Summary
InAvatar Legends, your character’s playbook functions like your class might in other tabletop roleplaying games. This playbook reads like a character archetype that not only gives you your starting abilities and role within the adventuring party, but also gives you two balance principles to guide your roleplay, as well as your character’s journey.
But, which playbook is right for you and your character concept? Playbooks don’t give you access to certain bending or fighting abilities, but rather roleplay inspiration. If you’re not sure where to start, we’ve created this list, which has a breakdown of every playbook you can play.

The first ten playbooks in this list can be found in the Avatar Legends Core Rulebook, while the subsequent playbooks can be found in expansion materials like Wan Shi Tong’s Adventure Guide and the Republic City Setting Toolkit.
Best Move
No Time For Feelings
The Adamant is a logical and steadfast character archetype whose main goal is to get results, sometimes at the cost of their own emotions. They’re extremely Type A, and sometimes a bit standoffish to other players and characters.
One of the key aspects of this playbook is that you must name another PC in your party to be deemed as your Lodestar. This player can shift your balance and call you out without getting to contest it. This is imperative for your roleplay as the Adamant, as you have a weak spot for this character, especially when you’re being stubborn.

Not Done Yet!
The Bold playbook is defined by overconfidence and a sometimes boastful demeanor. This character archetype is flashy and daring; always willing to try something new to get the job done. However, they are also pulled by a deep sense of loyalty to their compatriots.
This playbook’s key feature is its Legacy of Excellence, which, essentially, gives you a checklist of amazing feats to pull off throughout your campaign. Once you do so, Avatar Legends actually recommends you change playbooks or accept that your character arc is complete, and retire the character. You can also use these feats to mark growth or clear conditions.

Martyr Complex
The Guardian is a playbook very reminiscent of characters like Katara in Avatar: The Last Airbender. This playbook is defined by serving as a protective ward over another player-character in your campaign. This can shift throughout the campaign, but at least at first, you’ll be tasked with watching over another player religiously.
This playbook is also defined by truth-telling, as many of the moves offered in this playbook have to do with rooting out deceit in othercharacters or NPCs. Ultimately, this is a great playbook for waterbenders and players who want to play a very roleplay-heavy character.

Fueled By Anger
The Hammer is a tough nut to crack, and very reminiscent of characterslike Toph from the original animated series. This playbook is defined by brute-force, and smashing your way through obstacles and asking questions later.
The most interesting part of this playbook comes in the form of the Bringing Them Down feature, which allows you to name a specific adversary in the campaign and a specific goal you have relating to them. When you fight your adversary, you can clear all fatigue immediately and become inspired in combat, making for really fun combat encounters.

Otter-Penguins, Unagi, & Hot Springs
The Icon is someone burdened by having to occupy a particular role in their life, whether that means they’re set to inherit a household title or serve as an envoy to an esteemed noble. They yearn for freedom and a carefree disposition, but know that they must also fulfill their duties.
Their unique move, Otter-Penguins, Unagi, and Hot Springs, is one of the few moves available in playbooks that allows for characters to earn growth without having to answer growth questions. This means that, if you play your cards right, you can level up this playbook quite quickly.

Can’t Knock Me Down
The Idealist is a really interesting playbook and is almost the equivalent of playing a Lawful Good-aligned character in a game like Dungeons & Dragons. This character can’t help but see the best in people, sometimes at their own expense. Plus, their ideals can put them in harm’s way.
Idealists must create a code of honor for themselves that they follow at all times. When they live up to their ideals, you can gain NPC allies that you can add to your party’s roster. When players or NPCs are on your ally list, they become much more easily swayed by various moves, like guide and comfort.

A Warrior’s Heart
The Pillar is defined by their ability to lead groups with ease and confidence. They are incredibly self-reliant, and struggle to let others help them, which is why their balance principles define their struggle as a struggle between support and leadership.
The most unique feature of this playbook comes in the form of their Squad Leader abilities. This feature gives you dominion over a small group of ten warriors that you have commanded, as well as a team points system that grants you certain abilities throughout the campaign. This group is separate from the adventuring party you’re traveling with in the game.

Wait And Listen
The Prodigy is an extremely gifted warrior. Things come to them easily, and they stand out above the crowd when it comes to showing off their bending or fighting prowess. Though not necessarily a maligned character archetype, the Prodigy resemblescharacters like Azulain Avatar: The Last Airbender.

With this playbook, you can choose two mastery areas that allow you to ignore penalties from certain conditions and statuses, as well as co-opt techniques from enemies that you are fighting against. This comes at a penalty to your balance, but can often prove well worth it.
Is That The Best You Got?
The Rogue is a classic archetype that many players might be familiar with from other TTRPGs. This playbook is defined by a streak of independence, living outside the laws of society, and occasionally, being a bit selfish.
This is a great playbook for expert roleplayers, as many of the abilities and moves this playbook has often come with built-in nerfs and boons depending on how you play them. You also must select four bad habits that your Rogue has adopted over the years, which can be extremely rewarding to roleplay throughout a campaign.

Worldly Knowledge
Similar to the Icon, the Successor is burdened by inheriting some kind of title or role that they must embrace. However, what makes this playbook unique is that the Successor’s inheritance is tarnished or macabre in some way. They don’t necessarily want to inherit this role at all, and doing so may spell danger for them.
The most interesting part of this playbook is that you can learn multiple trainings with the move Worldly Knowledge. Of course, this doesn’t mean you can learn two forms of bending, but if you are a bender, you could learn Weapons or Technology training. This can make for a really unique character build.