5 foot cube, 20 foot sphere (Explosive Orb), melee/ranged spell attack (ray), or 5 foot radius or 30 foot cone or 120 foot by 5 foot line (Sculpt). Hit: 14 (3d8) variable damage type (bludgeoning, cold, fire, slashing, thunder). Augment 1 SP increase damage to 34 (7d8) damage; Explosive Orb: 0 SP to materialize as tiny globe, 1 SP globe lasts 8 hours or as 20 foot radius sphere; 1 SP shoot out 4 rays all at different targets (ray); 1 SP as 30 foot cone or 120 foot by 5 foot line.</p><p></p><p><strong>Destruction Rider Effects:</strong> bludgeoning damage, push target back 5 feet, Augment 1 SP up to 20 feet (bludgeoning, collide with object deals +1d6 bludgeoning +1d6 for every 10 feet they would’ve continued); fire damage, catch fire on failed DEX save, taking 3d8 fire damage per round, Augment 1 SP frightened until flames are extinguished (fire); thunder damage, disadvantage on saves vs air package of Nature sphere and (wind) talents of Weather sphere until end of next turn, CON instead of DEX saves for blast shapes, Augment 1 SP penalty lasts for 1 minute (gale); cold damage, speed reduced by 10 feet until end of next turn, CON instead of DEX saves for blast shapes, Augment 1 SP encase in ice for 4 rounds, STR save or 36 damage to AC 10 ice frees them (ice); slashing damage, suffer -1 AC until end of your next round, penalties stack, CON instead of DEX saves for blast shapes, Augment 1 SP to increase penalty to 1 minute (razor wind).</p><p></p><p><strong>Fly:</strong> range 120 feet, Concentration up to 10 minutes, 1 creature or object seen, 1 SP. Grant 60 foot fly speed, Augment 2 SP to remove Concentration.</p><p></p><p><strong>Geomancy:</strong> range 120 feet, instantaneous or Concentration up to 1 minute. <a href="http://spheres5e.wikidot.com/nature" target="_blank">A whole lotta different special abilities (air, earth, fire, water).</a> Augment 2 SP to remove Concentration.</p><p></p><p><strong>Help/Hinder:</strong> range 120 feet, Concentration up to 10 minutes, 1 creature or object seen. Increase or decrease all movement speeds by 20 feet. Double falling damage if hindered, halved if increased, STR save to resist. Augment 2 SP to last without Concentration.</p><p></p><p><strong>Levitate:</strong> range 120 feet, Concentration up to 10 minutes, 1 Medium creature or object seen. Can move target 60 feet in any direction each round further as bonus action. Augment 1 SP to target unwilling (STR save) or Huge Size, 2 SP to last without Concentration.</p><p></p><p><strong>Projectile:</strong> +9 to hit, range 120 feet, 1 Medium creature or object seen. Telekinetically lift a willing creature or object and hurl it at other target within range as spell attack roll vs AC. Damage depends on size or if a weapon. Augment 1 SP to target Huge size.</p><p></p><p><strong>Sense (blindfolded oracle):</strong> cost 1 SP, range self or target up to 30 feet, Concentration up to 1 hour. Grant self paranormal senses (blindsight) with a range of 30 feet. Augment 1 SP sense acts out to range of 120 feet, 2 SP to remove Concentration.</p><p></p><p><strong>Spirit (Resist Elements):</strong> range self or target up to 30 feet, Concentration up to 10 minutes, can grant resistance to bludgeoning, cold, fire, piercing, slashing or thunder damage. Augment 1 SP reduce to 1 bonus action or reaction but reduce duration to 1 round, regain 3d6 hit points when resisting damage once per short rest, 2 SP to remove Concentration</p><p></p><p></p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong>Admixture:</strong> Can add second blast type, damage split equally if different damage types twice per short rest.</p><p></p><p><strong>Blade Rider Effect:</strong> Can apply the rider effect of blast type if using a weapon with Blade blast shape.</p><p></p><p><strong>Elemental Movement:</strong> increase all movement speeds possessed by 15 feet for one round.</p><p></p><p><strong>Nature Surge:</strong> When using a destructive blast, can cast Nature or Weather sphere ability if casting time is normally 1 action, twice per short rest.</p><p></p><p><strong>Tumbling Recovery:</strong> Can move 10 feet in any direction if drop prone. If used to avoid an attack or area effect, impose disadvantage on attack roll and gain advantage on Dexterity saving throw.