In this Dungeons & Dragons one shot adventure the players enter the world of “Avatar – The last Airbender”. The players are master benders, set on a journey to find the missing Avatar Roku.

What do you need to know about Avatar?

Knowledge of the Avatar universe is not required, but does gives colour to the world through references to known locations and characters.

What do you need to know about Dungeons & Dragons?

You or part of your group need a base understanding of the game and one needs to be able to take on the role of the Dungeon Master.

Available character options

All player characters are human Water-, Earth-, Fire- or Airbenders. All abilities and techniques (spells) can be found at the bottom of this adventure. This adventure is recommended to be played with 3 to 6 players and can be balanced by scaling their levels up or down between levels 10 (with 3 players) and level 5 (with 6 players). At this level, during each player’s round of combat they have 2 actions and 1 bonus action with which they can attack.

-Waterbender
Instead of using raw power, waterbenders redirect energy and use their enemies force against them. They attack both offensively and defensively, and they have the ability to heal.

-Earthbender
They can stand their ground and tank a hit before they unleash devastating attacks against anyone in their path. Besides a strong defence and offence they can easily create practical structures like huts, defensive walls and bridges.

-Firebender
This most offensive type of bending sacrifices defence for brutal attacks. This element of power is most effective when in full on attack, and has the advantage of not needing external sources like water- or earhbenders do.

-Airbender
By using evasion airbenders excel in defensive fighting to tire their opponents out and waiting for the perfect moment to counterstrike. With their control of the air and by using their glider they can fly, move extremely fast and redirect attacks.

Running this one shot

This one shot covers a lot that might happen during this adventure and goes into detail of how the locations the players come across look and feel. Despite that, players tent to do stuff, meet people and go to places they are not supposed to. It is your job as the Dungeon Master to fill in gaps where necessary and steer them back towards the main plot.

Text in boxes can be read out loud to the players when the conditions above them are met.

In this world elemental bending is commonplace, but not everyone is a bender or very skilled at it. Also are most of the creatures a combinations of two normal animals, and spirits and mythical creatures exist. Keep this into account when adding or editing encounters, puzzles or locations.

Tip: Turn on an Avatar background music playlist.

This Avatar D&D one shot is available for free.

Expand this adventure with:
– An easy access, print ready version of this adventure
Miniatures of the playable characters, NPC’s and enemies
– An extra puzzle
– 3 battlemaps
– 71 bending techniques (spells) on cards
These are all available for only €10,-

Adventure start

Water, Earth, Fire, Air. The Water Tribes, Earth Kingdom, Fire Nation and Air Nomads all live in peace under the watchful eyes of Avatar Roku. After learning to master the four elements and the avatar state he married Ta Min. The day after their ten year anniversary she called you, master benders, to her home with an urgent request. Although the fire sages tell her not to worry, she says Roku has never let an anniversary go by without at least a letter. That is why she sends you, bending masters, to go after him and make sure he is all right. All Ta Min knows of his last mission is that some people in the Taihua mountains have disappeared. She also notes that an old friend named Thug-je lives at the foot of those mountains and that he might know more. She offers you a sky bison named “Flake” to take you there as long as you send him back when you arrive. That is how you, a group of strangers, all set out on this mission together. What are your names, how does each of you look, and what were you doing before getting this quest?

And so you set out on a full day’s flight on Flake, the Sky bison. You have all that time to get aqainted.

After travelling for a day you arrive at the hut of Thug-je, but before you have a chance to knock you hear a scream and a roar coming from behind some trees. The frightened Flake flees back home.

When approaching the noise
Arriving on the scene you see a man running towards you with two Armadillo bears behind him. Roll for initiative.

Armadillo bear

An armadillo bear flees when they get below 10 HP.
Armor Class: 15
Hit Points: 55
Speed: 40 ft.
STR: 20 (+5)
DEX: 10 (+0)
CON: 16 (+3)
INT: 5 (-3)
WIS: 8 (-1)
CHA: 3 (-4)

Multiattack The armadillo bear makes two claw attacks.
Claw Melee Weapon Attack: + 6 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

When the battle is over
Out of breath the man comes towards you clutching his wounded leg and says “Thank you! If it weren’t for you I’d be dead. My name is Thug-je. I live just around the corner. Can I offer you some tea?”

Thug-je – Non-bender

STR 8 (-1)
DEX 6 (-2)
CON 7 (-2)
INT 14 (+2)
WIS 13 (+1)
CHA 11 (+0)

Thug-je (translation: compassion) is a kind caring man of 34. He is very thankful for the help of the PC’s. He has a wide knowledge of the area and the spiritual journey that goes past here. This is a fairly dangerous area because of creatures, harsh weather and treacherous mountain paths. Spiritual people take this journey to find their place in the world. On this journey, to the top of the mountain range, they are tested for their bravery, cunning and knowledge of the world. Thug-je has seen Roku 3 days ago, investigating disappearances, but not since. The last thing he says before the PC’s continue their search is: “Before you go, the red berries in the forest help restore your energy when freshly plucked, but the blue ones are poisonous. They make you hallucinate and can make you ill.”.

