Element Bender

Quick Build
You can make an Element Bender quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution depending on your bending nature. Second, choose the hermit background.

Class Features
As an Element Bender you gain the following class features.

Hit Points
Hit Dice: 1d8 per Element Bender level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Element Bender level after 1st

Proficiencies
Armor: Light Armor

Weapons: simple weapons, a single martial weapon of choice

Tools: None

Saving Throws: Dexterity and Wisdom

Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Nature and Arcana.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

§  (a) any simple weapon or (b) any martial weapon

§  Leather Armor

§  (a) a dungeoneer's pack or (b) a explorer's pack

§  (a) a water skin or (b) a tinder box or (c) a small piece of meteorite or (d) a wind chime {| class="fandom-table"
 * colspan="6" |

Table: The Element Bender

 * Level
 * Proficiency
 * Proficiency

Bonus
 * Martial Arts
 * Bending Die
 * Bending Mass ft3
 * Features
 * 1st
 * +2
 * 1d2
 * Spellcasting, Martial Arts, Bending Nature
 * 2nd
 * +2
 * 1d2
 * 1d8
 * 5ft
 * Bender Arts
 * 3rd
 * +2
 * 1d2
 * 1d8
 * 10ft
 * Bending Nature Feature
 * 4th
 * +2
 * 1d4
 * 1d8
 * 10ft
 * Ability Score Improvement,
 * 5th
 * +3
 * 1d4
 * 2d8
 * 10ft
 * Bending Effect
 * 6th
 * +3
 * 1d4
 * 2d8
 * 15ft
 * Bending Nature Feature
 * 7th
 * +3
 * 1d4
 * 2d8
 * 15ft
 * Seamless Integration
 * 8th
 * +3
 * 1d4
 * 2d8
 * 15ft
 * Ability Score Improvement
 * 9th
 * +4
 * 1d6
 * 2d8
 * 20ft
 * Primordial Body
 * 10th
 * +4
 * 1d6
 * 2d8
 * 20ft
 * Empowered Bending Arts
 * 11th
 * +4
 * 1d6
 * 2d8
 * 20ft
 * Bending Nature Feature
 * 12th
 * +4
 * 1d6
 * 3d8
 * 20ft
 * Ability Score Improvement
 * 13th
 * +5
 * 1d6
 * 3d8
 * 25ft
 * Strength of Jing
 * 14th
 * +5
 * 1d8
 * 3d8
 * 25ft
 * Bending nature feature
 * 15th
 * +5
 * 1d8
 * 3d8
 * 25ft
 * 16th
 * +5
 * 1d8
 * 3d8
 * 25ft
 * Ability Score Improvement
 * 17th
 * +6
 * 1d8
 * 4d8
 * 30ft
 * Bending Nature Feature
 * 18th
 * +6
 * 1d8
 * 4d8
 * 30ft
 * Master of their quarter
 * 19th
 * +6
 * 1d10
 * 4d8
 * 30ft
 * Ability Score Improvement
 * 20th
 * +6
 * 1d10
 * 4d8
 * 35ft
 * Bending master
 * }
 * Bending Nature Feature
 * 18th
 * +6
 * 1d8
 * 4d8
 * 30ft
 * Master of their quarter
 * 19th
 * +6
 * 1d10
 * 4d8
 * 30ft
 * Ability Score Improvement
 * 20th
 * +6
 * 1d10
 * 4d8
 * 35ft
 * Bending master
 * }
 * 35ft
 * Bending master
 * }

Bending Nature
Choose a bending nature, which describes the personality of your character and by extension the source of their innate primordial power: water, earth, fire, and air, all detailed at the end of the class description. Your choice grants you spells and features at 1st level and again at 3rd, 6th, 11th, 14th and 17th level.

Bender Martial Arts
At 1st level, your practice and integration of martial arts into your bending gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and aren’t wielding a shield.

- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

- You can roll a d2 in place of the normal damage of your unarmed strike. This die changes as you gain element bender levels, as shown in the Martial Arts column of the element bender table.