</p><p></p><p></p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong>Tumbling Recovery:</strong> Can move 10 feet in any direction if drop prone. If used to avoid an attack or area effect, impose disadvantage on attack roll and gain advantage on Dexterity saving throw.</p><p></p><p></p><p></p><p><strong>Equipment</strong></p><p></p><p>Quarterstaff, explorer's pack, feed (for Appa)</p><p></p><p><strong>Conversion Details:</strong> It’s been a while since I watched the show, <a href="https://www.youtube.com/watch?v=RkEjDWhQqj4" target="_blank">so I used this compilation video as a reference guide</a> and some shorter ones for the other three elements. This stat block is at a later point in the Last Airbender, sometime around Book 3 before the Sozin’s Comet finale.</p><p></p><p>I was torn between making Aang a pure Elementalist or dipping into levels of Scholar. The latter class has a Study which grants them the ability to make hang-gliders along with more martial talents. But as the hang-gliders don’t grant true flight until 11th level in the class and I can get much the same thing with a Telekinesis talent, in the end I chose to go pure Elementalist.</p><p></p><p>I chose Elementalist with a custom Bending Casting Tradition and the Ascetic Martial Tradition. While there’s an Air-Rider Kineticist tradition, bending in TLA isn't draining to the point that it causes the users personal harm, so I decided to just have Somatic Casting twice as a drawback to gain the Metasphere Specialist boon. For that boon I chose the Reaching talent of the Metasphere package twice: not only does this make most of Aang’s sphere abilities much longer range, it also gives him the 3 big utility cantrips which can simulate minor bending arts not otherwise covered by talents. Beyond the obvious Destruction and Nature spheres, I dipped into Divination and Telekinesis. Aang learns from Toph how to sense vibrations and tremors, so Blindfolded Oracle seemed perfect, while for Telekinesis the Pushed Movement talent can grant him outright flight and greater speed which can both emulate his airbender staff’s flight and air scooter* abilities respectively. For the Geomancer subclass I chose a climb speed as Aang demonstrated being able to use airbending to run up walls. He’s also very mobile and evasive in combat, so I had him start out proficient in Acrobatics and Athletics, choosing the Athletics sphere as a bonus talent for Hermit to grant him Tumbling Recovery which does a good job of mimicking his fighting style.</p><p></p><p>*that orb of wind Aang sits on to move around faster.</p><p></p><p>For Destruction talents I chose the Nature Bound variant, given that benders in the setting don’t create elemental energy out of nothing but instead draw it from existing places. While Aang is capable of using his bare fists (sometimes wrapped in stone) and staff when fighting, the majority of the time he uses bending arts. He does have a Blade blast shape to enhance weapon attacks, but it is not his most effective feature.</p><p></p><p>Thanks to his Nature geomancy packages and talents, Aang has a lot of options both inside and outside of combat. Listing each ability would’ve made the stat block too long so I settled with linking to the Nature sphere, but for a short list of possibilities, Aang can…</p><p></p><p>Create a gust of wind manifesting as a line or cone that can push back up to Huge-sized objects and creatures and put out flames of the same size.</p><p>Telekinetically catch, levitate, or throw up to Huge-sized objects.</p><p>Climb up sheer surfaces and fly.</p><p>Manipulate the four elements to damage targets and impose various negative conditions upon them.</p><p>Create a geyser of air that flings a target skyward.</p><p>Reshape a stone object of Medium size into something else.</p><p>Create a wave of water that can push back targets up to 20 feet.</p><p>Create a 20 foot square cloud of sand and loose dirt to blind those caught within, create a tremor to knock targets prone, or create difficult terrain.</p><p>Create a 20 foot cube of damaging bitter cold.</p><p>Move a Huge-sized cube of fire or water anywhere within their geomancy range, or a 15 foot cube of dirt or sand.</p><p>Cause himself and up to 4 additional creatures to slow their ascent, falling safely.