When starting to walk
Starting your journey towards the top of the mountains you see that the fields and bushes quickly make way for rocky outcroppings and a steadily steeper and narrower path. Following the path for a while you see that it leads into a slim opening in the mountain wall.

When entering the mountain
Entering the mountain wall you find yourself in a long, narrow, natural passageway. You see that it goes down a little, goes on for about 500 feet before it goes up a little and goes back outside. There is enough light in here to get to the other end without stumbling and you see that the floor of the passageway is filled to about your hip with a faint blue mist.

The mist can be calmly walked through without disturbing it, but disturbing the airflow by running, Earthbending or Waterbending causes it to whirl up and make contact with eyes and be breathed in which causes 6D6 acid damage to everyone inside. Fire in this passageway causes the whole passageway to fill with flames, causing 10D6 fire damage. An Airbending blast pushes the mist away, but the vacuum pulls more mist out of every surface, also making it whirl up causing 6D6 acid damage to everyone inside the passageway. If the mist is pushed out of burned up, new mist comes out of every surface and refills the passageway in about 10 seconds. The passageway might be circumvented by climbing around or over this mountaintop with 3 separate Athletic checks with a DC of 12 per player.

This Avatar D&D one shot is available for free.

Expand this adventure with:
– An easy access, print ready version of this adventure
Miniatures of the playable characters, NPC’s and enemies
– An extra puzzle
– 3 battlemaps
– 71 bending techniques (spells) on cards
These are all available for only €10,-

When exiting the mountain
Going outside you find yourself on the edge of a wide open field, surrounded by red and blue berry bushes. Between the mountain you came out of, and a second, larger mountain in the distance you see a breathtaking valley with small lakes, trees and more berry bushes.

The red berries restore 1d4 health each (when freshly plucked) and the blue berries make you dizzy and deal 1d4 poison damage each.

Walking into the valley
As you walk into the valley you all feel the ground give away beneath you as you fall into a metal cage at the bottom of a hole. The doors slam shut and closed. Above you, you see several looming figures Earthbend your cage out of the hole. They appear to be 6, broad shouldered, shirtless men. “It looks like a nice haul guys, lets move it!”.

Capturers
The 6 men are hunters and thieves. They steal peoples offerings and hunt rare creatures. They are in the area because they heard of the disappearances and are looking to catch and sell the responsible creature.
They ask the PC’s for their valuables and information about creatures. They also offer the PC’s a blue juice. If they drink it they become complacent and do everything the capturers tell them to do until they faint or until after a long rest.

After being questioned
One capturer moves the ground underneath the cage to move it, and the rest has defensive actions readied in case you try anything. After 10 minutes of walking the capturers have taken you into their camp. One of them says: “I see the big lug has finally calmed down.” while pointing at a cage with Flake the sky bison inside. Your cage gets put next to the two other cages, in one of which is Flake. You also see three tents around a pot of soup on a campfire.

The guards leave the PC’s in the cage and don’t watch them very well while they wander around their camp. If the players try anything sneaky they need to pass a DC 10 stealth check or they get stopped and maybe punished. On a DC 12 perception check they can spot a key next to the log bench near the fire. Earth- or icebending can break the lock or hinges with an 18 AC. Firebending on the lock or hinges gives it a temporary 15 AC and allows a solid kick to break the cage open. The same goes for the other cages. If Flake is set free, he immediately flies away. The rock wall is 30 feet high and the cages stand at the bottom end. If their cage is opened, the capturers spot them and attack.

Capturers

Armor Class 13
Hit Points 28
Speed 30ft., climb 30ft.
STR 17 (+3)
DEX 8 (-1)
CON 12 (+1)
INT 9 (-1)
WIS 7 (-2)
CHA 8 (-1)

Spell save DC: 12
Spell attack modifier: +4
Favourite bending techniques: Earth launch, Shield, Pelt stones, Trap person, and Throw rocks.
Spell slots: 8 1st level, 6 2nd level & 4 3rd level

Dazed Roku

Armor Class 14
Hit Points 55
Speed 40ft., climb 30ft.
STR 11 (+0)
DEX 15 (+2)
CON 13 (+1)
INT 7 (-2)
WIS 7 (-2)
CHA 15 (+2)

Spell save DC: 14
Spell attack modifier: +6
Extra attack: Roku has 2 actions per turn.
Favourite bending techniques: Water blast, Ice spear, Throw rocks, Drop rocks, Fire slice, Wall of fire, Fireblast, Hold against wall & Redirect.
Spell slots: Infinite

When 2 (or less) capturers are left
One of the capturers looks around him and sees they are about to lose, and says: “Roku, we need your help! Attack them!”. Avatar Roku steps out of one of the tents and takes up a battle stance with a vacant look in his eyes.

If the last capturer is knocked out
Before passing out, the last capturer says: “Roku, get us the terrorizing beast, whatever the costs, dead or alive.”. After that, Roku’s eyes shine bright white, he lifts off of the ground and from 30 feet up he looks around, focusses on the larger mountain at the other end of the valley and flies off towards it.