- When you take the Bend action or use the Attack action with an unarmed strike on your turn, you can make one elemental strike as a bonus action.

Spellcasting
An event in your past, or in the life of a parent or ancestor, caused them to gain a primordial power that was passed on to you and infusing you with an affinity to a specific element. This font of magic, whatever its origin, fuels your abilities.

While bending is separate from the way magic users cast spells you can manifest the effects of certain spells at certain levels depending on your Bending Nature.

Cantrips
At 1st level, you can manifest the effects of one of the following cantrips depending on your Bending Nature.

Water: shape water

Earth: mold earth

Fire: control flames

Air: gust

Spells Known (of 1st Level and Higher)
At certain levels, you may manifest the effects of certain spells as if you had cast them. You gain certain spells at certain levels depending on your bending nature. These spells, as well as the levels you receive them at, are listed at the beginning of your bending nature. You can cast these spells a number of time equal to your wisdom modifier minus the spells level (minimum of 1) these recharge on a long rest.

Spellcasting Ability
Wisdom is your spellcasting ability for your element bender spells since your magic draws upon your devotion to your bending art and attunement to the natural world. You use your Wisdom score whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an element bender spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Wisdom modifier

Spell attack modifier = your proficiency bonus + Wisdom modifier

Elemental Focus
You do not require material components to manifest your elemental bender spells. Your spellcasting focus is your own body.

Benders Arts
Starting at 2nd level, you are able to control areas of your bending element to a greater degree. You gain the Bend action which allows you to control an element. The element must be present in some form: controlling water requires a source of water, controlling earth requires a source of earth, and controlling air or fire requires a source of air. The range of this manipulation is 30 feet and increases by 15ft at levels 6, 12 and 18. The amount of element you can manipulate at any one time is listed on the Bendable Mass column on the Element Bender table. When you bend it takes an action to do so unless specified otherwise. Bending has a duration of Instantaneous, however, you can extend it for a number of rounds equal to half your Element Bender level (rounded down), as if you were concentrating on a spell.

When bending offensively you can manipulate your element to recreate a number of actions at a range and scale based on your bendable mass and bending range. The actions you can recreate are Grappling, shoving, tripping and other effects allowed by your DM such as disarming. All ability checks made against these effects are made against your spell save DC.

In addition, as an action, you can make an attack with your element provided the required source is present and within range. This is called an Elemental Strike and is a ranged spell attack that uses your Wisdom modifier for the attack and damage rolls. It deals damage equal to your Bending Die and the damage type depends on your elemental nature; cold for Water, force for Earth, fire for Fire, and thunder for Air. The projectile doesn't have to originate from you but it needs to come from a present source within range such as a bonfire or lake. If the projectile exits your range then it has disadvantage to hit targets and can travel up to half your range past your max range before breaking up/ dissipating. You are at disadvantage when striking a target with an enemy within 5ft of you.

Ability Score Increase
At levels 4, 8, 12, 16, and 19, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.

Bending Effect
At 5th level you gain an additional effect depending on your element. These effects can only be used once per round and are transferred immediately after a successful attack that involves bending. This can be used with any attack that causes bending die damage.

Air: The winds move with you during your strikes allowing you to knock a target back 10 feet once per turn as long as the target is no bigger than size class large. When you hit a creature or object with an elemental strike the target makes a strength saving throw against your spell save DC on a fail they are knocked back if they succeed nothing changes.

Fire: Your flames heat metals with ease. When you strike a target twice in a row with an attack that deals fire damage you can force them to make a Constitution saving throw against your spell save DC or flinch, dropping their weapon and effectively disarming them.

Water: The freezing cold and inconvenience of being wet in battle will cause your opponents to suffer a 10 feet decrease in their movement speed until your next turn. If they fail a constitution saving throw against your spell save DC. Creatures with a swim speed are immune to this effect.

Earth: Your hits shake targets to their very core. When you roll higher then half you're damage die for an elemental strike you can force the struck target to make a Constitution saving throw against your spell save DC or fall prone. Constructs are immune to this effect.