</p><p>Create a 20 foot radius of obscuring fog, which can take the form of biting blades of wind, a whirlwind vortex of sand or dirt, blinding ash or smoke, or thick fog that imposes a penalty on enemy attacks and forbids them reactions.</p><p>Gain resistance to a number of physical and energy damage types, and even heal when resisting such damage.</p><p><a href="https://www.youtube.com/watch?v=phgZLFQSvss" target="_blank">Perform nifty party tricks with cantrips!</a></p><p></p><p>Given the amount of talents gained, I decided to make a table when building Aang, listing his talent choices by level. While it doesn’t follow the logical progression of learned and demonstrated abilities in the show, I went with the abilities he’s demonstrated using near the end of Book 3 rather than trying to emulate a “TLA but a 5e campaign” feel. So just because Aang Earthbend at 1st level doesn’t mean that’s the level he was when the group recruited Toph!</p><p></p><p style="text-align: center"><strong>Talent Progression by Level</strong></p><p></p><p>Elementalist 1st: Destruction (+2 bonus talents from variant, Nature Sphere): Extra Blast Type (Bludgeoning, Fire, Ice), Gale (blast type), Razor Wind (blast type), Ray (blast shape); Nature (+2 bonus talents from feat): Air Geomancy Package, Air Mastery, Expanded Geomancy (Earth, Water)</p><p>Athletics: Tumbling Recovery (+1 bonus from skill proficiency); Dual Wielding; Equipment: Unarmed Training, Unarmored Training</p><p>Elementalist 2nd: Nature: Expanded Geomancy (Fire), Blade (blast shape) (+1 bonus from subclass)</p><p>Elementalist 3rd: Forge Earth</p><p>Elementalist 4th: Manipulate Nature (geomancy), Water Mastery (geomancy) (+1 bonus from feat)</p><p>Elementalist 5th: None</p><p>Elementalist 6th: Resist Elements (spirit)</p><p>Elementalist 7th: Divination: Blindfolded Oracle (sense), Detect Magic (divine), Detect Dragons (divine), Detect Nature (divine) Dowsing (divine), (+3 bonus from Destruction, Nature, & Universal spheres)</p><p>Elementalist 8th: Fog Mastery, Sculpt (blast shape) (+1 bonus from feat)</p><p>Elementalist 9th: None</p><p>Elementalist 10th: Telekinesis; Divination: Detect Density (divine) (+1 bonus from Telekinesis sphere)</p><p>Elementalist 11th: Telekinesis: Pushed Movement</p><p>Elementalist 12th: Explosive Orb (blast shape)</p><p></p><p></p><p><strong>Edit:</strong> I realized I miscalculated when assigning Aang's Destruction sphere talents. A few require certain geomancy packages to have before being taken unless bypassed via the Extra Blast Type talent. He also had a bonus Weather sphere talent (Lightning blast type) without having said sphere. I replaced Lightning with Razor Wind.</p></blockquote><p></p>
[QUOTE="Libertad, post: 8366878, member: 6750502"] [IMG]https://i.imgur.com/HXnQkI6.jpeg[/IMG] [B]Aang[/B] Medium Human (Variant) Elementalist 12; Path of the Geomancer [B]Armor Class[/B] 18 [B]Hit Points[/B] 63 (12d8) [B]Speed[/B] 30 ft., climb 30 ft. STR 10 DEX 16 CON 11 INT 10 WIS 20 CHA 10 (27 point buy, +1 DEX/WIS Variant Human, +2 WIS feats, +2 WIS ASI) [B]Saving Throws[/B] Dexterity +7, Charisma +4 [B]Skills[/B] Acrobatics +7, Athletics +4, Medicine +9, Religion +4, Stealth +7 (Variant Human) [B]Tools[/B] Painter’s Supplies [B]Senses[/B] passive Perception 15 [B]Languages[/B] Common +1 extra language [B]Background:[/B] Hermit [B]Feats:[/B] Magical Expertise, Extra Magic Talent x2 [B]Casting Tradition: Bending Key Ability Modifier:[/B] Wisdom [B]Bonus Magic Talents:[/B] Nature (air geomancy package), Air Mastery [B]Boons:[/B] Metasphere Specialist; [B]Drawbacks:[/B] Somatic Casting 2; [B]Variants:[/B] Nature Bound (Destruction) [B]Sphere DC[/B]; 16 [B]Spell Points[/B] 17 [B]Destruction[/B] - Blade (blast shape), Explosive Orb (blast shape), Extra Blast Type (Bludgeoning, Fire, Ice), Gale (blast type), Razor Wind (blast type), Ray (blast shape), Sculpt (blast shape) (+3 bonus talents from variant, feat, Nature Sphere) [B]Divination[/B] - Blindfolded Oracle (sense), Divination: Detect Density (divine), Detect Magic (divine), Dowsing (divine), Detect Dragons (divine), Detect Nature (divine) (+4 bonus talents from Destruction, Nature, Telekinesis, Universal spheres) [B]Nature[/B] - Nature: Air Mastery (geomancy, air), Expanded Geomancy (Earth, Fire, Water), Fog Mastery (geomancy, water), Forge Earth (geomancy, earth), Manipulate Nature (geomancy), Resist Elements (spirit), Water Mastery (geomancy, water) (+4 