If Roku is at half health
One of the capturer turns to Roku and says: “Roku, you still have a job left to do, get us the terrorizing beast, whatever the costs, dead or alive.”. After that, Roku’s eyes shine bright white, he lifts off of the ground and from 30 feet up he looks around, focusses on the larger mountain at the other end of the valley and flies off towards it. The last capturer(s) start running in the opposite direction.

This Avatar D&D one shot is available for free.

Expand this adventure with:
– An easy access, print ready version of this adventure
Miniatures of the playable characters, NPC’s and enemies
– An extra puzzle
– 3 battlemaps
– 71 bending techniques (spells) on cards
These are all available for only €10,-

When following Roku
You see Roku flying away at an incredible speed. You are unable to keep up, but can see that he entered a cave in the next mountain. On your way there you pass more bushes with blue and red berries.

The red berries restore 1d4 health each (when freshly plucked) and the blue berries make you dizzy and deal 1d4 poison damage each.

When entering the cave
You enter a serene chamber, lighted by a glow without point of origin. It is a clean, circular room with benches hewn into the walls, and a soft, mossy ground, perfect for laying down. In the middle of the room is a hole in the ground and on the ceiling you see words carved into the stone in the shape of a spiral. “When I let go of what I am, I become what I might be. When I let go of what I have, I receive what I need. Wealth consists not in having great possessions, but in having few wants.” Upon reading these words you feel empowered. You all regain your spell slots and gain 10 temporary HP. As you realize that Roku is not in the room you hear an loud crash and a creatures roar coming from the hole in the ground. A person could fit through the hole, but it goes down so deep that you can’t see the bottom.

When going down the hole
You shoot through the hole, and after a couple of seconds it begins evening out and you start slowing down until you get flung into a pile of coins, treasures and bones. You are in the corner of a cavernous room. Between you and the opening at the other end of the room is a dragon. It is has not noticed you yet, because it is trying to get out of the cave, but Roku is blocking and attacking it. The dragon already looks quite hurt. Roll for initiative.

Avatar state Roku

Armor Class 18
Hit Points 85
Speed 60ft., climb 60ft.
STR 15 (+2)
DEX 17 (+3)
CON 19 (+4)
INT 14 (+2)
WIS 19 (+4)
CHA 12 (+1)

Spell save DC: 18
Spell attack modifier: +10
Extra attack: Roku has 3 actions per turn.
Avatar state resistance (3/day): If the avatar fails a saving throw, it can choose to succeed instead.
Favourite bending techniques: Ice slices, Waterfall, Crush, Earth tremble, Fireblast, Firebreath, Redirect & Slicing winds
Spell slots: Infinite

Dragon

Armor Class 17
Hit Points 153
Speed 80ft.
STR 26 (+8)
DEX 18 (+4)
CON 22 (+6)
INT 17 (+3)
WIS 19 (+4)
CHA 17 (+3)

Damage immunity: Fire
Senses: Darkvision
Multiattack: The dragon makes two attacks.
Breath attack (recharge 1 turn): The dragon exhales fire in a 20 foot cone. Each creature within reach makes a DC 18 dexterity saving throw, taking 22 (4d8 + 4) fire damage on a failed save, or half on a successful one.
Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +8 to hit, reach 15 ft., two targets within reach. Hit: 15 (2d6 + 8) bludgeoning damage.

The dragon focuses it’s attacks on Roku, but it feels threatened and will attack anyone that acts aggressive in it’s direction or stands within 15 feet of it. Roku tries to stay in front of the exit and attacks the dragon and the players at random. An insight check of DC 12 reveals that Roku is under the influence of a poison and will probably snap out if either he or the dragon (his target) faints. Every edge on the map is 5 feet high.

If the dragon gets a chance to escape
The dragon sees it’s chance, and it flees. As fast and as far away as possible. Within seconds it is out of sight. Roku now focusses his full attention on taking you all down so he can chase the beast without any further obstacles.

If Roku is knocked out
Roku falls to the ground and you see that he leaves the avatar state. The dragon sees his abuser out of the way and takes that chance to flee. Slowly Roku wakes up, and you see that the fog clears from his eyes. Slowly he gets to his knees, he looks around and sees you, still in your battle stances. “You can calm down now. I’m sorry I attacked you, but I had no control over myself. And that dragon won’t be coming back here now that I have disturbed this safe haven of her. Do I need to heal any of you? Also.. who are you and why are you here?”.

If the dragon is killed
After that final blow the magnificent dragon falls dead to the ground. Roku leaves the avatar state and for a second he looks victorious.. but then the fog clears from his eyes and he looks with horror at what he has done. “No no NO! Please tell me I didn’t do this! I could not.. would never kill such a beautiful creature.”. Roku falls to his knees and after a minute he looks up at you and asks “I’m so sorry I attacked you, do I need to heal any of you? Also.. who are you and why are you here?”.