Seamless Integration
A 7th level, you gain the ability to enhance your attacks with your bending ability. Your unarmed attacks deal additional damage equal to half your bending die.

Primordial Body
Also at 9th level, the element planes for which you powers originate from changes your body in a number of ways. You gain the following traits:

You are not affected by certain negative effects associated with your element:

Fire: You have advantage on saving throws against the effects of Extreme Cold.

Water: You have advantage on saving throws against Extreme Heat

Earth: You have advantage on saves against hazards such as Quicksand and you can survive twice as long while suffocating underground.

Air: You are acclimated to High Altitude and have advantage against Strong Winds.

You know how to read, write and speak the primordial dialect associated with your element:

Fire: Iganan

Water: Aquan

Earth: Terran

Air: Auran

Element beings are aware of your primordial origins and the power you wield, and you have advantage on Charisma checks against elementals of your own element and disadvantage on Charisma checks against your opposing element.

Empowered Bending Arts
Starting at 10th level, you've learned to harm even the most elementally attuned creatures with your element. When you deal damage to a creature with immunity to your elemental damage you treat it as if it were resistance.

Strength of Jing
Starting at 13th level, you have advantage on saving throws relevant to your element.

Water: Wisdom.

Earth: Constitution.

Fire: Charisma.

Air: Dexterity.

Master of Their Quarter
At 18th level, you can add your full bending die to unarmed strikes.

Bending master

At 20th level you can now use the bending action as a bonus action and you regain spell uses on a short rest.

Water bending
Water bending, one of the four elemental bending arts, is the hydrokinetic ability to control water in all of its various forms. Water is a versatile element, as is fitting for the element of change. The moon is the source of power in water bending, and the original water benders learned to bend by observing how the moon pushed and pulled the tides.

Similar to their element, water benders are extremely adaptable and versatile. Water bending concentrates on the flow of energy and focuses less on strength and more on turning the opponent's own energy against them. The fighting style of water bending is mostly fluid and graceful, acting in concert with the environment. Water benders deal with the flow of energy; they let their defence become their offense, turning their opponents' own forces against them. Even when water benders do take an attack stance, their moves always appear to flow from one to the other. While a generally a bender's victory in battle depends on their skill or ingenuity, water benders, unlike other benders, gain a serious advantage or disadvantage depending on the amount of water around them. As the element of change, water benders can fluidly and quickly alternate from defence to offense, from a wall of ice to a jet of water, turning their opponent's strength against them.

The opposite of water bending is fire bending, with its relatively stagnant and direct philosophy.

Born of the Moon
At 1st level, you can move through any water with no problem when you do so you can move at a speed equal to your walking speed plus 5ft. This increases by an additional 5ft at levels 6, 12 and 18. Your swimming speed also equals this speed.

Ebb and Flow
At 3rd level Water benders possess the ability to alter the physical state of the water they manipulate, between liquid, solid and gas, as a bonus action. Changing the phase of water allows for multiple techniques in the course of a battle, from encasing an opponent in ice to hiding behind a wall of mist. Ice and steam/fog can also be molded in a diverse range of shapes. Ice provides a degree of hard lethality since it can be molded into spikes or blades to pin down or impale opponents. Steam or mist can obscure a battlefield and mask movement. Water benders also possess the ability to breathe an icy mist that freezes water and other liquids.

Water Bender Style
At 6th level you can use your opponent's energy against them once per round as a reaction. If an opponent makes a successful physical strike against you, you may half incoming damage and reflect a quarter of it as an unarmed strike.

Element of Change
At 11th Level You cannot be limited, through your embodiment of the element of change you gain the following traits:

- You are resistant to cold and fire damage.

- You can move across difficult terrain created by any form of water without spending extra movement.

Flow of life
At 14th level

- As a bonus action you can choose to make the ground in a 10-foot radius around you icy and is difficult terrain for creatures other than you. The radius moves with you and lasts for one minute.

