Appendix. Way of the Element Bender
Items
Air Glider
Weapon (quarterstaff), rare
An Air Glider appears to be a quarterstaff when closed. You can use a bonus action to open the Air Glider's wings.
While the glider's wings are open, you can move 60ft horizontally and you fall 30ft per round. If you are an airbender, while gliding you can use your Action to expend a use of your Wisdom of the Elements feature to move upwards a number of feet equal to your movement speed.
If you reach the ground while gliding you take no falling damage. The glider falls an extra 30ft per round if it is supporting more than one Medium sized creature, and provides no benefit if there are more than two Medium sized creatures.
Optional: while gliding you can use a bonus action to open the Air Glider's snack compartment.
Created by u/ThunderMateria
Variant and Extra features
Bending Arts
At 3rd level you learn a special attack, a Bending Strike. This options replace some of the original elements features:
- Firebending. Your Bending Strike deals fire damage, and when you are directly under the sun, you can harness its energy to add half your Wisdom modifier (rounded up) to the damage of your Bending Strikes. Once per turn, if this attack hits a creature within 5 feet of you, it suffers extra damage equal to one roll of your Martial Arts die.
- Airbending. Your Bending Strike deals your choice of bludgeoning or slashing damage. Once per turn, if this attack hits a creature no more than one size larger than you, you can try to knock it prone or push it 10 feet in a direction you choose unless it succeeds in a Strength saving throw.
Magic of the Elements
3rd level feature, replaces Shape of the Elements.
Also at 3rd level, you learn a cantrip and a spell related to your element. You substitute the normal spell components in the casting for a single somatic component, as the control of your element comes from you martial arts moves.
- Fire: You know the control flames cantrip, and you can spend 1 ki point to cast searing smite.
- Air: You know the gust cantrip, and you can spend 1 ki point to cast feather fall.
- Water: You know the shape water cantrip, and you can spend 1 ki point to cast fog cloud.
- Earth: You know the mold earth cantrip, and you can spend 1 ki point to cast ensnaring strike.
Wisdom of the Elements
At 6th level you know a special ability related to your element. This options replace their corresponding element one in the original feature:
- Grounded reflexes (Earth). As a bonus action you can gain tremorsense in a range of 30 feet until the beginning of your next turn.
Also, as a reaction when you or a creature within 5 feet of you is targeted by a ranged attack or is forced to make a Dexterity saving throw, you can spend a use of this feature to create a quick stone barrier. You and any creature within 5 feet of you gains half cover against the triggering attack.
Ki-Empowered Bending
At 11th level, you can add one effect when you make a Bending Stream or Bending Wave attack. This options are added to the current ones available in the original feature:
- Distant combustions (Fire): You can spend 1 extra ki point or one use of your Wisdom of the Elements feature to make your attack originate from a point you can see within 30 feet of you, and this attack inflicts double damage to objects and structures in the area.
- Lingering winds (Air): You can spend 1 extra ki point or one use of your Wisdom of the Elements feature to create wind currents in the area. Until the beginning of your next turn, the attack rolls of ranged weapon attacks have disadvantage if the attacks pass through the area.
- Glacial rivers (Water): You can spend 1 extra ki point or one use of your Wisdom of the Elements feature to freeze in place creatures in the area. A creature that fails the saving throw is restrained until the beginning of your next turn or until someone uses an action to free the frozen creature.
- Rising hills (Earth): You can spend 1 extra ki point or one use of your Wisdom of the Elements feature to elevate 3 feet the ground in the area of the attack. While next to this elevated ground, a creature gains half cover. The barrier lasts until the beginning of your next turn, after which it returns to normal.
Master Technique
At 17th level you choose a master technique related to your element to specialize on. This option substitutes the one in the original feature:
Mastery of Fire
- Sun-bending. You understand the true nature of fire, not just as a destructive force, but as the source of all life and energy. You can spend 3 ki points to cast remove curse and 5 ki points to cast greater restoration without providing any material components.
You also learn to instill the light of the sun into your flames. When you deal fire damage you can choose to deal radiant damage instead, and you ignore a creature's resistance to fire and radiant damage.