After Roku gets his answers
Roku stands up and says “I see. I am very grateful for your help. I think it is time for me to go to home”. He starts to get ready to leave, but suddenly you all hear a soft crack coming from the back of the cave. There, surrounded by small lava streams lays a massive purple egg. “This must be why the dragon attacked people, she was defending her egg.”. Suddenly the egg explodes. On the place the egg was is now only a small, red, baby dragon. Roku steps forward and approaches it carefully and reaches out a hand. With a soft voice he says “I’m sorry little guy, but I’m afraid your mama won’t be coming back. It is all my fault, but I can promise you this. I will do everything I can to make up for it. I will take care of you and make sure no harm ever befalls you”. Slowly the baby dragon takes a few steps towards Roku, sniffs his hand and then nuzzles it. “I think we can become great friends. I shall name you.. Fang.”.

After travelling back to Roku’s home you were hailed as heroes. A feast was thrown in your honor and the tale of this adventure would be told and retold for generations to come.

This Avatar D&D one shot is available for free.

Expand this adventure with:
– An easy access, print ready version of this adventure
Miniatures of the playable characters, NPC’s and enemies
– An extra puzzle
– 3 battlemaps
– 71 bending techniques (spells) on cards
These are all available for only €10,-

Waterbender Class Features

As a Waterbender, you gain the following features:

Ability Score Increase: 3 ability scores of your choice increase by 1.
Speed: Your base walking and swimming speed is 30 feet.

Hit points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies

Saving Throws: Dexterity, Intelligence
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Nature, Performance, and Survival

Equipment

Waterbenders carry backpacks with 6 gallons of water to make sure they always have easy access to something to bend.
A shortsword (1d6 piercing)(Finesse, light) or a Trident (1d6 piercing)(thrown (range 20/60))

Spellcasting ability

Dexterity is your spellcasting ability for your Waterbending, since Waterbenders use their Dexterity to fluidly and quickly alternate between defence to offence.

Spell save DC: 8 + your proficiency bonus + your Dexterity modifier
Spell attack modifier: your proficiency bonus + your Dexterity modifier

Unarmored Defense

While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Slow Fall

When you fall you can use your reaction to use 2 gallons of water to form a water bubble on the ground to reduce any falling damage by half.

Sculpt Water

Beginning at 2nd level, you can create pockets of relative safety within the effects of your waterbending. When you waterbend at creatures you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws, and they take no damage if they would normally take half damage on a successful save.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. You can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Earthbender Class Features

As an Earthbender, you gain the following features:

Ability Score Increase: 3 ability scores of your choice increase by 1.
Speed: Your base walking and (rock)climbing speed is 30 feet.

Hit points

Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st

Proficiencies

Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Nature, Performance, and Survival

Equipment

A shortsword (1d6 piercing)(Finesse, light) or a warhammer (1d8 bludgeoning)

Spellcasting ability

Strength is your spellcasting ability for your Earthbending, since Earthbenders use their strength of will to stand their ground and deal it back double.

Spell save DC: 8 + your proficiency bonus + your Strength modifier
Spell attack modifier: your proficiency bonus + your Strength modifier

Unarmored Defense

While you are wearing no armour and not wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier.

Slow Fall

When you fall to the ground you can use your reaction to mold the ground to reduce any falling damage by half.

Sculpt Earth

Beginning at 2nd level, you can create pockets of relative safety within the effects of your earthbending. When you earthbend at creatures you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws, and they take no damage if they would normally take half damage on a successful save.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. You can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Firebender Class Features

As a Firebender, you gain the following features:

Ability Score Increase: 3 ability scores of your choice increase by 1.
Speed: Your base walking speed is 30 feet.

Hit points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies

Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Persuasion, Stealth, and Survival

Equipment

A shortsword (1d6 piercing)(Finesse, light) or a handaxe (1d6 slashing)(light, thrown (range 20/60))

Spellcasting ability

Charisma is your spellcasting ability for your Firebending, since Firebenders rely on their emotional state to fuel their fire.

Spell save DC: 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier: your proficiency bonus + your Charisma modifier

Unarmored Defense

While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Slow Fall

When you fall you can use your reaction to blast fire towards the ground before you land to reduce any falling damage by half. If you land on anything flammable, than you light it on fire

Sculpt Fire

Beginning at 2nd level, you can create pockets of relative safety within the effects of your firebending. When you firebend at creatures you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws, and they take no damage if they would normally take half damage on a successful save.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. You can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Airbender Class Features

As an Airbender, you gain the following features:

Ability Score Increase: 3 ability scores of your choice increase by 1.
Speed: Your base walking speed is 50 feet.

Hit points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies

Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Animal Handling, History, Investigation, Perception, Religion, Sleight of Hand, and Stealth

Equipment

Every Airbender has a glider with which they have a flying speed of 50 feet. It can carry up to 500 pounds, but it’s flying speed becomes 30 feet while carrying over 250 pounds and it can no longer move upwards. When collapsed into a staff the glider functions as a Quarterstaff, able to deal 1d6 bludgeoning damage.

Spellcasting ability

Wisdom is your spellcasting ability for your Airbending, since Airbenders use their Wisdom to judge when and how to strike.

Spell save DC: 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier: your proficiency bonus + your Wisdom modifier

Unarmored Defense

While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Slow Fall

When you fall you can use your reaction to blast air at the ground to catch your fall and reduce any falling damage to 0. If there are objects or creatures in a 5 ft radius of your landing spot they are blasted 15 feet back.