- you can cast healing word as a second level spell a number of times equal to your wisdom modifier (minimum of one.) per short rest.

Master Skill: Blood Bending
At 17th level you have learned the taboo skill of Blood Bending which allows you to hydrokinetically take hold of and manipulate the various fluids within an organism's body. This technique is referred to as the darkest, most powerful, and most feared of all bending techniques and is the only art known to endanger the user's mental state.

The forms and styles used by blood benders resemble how a puppeteer controls a marionette. Whereas water bending uses flowing motions with the arms, blood bending seems to require a more rigid and abrupt form of movement, further highlighting how different it is from the primary water bending stances.

You gain the ability to manipulate blood like it was water. Granting you the following techniques, you can use each technique a number of times equal to your wisdom modifier per long rest (minimum of 1):

Disconnect: You touch the forehead of a conscious creature and force a target to make a Constitution saving throw or become unconscious. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. If the target takes damage, while unconscious they wake up instantly.

Compel: You compel a creature you can see within 60ft. The target must succeed on a Constitution saving throw or follow a mental command of yours on its next turn.

Dominate: As an action, you can use blood bending to manifest the effects of one of the following spells: Dominate Beast, Dominate Person and Dominate Monster. The duration regardless of the spell description is always 1 minute.

Blood bending does not work against Water Benders of a high level than the user. If they are the same level then a contested Wisdom check is required.

On each successful use of blood bending your DM can have you roll a Wisdom saving throw, on a failed save you roll a 1d100 and become affected by an effect on the short-term madness table or an effect of your DM's choosing.

Earth bending
Earth bending, one of the four elemental bending arts, is the geokinetic ability to manipulate earth and rock in all their various forms. Earth is the element of substance and as such earth benders are diverse, strong, and enduring.

The key to earth bending is utilizing neutral Jing, which involves waiting and listening for the right moment to strike and, when that moment comes, acting decisively. In other words, earth benders generally endure their enemies' attacks until the right opportunity to counterattack reveals itself.

Like water benders, earth benders gain an advantage or disadvantage in battle based on the amount of earth around them, though the conditions are not as extreme. Because of their element's stability and its stress on neutral Jing, earth benders stand their ground, absorbing or intercepting attacks until they completely overwhelm their opponents. Unlike the other bending arts, earth bending's strength equally lies in both offense and defence.

Earth bending is in stark contrast to air bending as air bending's emphasis is on evasion and mobility while earth bending's emphasis is on fortitude and strength.

Born of the Earth
At 1st level you have learned to use earth bending as an extension of your senses granting you the ability to "see" every vibration that passes through the ground. You have tremorsense up to 10ft as long as you're feet are on the solid ground of you which increases by an additional 15ft at levels 6, 12, and 18. If an earth bender loses their sight permanently their tremorsense distance doubles.

Earthen Defense
At 3rd level you have learned to protect yourself with the rock and stone of the world. As a bonus action, you call earth to your defense, encasing yourself in an Earthen Armor. Your Armor Class becomes 13 plus your Wisdom modifier and your speed is halved while this Armor is active. The Earthen Armor lasts for 1 minute or until you end it as a bonus action.

In addition, as an action, you can fully encase yourself in a ball of Earthen Mass, while in this form you cannot move and only have enough oxygen to last a minute. The mass has an Armor Class of 15, hit points equal to 5 times your Elemental Bender level and has an immunity to psychic and poison damage. While inside the earthen mass you are considered in full cover and can only attack using the mass itself this grants you one additional bending die but reduces the masses hp by 5 for each attack made. The Earthen Mass is destroyed if it runs out of hit points you take any remaining damage from the attack. Once you use Earthen Mass you cannot use it again until you complete a short or long rest.

Earth Benders Style
At 6th level you have learned how to capitalize on the openings and vulnerabilities in your enemies defences. Once per round when an enemy makes an attack against you and misses, you may make a single attack against them as a reaction if they are within 30ft.

