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Water Bender(5e Class)

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Water BenderEdit

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Creating a Water BenderEdit

When creating a Water Bender think of the path your character chose with his bending. is he a powerful blood bender able to control his opponents bodies, an ice bender able to hinder his opponents and control the battelfield or a healer who is always willing to lend aid to his allies.

Quick BuildEdit

For a quick build choose Wisdom as your primary ability score, followed by either Dexterity or Constitution.

Class FeaturesEdit

As a Water Bender, you gain the following class features.

Hit PointsEdit

Hit Dice: 18 per Water Bender level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 18 + your Constitution modifier

ProficienciesEdit

Armor: Light armor
Weapons: Simple weapons
Tools:
Saving Throws: Wisdom, Strength
Skills: Choose 2 from Animal Handling, Insight, Perception, Medicine, Survival, Acrobatics, Stealth, Persuasion.

EquipmentEdit

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

  • Leather Armor
  • a simple melee weapon or a simple ranged weapon with 20 pieces of ammunition
  • a priest's pack or an explorer's pack
  • an herbalism kit or a healer's kit


The Water Bender

Level Proficiency
Bonus
Features
1st +2 Waterbending, Connection to the Water Plane
2nd +2 Bending Points, Ice Block
3rd +2 Bending Path
4th +2 Ability Score Improvement
5th +3 Improved Waterbending
6th +3 Adaption to Water, Respected by the Fish(Working title)
7th +3 Improved Waterbending
8th +3 Ability Score Improvement
9th +4 Bending Path Feature
10th +4 Ice Barrier, Whip Grab
11th +4 Water Plane's Aid
12th +4 Ability Score Improvement
13th +5 Bending Path Feature
14th +5 Water Plane's Guest
15th +5
16th +5 Ability Score Improvement
17th +6 Bending Path Feature
18th +6
19th +6 Ability Score Improvement
20th +6 Master of the Waves

Water BenderEdit

Through rigorous training you are able to control water and shape it as you will. you know the cantrip shape water and can conjure a water whip. While bending you need to have both arms free to enable their smooth movements.

Water WhipEdit

As an action you can conjure a long whip that can hit a target up to 30 ft away and deals 1d10 plus your wisodm modifier bludgeoning damage. the whip's damage increases by 1d10 at level 5,11,17.

Connection to the Water PlaneEdit

The spirit's guidance has granted you connection to the water plane. You know the language Aquan.

Bending PointsEdit

Starting at level 2 you gain a pool of bending points which are used by most of your water bending abilities. the number of bending points you have equal to your level in this class. you regain all expanded bending points during a short rest. To increase the level of spells you can spend additional bending points by this restrictions - to increase a spell level up to level 5 cost 1 bending point for each level and for each level higher than that the cost is 2 points.when casting a spell or using an ability which its effectiveness can be improved by spending additional bending points the total bending points cannot be more than half your level in this class round up.

You gain the ability to cast Ice knife(Cost 1 Bending Points).

Ice BlockEdit

Your quick reflexes allows you to cover your body in ice which take the brunt of incoming attacks. Starting at level 2 as a reaction for when you are getting hit by an attack, spell or an ability you can expand a use of ice block giving you temporary hit points equal to your level x 2. those temporary hit points take as much as possible from the triggering attack and remain until the start of your next turn. The total uses of ice block you have are equal to your wisdom modifier. Charges of ice block recharge at the end of a long rest.

Bending PathEdit

At level 3 as your knowledge in waterbending increases, you learn new ways to harness water. Choose one of the following paths: Bloodbending, Icebending or Healing Waters. The path you chose grant you abilities at level 3,9,13 and 17.

Ability Score ImprovementEdit

When you reach 4th level, and again at 8th, 12th, 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. As normal, you can't increase an ability score above 20 using this feature.

Improved WaterbendingEdit

As your bending powers increase you are able to affect more and more volumes of water at each time.

At 5th level you learn the spells Tidal Wave and Wall of Water. Both cost 3 Bending Points to cast.

At 7th level you learn the spells Control Water(Cost 2 Bending Points) and Watery Sphere(Cost 4 Bending Points).

Adaption to WaterEdit

Starting at level 6 swimming no longer slow you down but allows you to move faster. you get swimming speed equals to 60 ft and you can breath underwater.

Respected by the FishEdit

The guidance of the spirits and your connection to the water plane grants you respect from humanoids residing underwater and by those residing and or originating from the water plane. you have advantage on any charisma checks made towards them

Ice BarrierEdit

Whip GrabEdit

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