Sculpt Air

Beginning at 2nd level, you can create pockets of relative safety within the effects of your airbending. When you airbend at creatures you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws, and they take no damage if they would normally take half damage on a successful save.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. You can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Flight

Beginning at 18th level, you can use a bonus action to gain the ability to fly for 10 minutes, by detaching yourself from your earthly tethers. Your flight speed becomes 80 feet. While flying you can carry up to 500 pounds.

Spell Slots per Spell Level

LevelProficiency
bonus
1st level slot2nd level slot3rd level slot4th level slot5th level slot6th level slot7th level slot8th level slot9th level slot
1st+26--------
2nd+28--------
3rd+285-------
4th+286-------
5th+3864------
6th+3866------
7th+38764-----
8th+38766-----
9th+487773----
10th+487775----
11th+4887753---
12th+4887754---
13th+58877543--
14th+58877544--
15th+588876442-
16th+588876543-
17th+6888765431
18th+6888775432
19th+6888776543
20th+6888776655

This Avatar D&D one shot is available for free.

Expand this adventure with:
– An easy access, print ready version of this adventure
Miniatures of the playable characters, NPC’s and enemies
– An extra puzzle
– 3 battlemaps
– 71 bending techniques (spells) on cards
These are all available for only €10,-

Waterbending Techniques

The techniques (spells) are presented in order of their spell level.

Move water – Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: Concentration
You pick up up to 10 gallons of water and can move it with a speed of 30 ft.

Water launch – Cantrip

Casting Time: 1 action
Range: 10 feet
Duration: Instantaneous
Use water beneath a target to launch a willing creature or object of up to 250 pounds 50 feet in any direction.

Water to ice – Cantrip

Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
Turn up to 10 gallons of water into ice. Alternatively you could turn the top layer of a 10 ft diameter sphere of water into ice. Casting this with a higher spell slot, you can turn an additional 10 gallons or 10 extra feet diameter sphere into ice per spell slot.

Create mist – Cantrip

Casting Time: 1 action
Range: 50 feet
Components: 1 gallon of water
Duration: Instantaneous
Create a 30-foot-radius sphere of mist, concealing everything inside and blinding creatures as long as they are in the mist.

Swim – Cantrip

Casting Time: 1 bonus action
Range: Self
Duration: Concentration
Your swimming speed becomes 60 ft.

Water shield – 1st level

Casting Time: 1 bonus action
Range: Self
Components: 1 gallon of water
Duration: Concentration
Moving a sheet of water around yourself you gain the benefits of half cover on all sides.

Air bubble – 1st level

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration
While submerging, you move the water away from you and keep it out of a 10-foot-radius sphere. Anyone within range can breathe while in the bubble for 30 minutes.

Water whip – 1st level

Casting Time: 1 action
Range: 10 ft
Components: 2 gallons of water
Duration: Concentration
You create a whip made from water that can strike out at nearby opponents. The whip has the finesse and reach properties and can deal 1d8 damage on a hit.

Ice wall – 2nd level

Casting Time: 1 action
Range: 60 ft
Components: 20 gallons of water
Duration: Instantaneous
You create a wall of ice on a solid surface within range. You can make the wall up to 30 feet long, 10
feet high, and 5 foot thick. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it.

Healing water – 2nd level

Casting Time: 1 action
Range: Touch
Components: 1 gallon of water
Duration: Instantaneous
Enveloping your hands with water and channelling your energy through it lets you heal one creature for 2d6 hp.
When you cast this spell using a spell slot of 3rd level or higher, you heal an additional d6 hp for each slot level above 2nd.

Pelting hail – 2nd level

Casting Time: 1 action
Range: Self (15-foot cone)
Components: 1 gallon of water
Duration: Instantaneous
You send a torrent of hail forward. Each creature in a 15-foot cone must succeed on a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.

Water Tentacles – 3rd level

Casting Time: 1 action
Range: 10 ft
Components: 6 gallons of water
Duration: Concentration
You create 4 whips made from water that can strike out at nearby opponents. The whips have the finesse and reach properties and can deal 4d6 damage on a hit.

Envelop – 3rd level

Casting Time: 1 action
Range: 30 ft
Components: 20 gallons of water
Duration: Concentration
You create a bubble around a humanoid that you can see within range. The target must succeed on a Strength saving throw or become grappled. At the start of each of its turns, the target makes a constitution saving throw or take 1d6 force damage. At the end of each of its turns, the target can make another Strength saving throw. On a success, the effect ends. When you cast this spell using a spell slot of 4th level or higher, you can target an additional humanoid for each slot level above 3rd. The humanoids must be within 20 feet of each other when you target them.

Water Blast – 3rd level

Casting Time: 1 action
Range: 60 ft
Components: 3 gallons of water
Duration: Instantaneous
You throw a blast of water to a creature within reach. The target makes a dexterity saving throw and takes 3d6 bludgeoning damage on a failed save. When you cast this using a spell slot of 4th level or higher, you add an extra d6 for each slot level above 3rd.