bonus talents from feats, subclass) [B]Telekinesis[/B] - Pushed Movement [B]Universal[/B] - Metasphere Package: Reaching 2 (metasphere) [B]Martial Tradition: Ascetic Bonus Martial Talents:[/B] Athletics, Dual Wielding, Equipment (Unarmed Training, Unarmored Training) [B]Sphere DC[/B] 16 [B]Athletics[/B] - Tumbling Recovery (drop prone at any time even out of turn. When knocked/dropped can spend bonus/reaction to move 10 feet in any direction, advantage on DEX save/disadvantage on oncoming attack if used to avoid) [B]Dual-Wielding Equipment[/B] - Unarmed Training, Unarmored Training (unarmed are finesse weapons, deal 1d4 or 1d6 with versatile property; AC is 10 + DEX + WIS modifiers when unarmored and not using shield) [B]Special Abilities Ambidexterity (Dual-Wielding):[/B] Expend martial focus to make off-hand attack without expending bonus action. [B]Divine:[/B] 10 minute casting time, 120 foot area, range self or target up to 30 feet, Concentration up to 10 minutes. Choose divine talent possessed, able to detect location of appropriate creatures or objects. Augment 1 SP to cast as an action, Augment 2 SP to remove Concentration. [B]Elemental Aid:[/B] Add +1d8 to AC, STR/DEX/CON ability check or saving throw once per short rest. [B]Elemental Defense:[/B] Resistance to thunder damage. [B]Evasion:[/B] When rolling DEX saves, success does no damage instead of half, half damage if fail. [B]Favored Element:[/B] +1d8 damage when using thunder damage types w/ Destructive Blast or damage rolls with Nature or Weather sphere effects. [B]Natural Movement:[/B] Gain climb speed equal to walking speed, can move up and down vertical surfaces and upside down along ceilings. [B]Actions Unarmed Strike:[/B] +9 to hit, range touch, 1 creature or object. Hit: 5 or 6 (1d4+3 or 1d6+3 bludgeoning damage). Special: If using Blade blast shape damage type is same as blast type infused, deals +3d6 damage of that type on a critical hit. [B]Quarterstaff:[/B] +4 to hit, range touch, 1 creature or object. Hit: 3 or 4 (1d6 or 1d8 bludgeoning damage). Special: If using Blade blast shape damage type is same as blast type infused, deals +3d6 damage of that type on a critical hit. [B]Cantrips:[/B] Can cast druidcraft, prestidigitation, or thaumaturgy. [B]Catch:[/B] +9 to hit, range 120 feet, 1 Medium projectile or thrown object seen. Attack negated if win on ranged spell attack contested by attack roll. Augment 1 SP to use as a reaction or target Huge size. [B]Destructive Blast:[/B] +9 to hit, range 120 feet, 1 creature or object, either a 5 foot cube, 20 foot sphere (Explosive Orb), melee/ranged spell attack (ray), or 5 foot radius or 30 foot cone or 120 foot by 5 foot line (Sculpt). Hit: 14 (3d8) variable damage type (bludgeoning, cold, fire, slashing, thunder). Augment 1 SP increase damage to 34 (7d8) damage; Explosive Orb: 0 SP to materialize as tiny globe, 1 SP globe lasts 8 hours or as 20 foot radius sphere; 1 SP shoot out 4 rays all at different targets (ray); 1 SP as 30 foot cone or 120 foot by 5 foot line. [B]Destruction Rider Effects:[/B] bludgeoning damage, push target back 5 feet, Augment 1 SP up to 20 feet (bludgeoning, collide with object deals +1d6 bludgeoning +1d6 for every 10 feet they would’ve continued); fire damage, catch fire on failed DEX save, taking 3d8 fire damage per round, Augment 1 SP frightened until flames are extinguished (fire); thunder damage, disadvantage on saves vs air package of Nature sphere and (wind) talents of Weather sphere until end of next turn, CON instead of DEX saves for blast shapes, Augment 1 SP penalty lasts for 1 minute (gale); cold damage, speed reduced by 10 feet until end of next turn, CON instead of DEX saves for blast shapes, Augment 1 SP encase in ice for 4 rounds, STR save or 36 damage to AC 10 ice frees them (ice); slashing damage, suffer -1 AC until end of your next round, penalties stack, CON instead of DEX saves for blast shapes, Augment 1 SP to increase penalty to 1 minute (razor wind). [B]Fly:[/B] range 120 feet, Concentration up to 10 minutes, 1 creature or object seen, 1 SP. Grant 60 foot fly speed, Augment 2 SP to remove Concentration. [B]Geomancy:[/B] range 120 feet, instantaneous or Concentration up to 1 minute. [URL='http://spheres5e.wikidot.com/nature']A whole lotta different special abilities (air, earth, fire, water).