In addition, if you ready an action, you may choose to ready it in response to an enemy attacking you. This allows you to attack the enemy with advantage if they are within 30ft of you at the time of their attack. You may perform this ability an amount of times equal to your constitution modifier, you regain all uses upon a short or long rest.

Element of Substance
At 11th level, you can no longer be broken, through your embodiment of the element of substance you gain the following traits:

- You are immune to being petrified.

- You count as a size class larger when lifting or dragging objects

Stone stubbornness
At 14th level

- You can move across difficult terrain made of earth or stone without spending extra movement.

- You can move through solid earth or stone as if it was air and without destabilizing it, at 20ft or half movement whichever is more (at 17th level you are able to move at 40ft or full speed whichever is more) while moving through earth in this way you only have one minute of air.

Master Skill: Metal Bending
Through your experience and experimentation, you have discovered that metal is but derived from ore, which is found in the earth and that metal is just a part of earth that has been purified and refined. As such, through locating the impurities in metal, you can manipulate them in order to bend them to a degree.

Starting at 17th level, you gain the ability to bend metal. In addition, you gain the following techniques:

Metallic Defence: Your Earthen Armor can now implement metal. When you call metal to you, your Armor Class is 17 plus your Wisdom modifier and you do not suffer a penalty to your movement speed.

Lava Bending: By observing how metal can be transformed into a molten state, you have learned how to heat up your bending substance. If you spend an action while bending earth or metal, you may heat it to the point at which it becomes a liquid. This adds 2 additional bending die to its damage, in addition, the damage type is fire. It remains heated for an amount of rounds equal to your Element Bender level.

Advanced Bending: Metal is, by nature, a more solid and refined substance when compared to rock and earth. When bending metal in an offensive form, you increase DCs by 2 and add one bending die to its damage.

In metals that are highly purified, such as platinum, where there are no or not enough particles left to bend and as such renders the material impervious to metal bending technique.

Alternate abilities: earth bender style= earth impale 30ft cone damage equal to double bending dice dex saving throw or half damage afterwards the area is counted as rough terrain recharges on a roll of 10 on a D10.

Metal bender= crystal forge: crystalline defence ac equals 15 plus wisdom, melee attacks against you deal 1D6 piercing damage to the attacker. Crystal creation as an action you can create crystals from earth this adds 2 additional bending dice.

Fire bending
Fire bending, one of the four elemental bending arts, is the pyrokinetic ability to control fire and is considered to be the most aggressive bending art. It is unique among the bending arts, as it is the only one in which the performer can generate their element. Fire bending draws its power from the sun, and the first human fire benders derived their fire bending techniques from the dragons.

As the element of power, fire benders have to be able to maintain a constant source of energy and balance in battle, unleashing a volley of direct, successive attacks, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires. However, some users twist this into a fire bending technique that is fuelled by rage, hatred, and anger.

Fire bending is known for its intense and aggressive attacking style and general lack of adequate defensive moves, although fire benders can modify offensive manoeuvres to function as a defence, such as creating large walls of fire or shooting down incoming attacks with fire jabs. Fire bending's relatively simple and direct style contrasts the complex and changing style of water bending. Due to its solar affinity, fire bending is stronger during the day, but completely ineffective during a solar eclipse. When a comet passes close to the planet, the power of a fire bender is greatly increased.

Born of the Sun
At 1st level you’ve learned to use fire to propel yourself at high speeds. You now are able to move the full distance when you jump regardless of the amount of movement you have for a high jump and a long jump if you moved no more than 15ft. You’re jumping distance increases by 5ft for Long and High Jumps as well as increases by an additional 5ft at levels 6, 12 and 18 due to your propulsion of flames.

Jumping Flame
Beginning at 3rd level, you are a continuous blur of fiery motion in battle as you dart in, attack, and slip away to safety. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.

Fire Bender Style
At 6th level, landing two successive bending attacks against the same target increase your bending die by 1 against that target. For the third attack.

Element of Power
Starting at 11th level, you cannot be dampened, through your embodiment of the element of power you gain the following traits:

- You have resistance to fire damage and to cold damage.