Ice spear – 4th level

Casting Time: 1 action
Range: 60 ft
Components: 3 gallons of water
Duration: Instantaneous
You throw a 5 ft long ice spear at a creature within reach. The target makes a dexterity saving throw and takes 4d8 piercing damage on a failed save.

Ice slices – 5th level

Casting Time: 1 action
Range: 60 ft
Components: 6 gallons of water
Duration: Instantaneous
You create a block of ice from which you throw 5 thin sheets of ice. You roll to hit for each ice sheet, and you can direct them to hit one creature or several. Each sheet deals 1d10 slicing damage on a hit. When you cast this using a spell slot of 6th level or higher, you throw an extra ice sheet for each slot level above 5th.

Mass healing pool – 5th level

Casting Time: 1 action
Range: 30 ft
Duration: Instantaneous
Dipping your hands in a body of water and channeling your energy through it lets you heal creatures that are touching the same body of water and are within range for 3d10 hp.

Waterfall – 6th level

Casting Time: 1 action
Range: 60 ft
Components: 400 gallons of water
Duration: Instantaneous
A huge amount of water drops on a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 force damage on a failed save, or half as much damage on a successful one. The water moves around corners. It pushes loose objects in the area 10 ft back. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Wave – 8th level

Casting Time: 1 action
Range: 60 ft
Components: 1.000 gallons of water
Duration: Instantaneous
You push a humongous wave of water through a 40-foot square area, originating from a body of water within reach. Each creature in that area must make a Dexterity saving throw. A target takes 8d10 force damage on a failed save, or half as much damage on a successful one. The water moves around corners. It pushes loose objects in the area 10 ft back. When you cast this spell using a spell slot of 9th level, the damage increases by 2d10 and the area becomes a 50-foot square.

Bloodbending – 9th level

Casting Time: 1 action
Range: 50 ft
Duration: Concentration
You take control over the blood of a creature within reach. You can make the creature freeze, float or move and as a bonus action you can cause them 12d12 damage.

Earthbending Techniques

The techniques (spells) are presented in order of their spell level.

Move earth – Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: Concentration
You move 5-foot square area of earth up to 30 feet in any direction with a speed of 30 ft.

Earth launch – Cantrip

Casting Time: 1 action
Range: 10 feet
Duration: Instantaneous
Use the earth beneath a target to launch a willing creature or object of up to 250 pounds 50 feet in any direction.

Ground skating – 1st level

Casting Time: 1 bonus action
Range: Self
Duration: Concentration
Moving the earth beneath you, your speed becomes 60 ft.

Shield – 1st level

Casting Time: 1 bonus action
Range: Self
Duration: Concentration
Moving earth around yourself, you gain the benefits of half cover on all sides.

Pelt stones – 1st level

Casting Time: 1 action
Range: 60 ft
Duration: Instantaneous
You pelt rocks at a target within range. On hit you deal 2d4 bludgeoning damage.

Make wall – 1st level

Casting Time: 1 action
Range: 60 ft
Duration: Instantaneous
You create a wall of stone on a solid surface within range. You can make the wall up to 30 feet long, 15 feet high, and 5 foot thick. It has AC 12 and 30 hit points per 10-foot section. Reducing a 10-foot section of wall to 0 hit points destroys it.

Dig – 2nd level

Casting Time: 1 bonus action
Range: Self
Duration: Concentration
Move through rock or ground in any direction, with a speed of 20 ft. You can choose to leave the tunnel open behind you or not.

Seismic sense – 2nd level

Casting Time: 1 bonus action
Range: Self
Duration: Concentration
You attune yourself to your surroundings and all possible dangers. You gain advantage on Dexterity saving throws.

Trap person – 2nd level

Casting Time: 1 action
Range: 40 ft
Duration: Instantaneous
You pull two slabs from the ground to trap a target within range between them. The target makes a dexterity saving throw and becomes grappled on a failed save.

Greater move earth – 2nd level

Casting Time: 1 action
Range: 50 feet
Duration: Concentration
You move 15-foot square area of earth up to 30 feet in any direction with a speed of 30 ft.

Throw rocks – 3rd level

Casting Time: 1 action
Range: 50 ft
Duration: Instantaneous
You throw 3 rocks at a target within range. On hit you deal 3d10 bludgeoning damage. When you do this using a spell slot of 4th level or higher, you throw an extra rock for each slot level above 3rd.

Soft sand – 3rd level

Casting Time: 1 action
Range: 50 ft
Duration: Instantaneous
You change the density of a 40-foot square of ground to a soft sand. This area counts as difficult terrain for all walking non-earthbenders.

Drop rocks – 4th level

Casting Time: 1 action
Range: 50 ft
Duration: Instantaneous
You pull rocks from a higher elevation to a 20-foot-radius sphere within reach. Any creature in that area must make a Dexterity saving throw. Any target takes 4d8 damage on a failed save, or half as much damage on a successful one. When you do this using a spell slot of 5th level or higher, the sphere radius grows 5 feet for each slot level above 4th.