[/URL] Augment 2 SP to remove Concentration. [B]Help/Hinder:[/B] range 120 feet, Concentration up to 10 minutes, 1 creature or object seen. Increase or decrease all movement speeds by 20 feet. Double falling damage if hindered, halved if increased, STR save to resist. Augment 2 SP to last without Concentration. [B]Levitate:[/B] range 120 feet, Concentration up to 10 minutes, 1 Medium creature or object seen. Can move target 60 feet in any direction each round further as bonus action. Augment 1 SP to target unwilling (STR save) or Huge Size, 2 SP to last without Concentration. [B]Projectile:[/B] +9 to hit, range 120 feet, 1 Medium creature or object seen. Telekinetically lift a willing creature or object and hurl it at other target within range as spell attack roll vs AC. Damage depends on size or if a weapon. Augment 1 SP to target Huge size. [B]Sense (blindfolded oracle):[/B] cost 1 SP, range self or target up to 30 feet, Concentration up to 1 hour. Grant self paranormal senses (blindsight) with a range of 30 feet. Augment 1 SP sense acts out to range of 120 feet, 2 SP to remove Concentration. [B]Spirit (Resist Elements):[/B] range self or target up to 30 feet, Concentration up to 10 minutes, can grant resistance to bludgeoning, cold, fire, piercing, slashing or thunder damage. Augment 1 SP reduce to 1 bonus action or reaction but reduce duration to 1 round, regain 3d6 hit points when resisting damage once per short rest, 2 SP to remove Concentration [B]Bonus Actions Admixture:[/B] Can add second blast type, damage split equally if different damage types twice per short rest. [B]Blade Rider Effect:[/B] Can apply the rider effect of blast type if using a weapon with Blade blast shape. [B]Elemental Movement:[/B] increase all movement speeds possessed by 15 feet for one round. [B]Nature Surge:[/B] When using a destructive blast, can cast Nature or Weather sphere ability if casting time is normally 1 action, twice per short rest. [B]Tumbling Recovery:[/B] Can move 10 feet in any direction if drop prone. If used to avoid an attack or area effect, impose disadvantage on attack roll and gain advantage on Dexterity saving throw. [B]Reactions Tumbling Recovery:[/B] Can move 10 feet in any direction if drop prone. If used to avoid an attack or area effect, impose disadvantage on attack roll and gain advantage on Dexterity saving throw. [B]Equipment[/B] Quarterstaff, explorer's pack, feed (for Appa) [B]Conversion Details:[/B] It’s been a while since I watched the show, [URL='https://www.youtube.com/watch?v=RkEjDWhQqj4']so I used this compilation video as a reference guide[/URL] and some shorter ones for the other three elements. This stat block is at a later point in the Last Airbender, sometime around Book 3 before the Sozin’s Comet finale. I was torn between making Aang a pure Elementalist or dipping into levels of Scholar. The latter class has a Study which grants them the ability to make hang-gliders along with more martial talents. But as the hang-gliders don’t grant true flight until 11th level in the class and I can get much the same thing with a Telekinesis talent, in the end I chose to go pure Elementalist. I chose Elementalist with a custom Bending Casting Tradition and the Ascetic Martial Tradition. While there’s an Air-Rider Kineticist tradition, bending in TLA isn't draining to the point that it causes the users personal harm, so I decided to just have Somatic Casting twice as a drawback to gain the Metasphere Specialist boon. For that boon I chose the Reaching talent of the Metasphere package twice: not only does this make most of Aang’s sphere abilities much longer range, it also gives him the 3 big utility cantrips which can simulate minor bending arts not otherwise covered by talents. Beyond the obvious Destruction and Nature spheres, I dipped into Divination and Telekinesis. Aang learns from Toph how to sense vibrations and tremors, so Blindfolded Oracle seemed perfect, while for Telekinesis the Pushed Movement talent can grant him outright flight and greater speed which can both emulate his airbender staff’s flight and air scooter* abilities respectively. For the Geomancer subclass I chose a climb speed as Aang demonstrated being able to use airbending to run up walls. He’s also very mobile and evasive in combat, so I had him start out proficient in Acrobatics and Athletics, choosing the