- You can move through non magical fire without taking damage

Scorch of rage
At 14th level

- You can impose disadvantage on an attacker using your reaction and an intimidation check against their insight.

- You gain the ability to dash as a bonus action

Master Skill: Lightning Bending
You take your stance, creating circular motion with your arms. (You must have both hands free)

You calm yourself mentally, becoming completely absent of emotion and reaching a peace of mind. (Your character must have a certain degree of emotional discipline in this moment (Up to the DM))

You feel the positive and negative energy of your flame, separating them with one motion, and in another colliding them to create lightning.

If one attempts to conjure lightning without the required emotional discipline or the correct motions, they must make a Wisdom saving throw or else the equivalent of a fireball spell as if cast at third level is expelled from them causing them to take full damage.

You have gained the ability to create and then strike your opponents with lightning. In addition to being able to choose between fire and lightning for your elemental strikes, you gain the following techniques:

Lightning Redirection: As a reaction to when you take lightning damage, you can make a wisdom saving throw (of your spell save dc) on a failure you take the full damage. On a success you take quarter damage rounded up to redirect that lightning damage to a target of your choice. That target must make a Dexterity saving throw or take full damage from the original lightning plus your 1 Bending Die. On a successful save the target takes half the original damage with no bending die.

Chain Lightning you create a bolt of lightning that arcs toward a target of your choice that you can see within range. Five bolts then leap from that target to as many as five other targets, each of which must be within 20 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one. This recharges if a 6 is rolled on a D6 at the beginning of your turn.

Air bending
Air bending, one of the four elemental bending arts, is the aerokinetic ability to control and manipulate air. Air is the element of freedom and as such Air benders detached themselves from worldly problems and concerns; finding peace and freedom as the key to solving their difficulties in life. The trait to constantly seek spiritual enlightenment is common among air benders.

The key to air bending is flexibility and finding and following the path of least resistance. Air bending is notable for being almost purely defensive, as well as the most dynamic of the four bending arts. Air benders can overwhelm many opponents at once with large and powerful attacks that could prove fatal; however, due to the pacifist nature of most air benders, such attacks are rarely used. Due to their aforementioned spirituality, they often adapt to the situation surrounding them and employ negative Jing, preferring evasive manoeuvres as opposed to direct confrontation.

Air benders in battle concentrate on speed and evasion, forgoing a strong offense for a greater defence. Though apparently lacking fatal finishing moves, it is the most dynamic of all the bending arts. As the element of freedom, air benders use their capability to bend unencumbered by the ground or any other environmental factors and use their own momentum as a weapon, evading attacks with astounding agility to tire their opponents out or building up massive inertia for explosive gusts of wind to make their counterattacks finishing moves. Air benders, when resorting to a physical confrontation, are able to harness the immense and intangible power of wind.

Air bending's opposite is earth bending and the confrontational style that serves as an earth benders foundation.

Born of the Wind
At 1st level you have learned to enhance your movements in battle using your air bending by decreasing the air resistance around you. You can move up vertical surfaces and along walls as if they were normal but cannot end your turn on them.

Defensive Current
Starting at 3rd level, as a bonus action you can have wind current that flows around you like a shield, ranged attack rolls made against you and those standing within 5ft of you have disadvantage. As an action you can expand this current to a size equal your Bendable Mass, centred on you, knocking creatures of choice out of the radius if they fail a strength save equal to your spell DC and granting those within it the same passive benefit. Moving through this space is considered difficult terrain to those not permitted to enter by you. This field can be maintained for 1 minute as if concentrating on a spell. Once you have used this ability you can’t use it again until you finish a short or long rest.

Air Bender Style
Reading the flow of air around you, you can sense movement that you wouldn't normally be able to see. Starting at 6th level, when a creature attempts to attack you with a ranged attack during a surprise round, you are no longer surprised and can make an attack as a reaction. Your dedication to the employment of negative Jing enhances your evasive manoeuvres to the point where you can avoid attacks that would have normally hit you. You can now take the dodge action as a bonus action.

