Water Bender(5e Class)
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Contents
- 1 Water Bender
- 2 Class Features
- 2.1 Hit Points
- 2.2 Proficiencies
- 2.3 Equipment
- 2.4 Water Bender
- 2.5 Connection to the Water Plane
- 2.6 Bending Points
- 2.7 Ice Block
- 2.8 Bending Path
- 2.9 Ability Score Improvement
- 2.10 Improved Waterbending
- 2.11 Adaption to Water
- 2.12 Respected by the Fish
- 2.13 Ice Barrier
- 2.14 Whip Grab
- 2.15 feature
- 2.16 feature
- 2.17 feature
- 2.18 feature
- 3 <- subclass header ->
Water Bender[edit]
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Creating a Water Bender[edit]
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 Build[edit]
For a quick build choose Wisdom as your primary ability score, followed by either Dexterity or Constitution.
Class Features[edit]
As a Water Bender, you gain the following class features.
Hit Points[edit]
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
Proficiencies[edit]
Armor: Light armor
Weapons: Simple weapons
Tools:
Saving Throws: Wisdom, Strength
Skills: Choose 2 from Animal Handling, Insight, Perception, Medicine, Survival, Acrobatics, Stealth, Persuasion.
Equipment[edit]
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 Bender[edit]
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 Whip[edit]
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 Plane[edit]
The spirit's guidance has granted you connection to the water plane. You know the language Aquan.
Bending Points[edit]
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 Block[edit]
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 Path[edit]
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 Improvement[edit]
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 Waterbending[edit]
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 Water[edit]
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 Fish[edit]
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 Barrier[edit]
Whip Grab[edit]
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