Crush – 5th level

Casting Time: 1 action
Range: 40 ft
Duration: Instantaneous
You pull two slabs from the ground and try to crush a target within range between them. The target makes a dexterity saving throw and takes 5d10 bludgeoning damage and becomes grappled on a failed save.

Earth tremble – 5th level

Casting Time: 1 action
Range: Self (40-foot cone)
Duration: Instantaneous
You create an earth tremble by slamming on the ground. Each creature in a 40-foot cone must succeed on a Dexterity saving throw. A creature takes 4d10 damage and gets knocked prone on a failed save, or takes half the damage on a successful save.

Fissure – 7th level

Casting Time: 1 action
Range: Self (50-foot line)
Duration: Instantaneous
You create a deep rift in the ground of 50 feet long and 5 feet wide, starting at your feet. Any creature within range takes 8d8 damage and must make a dexterity saving throw. On a failed save, the target becomes trapped and can’t take any actions. At the end of their turn they can make a Strength (Athletics) check to get free.

Earthquake – 8th level

Casting Time: 1 action
Range: Self (30-foot-radius sphere)
Duration: Instantaneous
Violently stomping the ground you cause a 30-foot-radius sphere, originating from you, to crack and shift. Each creature in that area must make a Dexterity saving throw. A target takes 10d10 force damage and gets knocked prone on a failed save, or takes half the damage on a successful save. Breakable objects like furniture within the area break. The effects also apply around corners and behind walls. When you cast this spell using a spell slot of 9th level, the damage increases by 2d10 and the area becomes a 40-foot-radius sphere.

Firebending Techniques

The techniques (spells) are presented in order of their spell level.

Create flame – Cantrip

Casting Time: 1 action
Range: Self
Duration: Instantaneous
You produce a small fire in your hands. This can be thrown up to 30 feet. Make a ranged spell attack against the target. On a hit it sets fire to any flammable objects or it deals 1d4 fire damage to any creature it hits.

Enlarge flame – Cantrip

Casting Time: 1 bonus action
Range: 30-foot radius
Duration: Concentration
Any small fire within range doubles in size.

Fire punch – 1st level

Casting Time: 1 action
Range: 5 feet
Duration: Instantaneous
You light up your fist and try to punch a creature within range. On a hit it deals 1d8 fire damage, or half as much on a miss.

Fire bolt – 1st level

Casting Time: 1 bonus action
Range: 50 feet
Duration: Instantaneous
You punch a small mote of fire that streaks towards a target within range. Make a ranged spell attack against the target. On a hit it deals 1d8 fire damage.

Fire kick – 1st level

Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous
You kick a small mote of fire that streaks towards a target within range. Make a ranged spell attack against the target. On a hit it deals 1d8 fire damage.

Hot jump – 1st level

Casting Time: 1 bonus action
Range: Self
Duration: Instantaneous
Shooting flames from your feet while you jump allows you to jump 30 feet high or 50 feet far.

Flaming barrage – 2nd level

Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous
You produce three small motes of fire that streak towards a target within range. Make a ranged spell attack against the target. On a hit it deals 3d4 fire damage.

Fire slice – 2nd level

Casting Time: 1 action
Range: Self
Duration: Instantaneous
With a downward strike you create a 30-foot line of fire. Each creature in range must succeed on a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or takes half the damage on a successful one.

Sweeping fire kick – 3th level

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous
With a sweeping kick you create a 20-foot cone wave of fire. Each creature in range must succeed on a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or takes half the damage on a successful one.

Fire whip – 4th level

Casting Time: 1 action
Range: 30 feet
Duration: Concentration
You create a whip of fire in your hand. Make a melee spell attack against a target in range. On a hit, the creature takes 4d10 fire damage.

Redirect lightning – 5th level

Casting Time: 1 reaction
Range: 5 feet
Duration: Instantaneous
If you or a creature within range is targeted by a lightning attack, you can try to redirect it. Roll a Constitution saving throw of DC 15. On a successful save you redirect it to any target within 120 ft. On a failed save, the attack hits you.

Wall of fire – 5th level

Casting Time: 1 action
Range: Self
Duration: Instantaneous
You throw down a line of fire and raise the flames up high. The line is 50 feet long, 5 feet thick and 20 feet high. Targets that start their turn on the line take 4d6 fire damage. Creatures that try to move through the fire must make a constitution saving throw of 15. On a failed save the target takes 4d6 damage and fail to move through the wall. On a succes the target takes half the damage and moves successfully through the wall of fire.

Fireblast – 6th level

Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You produce a huge ball of fire and blast it towards a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Firebreath – 6th level

Casting Time: 1 action
Range: Self (20-foot cone)
Duration: Instantaneous
By focussing your energy in your breathing you create a 20-foot cone wave of fire from your mouth. Each creature in range must succeed on a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or takes half the damage on a successful one. You can still use this attack even if you are unable to use your arms or legs.

Jetpack – 7th level

Casting Time: 1 action
Range: Self
Duration: Concentration
Shooting fire from your hands and feet allows you to fly. Your flying speed becomes 60 feet.

