Bender of Water (3.5e Class)

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Water is a deadly slashing and bludgeoning force.
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Bender of Water

Those who bend water are the only benders who can heal people. Apart from that ability, Benders of Water have excellent offensive and defensive capabilities.

Making a Bender of Water

Benders of Water are capable ranged combatants and decent secondary healers.

Abilities: Dexterity is good for attack rolls, and Constitution is nice for health. Wisdom determines any saving throws that Benders of Water provide. That said, all ability scores are useful for being a character with ability outside of straight combat.

Races: Races with contact to water are much more likely to have members who bend water than races that live in arid desert environments.

Alignment: Any.

Starting Gold: 3d4×10 gp (75).

Starting Age: As Sorcerer.

Table: The Bender of Water

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Bends Known
Fort Ref Will Minor Major
1st +0 +0 +2 +0 Lunar Influence, Basic Bends 3 0
2nd +1 +0 +3 +0 4 0
3rd +2 +1 +3 +1 5 0
4th +3 +1 +4 +1 5 1
5th +3 +1 +4 +1 6 1
6th +4 +2 +5 +2 6 1
7th +5 +2 +5 +2 7 2
8th +6/+1 +2 +6 +2 7 2
9th +6/+1 +3 +6 +3 8 2
10th +7/+2 +3 +7 +3 8 3
11th +8/+3 +3 +7 +3 9 3
12th +9/+4 +4 +8 +4 9 3
13th +9/+4 +4 +8 +4 10 4
14th +10/+5 +4 +9 +4 10 4
15th +11/+6/+1 +5 +9 +5 11 4
16th +12/+7/+2 +5 +10 +5 11 5
17th +12/+7/+2 +5 +10 +5 12 5
18th +13/+8/+3 +6 +11 +6 12 5
19th +14/+9/+4 +6 +11 +6 13 5
20th +15/+10/+5 +6 +12 +6 13 5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis) Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the Bender of Water.

Weapon and Armor Proficiency: Benders of Water are proficient with simple weapons.

Saving Throws: The DC for any saving throw for the Bender of Water's abilities are equal to 10 + the Bender of Water's Dexterity modifier + half the Bender of Water's class level.

Lunar Influence: The Bender of Water gains a +1 bonus to her Bending level at night, and an additional +2 bonus to Bending level if there is a full moon out at night.

Basic Bends: The Bender of Water can lift 100 pounds of water per Bending level as a swift action. She can freeze or melt any water she is manipulating in this manner. Keeping this water in the air is a swift action. She can only manipulate water within Close range.

Bending: The Bender of Water gains a variety of abilities. All Bending abilities require somatic components (broad arm and leg movements), unless stated otherwise. The Bender of Water's Bending level is equal to her Bender of Water level. Bending level stacks from multiple sources.

AC Bonus: The Bender of Water gains an Insight bonus to her AC equal to her Wisdom modifier.

Trap Save: Some Bends allow a trap save to resist. A trap save is just like a normal save, but creatures with more than half health automatically succeed.

Minor Bends:

  • Water Whip: The Bender of Water can use water she has lifted to create a lashing tendril of water to swipe at an opponent. Treat this as a ranged attack with 10 ft. range which deals 1d8(+1d8 per Bending level) points of slashing damage and has a 19-20/x2 critical. This is an standard action that requires at least a pound of water.
  • Water Jet: The Bender of Water can use water she has lifted to create high pressure jets, which can be used to force opponents back. Treat this as a Bull Rush, with the Bender of Water using her Dexterity modifier + Bender level + 1d20 in place of a strength check. The defender adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable (such as a dwarf). The Bender of Water may push her targets back an additional 5 ft. for each 5 points by which her check result is greater than the defender's check result. Using Water Jet is a standard action that requires at least 50 pounds of water.
  • Ice Spikes: The Bender of Water can use water she has lifted to shoot small shards of ice at her opponents. Treat this as an area attack against targets within a 30 foot line. This attack deals 2d6(+2d6 per two Bending levels) points of piercing damage (Reflex half). This is a standard action that requires at least 10 pounds of water.
  • Bubble: The Bender of Water can prevent any water from entering within a 10 foot (+5 feet per Bending level) radius. The Bender of Water may choose to decrease or increase the radius of the Bubble as a swift action. This technique can be initiated and maintained as a standard action each round.
  • Heal: The Bender of Water can use their abilities to heal by surrounding a sick or injured person with water, which then glows with a brilliant, silver-colored light. The Bender of Water may use this ability to heal themselves or others for a total of hit points equal to her Bending level + her Wisdom modifier
  • Ice Wall: The Bender of Water can turn water within 10' of her location, into a 5 ft. x 5 ft. wall of ice that is 1 ft thick. Note that ice has 3 hp/inch of thickness, and hardness 12. This technique requires at least 100 pounds of water and may be activated as standard action
  • Sense Water (passive): The Bender of Water can sense and pinpoint all water within Close range (Medium if she has "Long Distance Bending"). Among other things, this lets her automatically notice living creatures (or other beings that contain water) and ignore concealment against them. If it's raining or underwater, she can ignore movement penalties for being blind.
  • Fog: The Bender of Water can turn water within Close range into fog. 10 pounds of water becomes one 5' cube of fog. Fog prevents sight as obscuring mist.
  • Water Cloak: The Bender of Water can use their water as a form of armor with tentacle-like arms. The Water cloak grants the Bender of Water a +2 shield bonus to her AC. The bender can use the tentacles to grab objects and whip enemies. Treat attacks made using the Water Cloak's two tentacles as ranged attacks using the Bender of Water's Base Attack Bonus with a 10 ft. range which deal 1d6 (+1d6 per Bending level) points of bludgeoning damage. Because the tentacles can wrap around an enemy's leg or other limb, the Bender of Water can make trip attacks with them, however, she is not subject to a trip attempt if she fails to trip her opponent. When using Water Cloak, the Bender of Water recieves a +2 bonus on opposed attack rolls made to disarm an opponent. This technique requires at least 200 pounds of water. If a waterbender has less water available, she can use 50 pounds of water to simply form the arms instead of the entire cloak, however she does not gain the bonus to AC. Creating a Water Cloak is a standard action, maintaining a Water Cloak is a swift action.
  • Gather Water: The Bender of Water can obtain water from plants, sweat, and the air within a 5 ft radius per Bending level as a move action. In general, 5 cubic feet of air can produce an eighth of a pound of water, and 5 cubic feet of plant matter can produce 1000 pounds of water.
  • Water Movement (passive): The Bender of Water can move on the surface of the water at very high speeds, and can also move underwater without difficulty. The Bender of Water gains a (50 ft) swim speed which can be used while submerged or on the surface of the water. She also may move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.
  • Long Distance Bending (passive): The Bender of Water's bending techniques increase one range increment(for example, from Close range to Medium range).
  • Frost Breath: The Bender of Water can use their breath to rapidly freeze objects, such as metallic chains, or an opponent. This technique can be used as an area attack against enemies within a 10 ft. cone dealing 1d6 points of cold damage per bending level (Relfex half).