Element of Freedom
At 11th level you cannot be hindered, through your embodiment of the element of freedom you gain the following traits:

- You are immune to being knocked back

- You have advantage on checks made to escape from grapples and restraints.

Gust of calm
At 14th level

- Standing up from being prone knocks back everyone within a 5ft radius, 10ft unless they make a strength saving throw of your spell save dc.

- If you are subject to an effect that allows you to take half damage on a successful save you instead take no damage on a successful save. Or full damage on a fail.

Master Skill: Flight
The ability to fly is unlocked by releasing oneself of all earthly tethers, achieving true and complete freedom. The complete mastery of this technique is rare even among master air benders. Being able to fly without an aid, such as a glider, grants the practitioner more stability and freedom in the sky, while also permitting easier use of bending mid-flight. Although a powerful technique, the ability is hindered by additional weight and the currents of the wind.

Starting at 17th level, you gain a flying speed equal to your movement speed plus 20. If you are hit by an attack while in mid-air you must make a saving throw as if concentrating on a spell or fall to the ground. You can also now cast feather fall.

Environmental/ Cosmological Events
Certain cosmological events strengthen, weaken and even strip a bender of their powers, as well as certain environments, serve some benders better than others.

The Elemental Planes: When on the elemental plane of your element you Bender Die and Bendable Mass doubles. However, if you are on the elemental plane for which your element is the antithesis of then your Bender Die and Bendable Mass is halved.

Great Comet: When comets pass by they do so with little effect, however, it is when they skim the upper atmosphere and generate a huge amount of heat it is then that they enhance a fire benders ability greatly. You can increase the amount of Bender Dice you roll by 2 and your Bendable Mass by an additional 20ft.

Full Moon: During a full moon, in particular, water bending is greatly enhanced, to the point where a single water bender can overpower multiple opponents with relative ease. You can increase the amount of Bender Dice you roll by 1, your Bendable Mass by an additional 10ft and anytime you target one creature with a bending attack you can target another within 10ft.

Extreme Heat: A fire bender's power is at its maximum potential nearest to the equator and while under the conditions of an extremely hot climate. You can increase the amount of Bender Dice you roll by 1 and your Bendable Mass by an additional 20ft.

Night: Water bending is strengthened and enhanced during the night, due to its lunar affinity. You can increase the amount of Bendable Mass by an additional 10ft. On the other hand, Fire benders ability rises in the day and sets in the night due to their solar affinity. You decrease the amount of Bendable Mass by 10ft.

Extreme Cold: Cold temperatures reduce a fire bender's abilities. You decrease the amount of Bender Dice you roll by 1 and Bendable Mass by 20ft.

Lack of Contact Since earth benders rely on having access to earth, their abilities can be decreased by separating them from any contact with the earth. When not in direct contact with the earth you decrease the amount of Bender Dice you roll by 1 and Bendable Mass by 10ft.

Natural Jammer Sand, although an earthen substance, is not firm like normal earth and renders seismic sense "fuzzy" and imprecise for earth benders who are not used to bending it. Also, uninterrupted contact with the ground is preferred for users of tremorsense and as such an object such as a shoe sole interferes with the sense. While walking on sand or not having direct contact with the earth your tremorsense range is halved (rounded down to the nearest multiple of 5).

Solar Eclipse: A solar eclipse is the only natural event known to cause a complete loss of fire bending ability, leaving them powerless. You cannot fire bend while a Solar Eclipse is happening.

Lunar eclipse: Although water benders gain power from the moon, the moon's absence during a lunar eclipse results in a complete loss of water bending ability. You cannot water bend while a Lunar Eclipse is happening.

If at any point these effects reduce you Bending Die to 0 then it is assumed you don't have the skill or proficiency yet to bend under these conditions, however, if you have has your Bending Mass reduced to 0ft but still have a Bending Die of at least 1, then you can only bend your element with a duration of instant and it cannot travel further than 5ft.

There may be other conditions that affect your bending but these will be up to your DM's discretion.