Athletics sphere as a bonus talent for Hermit to grant him Tumbling Recovery which does a good job of mimicking his fighting style. *that orb of wind Aang sits on to move around faster. For Destruction talents I chose the Nature Bound variant, given that benders in the setting don’t create elemental energy out of nothing but instead draw it from existing places. While Aang is capable of using his bare fists (sometimes wrapped in stone) and staff when fighting, the majority of the time he uses bending arts. He does have a Blade blast shape to enhance weapon attacks, but it is not his most effective feature. Thanks to his Nature geomancy packages and talents, Aang has a lot of options both inside and outside of combat. Listing each ability would’ve made the stat block too long so I settled with linking to the Nature sphere, but for a short list of possibilities, Aang can… Create a gust of wind manifesting as a line or cone that can push back up to Huge-sized objects and creatures and put out flames of the same size. Telekinetically catch, levitate, or throw up to Huge-sized objects. Climb up sheer surfaces and fly. Manipulate the four elements to damage targets and impose various negative conditions upon them. Create a geyser of air that flings a target skyward. Reshape a stone object of Medium size into something else. Create a wave of water that can push back targets up to 20 feet. Create a 20 foot square cloud of sand and loose dirt to blind those caught within, create a tremor to knock targets prone, or create difficult terrain. Create a 20 foot cube of damaging bitter cold. Move a Huge-sized cube of fire or water anywhere within their geomancy range, or a 15 foot cube of dirt or sand. Cause himself and up to 4 additional creatures to slow their ascent, falling safely. Create a 20 foot radius of obscuring fog, which can take the form of biting blades of wind, a whirlwind vortex of sand or dirt, blinding ash or smoke, or thick fog that imposes a penalty on enemy attacks and forbids them reactions. Gain resistance to a number of physical and energy damage types, and even heal when resisting such damage. [URL='https://www.youtube.com/watch?v=phgZLFQSvss']Perform nifty party tricks with cantrips![/URL] Given the amount of talents gained, I decided to make a table when building Aang, listing his talent choices by level. While it doesn’t follow the logical progression of learned and demonstrated abilities in the show, I went with the abilities he’s demonstrated using near the end of Book 3 rather than trying to emulate a “TLA but a 5e campaign” feel. So just because Aang Earthbend at 1st level doesn’t mean that’s the level he was when the group recruited Toph! [CENTER][B]Talent Progression by Level[/B][/CENTER] Elementalist 1st: Destruction (+2 bonus talents from variant, Nature Sphere): Extra Blast Type (Bludgeoning, Fire, Ice), Gale (blast type), Razor Wind (blast type), Ray (blast shape); Nature (+2 bonus talents from feat): Air Geomancy Package, Air Mastery, Expanded Geomancy (Earth, Water) Athletics: Tumbling Recovery (+1 bonus from skill proficiency); Dual Wielding; Equipment: Unarmed Training, Unarmored Training Elementalist 2nd: Nature: Expanded Geomancy (Fire), Blade (blast shape) (+1 bonus from subclass) Elementalist 3rd: Forge Earth Elementalist 4th: Manipulate Nature (geomancy), Water Mastery (geomancy) (+1 bonus from feat) Elementalist 5th: None Elementalist 6th: Resist Elements (spirit) Elementalist 7th: Divination: Blindfolded Oracle (sense), Detect Magic (divine), Detect Dragons (divine), Detect Nature (divine) Dowsing (divine), (+3 bonus from Destruction, Nature, & Universal spheres) Elementalist 8th: Fog Mastery, Sculpt (blast shape) (+1 bonus from feat) Elementalist 9th: None Elementalist 10th: Telekinesis; Divination: Detect Density (divine) (+1 bonus from Telekinesis sphere) Elementalist 11th: Telekinesis: Pushed Movement Elementalist 12th: Explosive Orb (blast shape) [B]Edit:[/B] I realized I miscalculated when assigning Aang's Destruction sphere talents. A few require certain geomancy packages to have before being taken unless bypassed via the Extra Blast Type talent. He also had a bonus Weather sphere talent (Lightning blast type) without having said sphere. I replaced Lightning with Razor Wind. [/QUOTE]
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