Lightning – 9th level

Casting Time: 1 action
Range: 120 ft
Duration: Instantaneous
You release a bolt of lightning from the tip of your fingers. Make a ranged spell attack against the target. On a hit the target takes 12d12 thunder damage and becomes paralyzed for one minute.

Airbending Techniques

The techniques (spells) are presented in order of their spell level.

High jump – Cantrip

Casting Time: 1 bonus action
Range: Self
Duration: Instantaneous
Pushing air away with your feet while you jump allows you to jump 30 feet high or 50 feet far.

Move air – Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: Concentration
You create a soft wind in a 20-foot square area, moving any smells, smoke or gas toward a direction of your choosing.

Updraft – Cantrip

Casting Time: 1 bonus action
Range: 30 feet
Duration: Instantaneous
Pushing air up from below a creature or object of 250 pound or lighter within range causes it to move 20 feet straight up into the air.

Float object – Cantrip

Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
Creating a bubble of moving air around a small object within range allows you to move it about with a speed of 20 feet. The object must be no larger than a 1-foot cube.

Leaf in the wind – 1st level

Casting Time: 1 bonus action
Range: Self
Duration: Concentration
By moving link a leaf in the wind you are able to dodge any incoming attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.

Air push – 1st level

Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous
You throw a blast of air to a target in range. Make a ranged spell attack against the target. On a hit it deals 1d4 damage and the target is pushed 20 feet away.

Air shield – 1st level

Casting Time: 1 bonus action
Range: Self
Components: Glider
Duration: Concentration
Twirling your glider in your hands you bend the air around you. You gain the benefits of half cover on all sides.

Air pull – 2nd level

Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous
With a pull, you create a blast of air towards you on a target in range. Make a ranged spell attack against the target. On a hit it deals 1d6 damage and the target is pulled 10 feet toward you.

Air slice – 2nd level

Casting Time: 1 action
Range: Self (20-foot cone)
Duration: Instantaneous
With a sweep, you create a 20-foot cone wave of air. Each creature in range must succeed on a Dexterity saving throw. A creature takes 1d4 damage and gets pushed 15 feet back on a failed save, or takes half the damage on a successful one.

Air bubble – 2nd level

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration
While submerging, you take a bubble of air with you and keep the water out of a 10-foot-radius sphere. Anyone within range can breathe while in the bubble for 30 minutes.

Air strike barrage – 3rd level

Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous
You throw blasts of air to a target in range. Make a ranged spell attack against the target. On a hit it deals 3d6 damage.

Hold against wall – 3rd level

Casting Time: 1 action
Range: 50 feet
Duration: Concentration
If a target within range has a wall within 10 feet of it, you try to blast them against it and hold them there. The target makes a strength saving throw, on a success the target is unaffected. On a failed save the target becomes incapacitated and can’t move. At the end of each of their turns they can roll a new strength saving throw to brake free.

Disarm – 3rd level

Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
You create a bubble of fast moving air around an object that a target within range is holding, to try to wrench it from their hands. The targets rolls a strength saving throw, on a failed save the object they are holding flies 60 feet away in a direction you choose.

Redirect – 4th level

Casting Time: 1 reaction
Range: Self
Duration: Instantaneous
You try to redirect an incoming attack from a target you can see by adjusting its trajectory with a focused air blast. This only works against ranged attacks that don’t require a saving throw. Roll and add your spell attack modifier. The DC equals 12 + the attacks spell level. On a failure the attack hits you. On a success, the attack changes direction to a point within 30 feet. If the targeted point is a creature, roll a ranged spell attack against their AC.

Crosswinds – 5th level

Casting Time: 1 action
Range: Self
Duration: Concentration
You pull strong winds down from above to a 20-foot square area originating from you. The area becomes difficult terrain for non-airbenders. Each creature that starts it’s turn in that area must make a Dexterity saving throw. The target takes 3d8 damage on a failed save, or half on a successful one.

Slicing winds – 5th level

Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous
You pull sudden, slicing winds down from above to a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 damage on a failed save.

Tornado – 7th level

Casting Time: 1 action
Range: Self
Duration: Concentration
By moving in a tight circle you create a tornado in a 10-foot-radius sphere around yourself. Each creature that starts it’s turn in that area must make a Dexterity saving throw. The target takes 8d8 damage on a failed save and remains in the tornado, or takes half damage on a successful one and gets flung 20 feet backwards. Your movement becomes 20 feet and you take the tornado with you.

Vacuum – 9th level

Casting Time: 1 action
Range: 30 feet
Duration: Concentration
You pull all the air out of a 1-foot cube area within range. Any object or creature within range takes 10d10 damage. This effect stays with a targeted creature as long as it is in range. If the effect of this attack lasts two full round, starting at your turn the target dies.

Disclaimer: This D&D adventure is original work by my making. I do not own the rights to either ‘Avatar’ or ‘Dungeons & Dragons’.

2 Responses

  1. When it says the duration, does that mean it lasts as long as you hold concentration with no maximum duration?

    1. Hello Benjy,

      Yes, that is how I saw it working. Because combat usualy does not take more than 10 minutes. Outside of combat this might prove very over powered. In that case you would need to discuss with your DM how you want to rule this.

      Enjoy 🙂

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