Major Bends:

  • Form of the Octopus: The Bender of Water may use water she has lifted to form a body of water into eight whip-like tentacles which can be used to grasp or strike an opponent or to intercept and seize incoming attacks. The Bender of Water may make one attack with each of the 8 tentacle each round she maintains the Form of the Octopus, and can take up to eight attacks of opportunity per round. Treat attacks made using the Form of the Octopus as ranged attacks using the Bender of Water's full Base Attack Bonus with a 10 ft. range which deal 1d6 (+1d6 per Bending level) points of bludgeoning damage. Because the tentacles can wrap around an enemy's leg or other limb, the Bender of Water can make trip attacks with them, however, she is not subject to a trip attempt if she fails to trip her opponent. When using Form of the Octopus, the Bender of Water recieves a +2 bonus on opposed attack rolls made to disarm an opponent. Creating and maintaining this technique is a full-round action which requires at least 200 pounds of water.
  • Bloodbending: At night, a Bender of Water can attempt to lift and otherwise manipulate characters with liquids inside them, like water. She may also choose to deal 6d6 points of nonlethal damage to her target (Fortitude negates). A character who has successfully resisted this ability becomes immune to this ability for 1d4+2 rounds. Initiating and maintaing this technique requires a full-round action.
  • Elemental Form: The Bender of Water can bend water around herself to assume the form of a Water Elemental that is one size category larger than the Bender of Water's normal size. At night, the Bender of Water may assume the form of a Water Elemental that is two size categories larger than the Bender of Water's normal size. Treat this as an alternate form ability, although reducing her hit points to 0 in the Elemental Form returns her to her normal form with the amount of hit points she had prior to assuming the elemental form. Performing this technique requires 5000 punds of water and causes the Bender of Water to be exhausted and take 2d6 points of nonlethal damage after assuming her normal form.
  • Maelstrom: In a large body of water, the Bender of Water can create a gigantic whirlpool which sucks objects towards it and under the surface of the water. The Bender of Water can create a whirlpool which is 10ft wide at base, up to 5 ft per bending level wide at top, and up to 10 ft per bending level deep. The Maelstrom pulls objects under the surface of the water and shoots them out at its' base. The Maelstrom cannot be programmed and lasts until the Bender of Water stops concentrating on it. Creating and maintaining a Maelstrom is a full-round action.
  • Distortion Effect: The Bender of Water can bend water around herself in layers, using refraction to make herself appear to be about 2 feet away from her true location. The Bender of Water benefits from a 50% miss chance as if she had total concealment. However, unlike actual total concealment, Distortion Effect does not prevent enemies from targeting the Bender of Water normally.

Bend Invention: Imaginative characters can invent new bends, with DM supervision. Keep in mind that it is difficult to manipulate water that is beyond close range, and controlling water within people can only be done during the full moon at night.





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Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorFoxwarrior +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByZhenra-Khal +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Concentration +, Craft +, Diplomacy +, Escape Artist +, Hide +, Jump +, Knowledge (nature) +, Listen +, Move Silently +, Perform +, Sense Motive +, Spot +, Swim + and Tumble +
Skill Points6 +
SummaryA telekinetic wielder of dihydrogen monoxide with power and versatility. +
TitleBender of Water +
Will Save ProgressionPoor +